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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Seaneat</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Seaneat"/>
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	<updated>2026-04-10T22:17:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=131481</id>
		<title>File:Seaneat-FantasyBeasts.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=131481"/>
		<updated>2010-11-13T08:13:22Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-FantasyBeasts.PNG&amp;quot;:&amp;amp;#32;few more horse type beasts, few others copying that better artist's sprites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set of animals from myths and fantasy.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tilesets&amp;diff=126508</id>
		<title>v0.31 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tilesets&amp;diff=126508"/>
		<updated>2010-08-29T00:19:14Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: posting my comment in the right place maybe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rough gems vs cluster ==&lt;br /&gt;
&lt;br /&gt;
My recent edit was undone by an unknown user at IP 82.32.58.200.  I'm not sure why.&lt;br /&gt;
My reasoning is there is a big difference between a rough gem (ROUGH item token) and a rough gem cluster (INORGANIC item token with IS_GEM property).  Most importantly for this page, you can currently change the tile displayed by the unmined rough gem clusters, however, you can not change the tile displayed by the rough gem items themselves.  This question came up a few times recently on the DF boards because of this wiki page, so I clarified the difference.  I'm going to go and undo that latest edit unless I see some reason why it was reverted. [[User:Zeidrich|Zeidrich]] 00:18, 29 July 2010 (UTC)&lt;br /&gt;
:To clarify, while [ITEM_SYMBOL:###] works with chunks of stone (and is why ores and slade/lignite/cobaltite/cinnabar show up as * and bituminous coal shows up as ☼), it's outright ignored for rough gems. --[[User:Quietust|Quietust]] 03:53, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The tileset files are identical to the old ones. I've already went ahead and pulled my tileset file up and loaded it in with no difficulties. It's a pretty safe bet that the rest of the details with tilesets are unchanged as well. Graphic sets however I do remember reading that the raws have been changed so these will have to be reworked before they can be used. &lt;br /&gt;
&lt;br /&gt;
Tempting as it is to go ahead and do the edits now, I think I'm going to just play for a while. [[User:Doctorzuber|Doctorzuber]] 17:58, 1 April 2010 (UTC)&lt;br /&gt;
:Go for it.  I guess if it is a graphics set with raw updates, then we'll leave em out for now. --[[User:Briess|Briess]] 18:14, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can anyone point me in the right direction as to what would need to be done to make working graphics sets for df 2010?  Please feel free to leave me a message on my user page.&lt;br /&gt;
[[User:Archtemplari|Archtemplari]] 03:50, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Items/Creatures/etc. ==&lt;br /&gt;
DF2010 has some different items, and the tiles they use should be logged on this page.&lt;br /&gt;
&lt;br /&gt;
== Separate Designation for world map entities ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some use of tiles on world map which is not recorded fully yet.&lt;br /&gt;
&lt;br /&gt;
Since there are designations for other types of entity represented by a character e.g.&lt;br /&gt;
    * Items marked with * can have their tile changed in the raw data files.&lt;br /&gt;
    * Items marked with # can have their tile replaced by a graphics set image, in addition to having their tile changed in the raw data.&lt;br /&gt;
    * Items marked with $ can be changed in the init.txt file. &lt;br /&gt;
&lt;br /&gt;
How about a designation for world map use? &amp;quot;%&amp;quot;?&lt;br /&gt;
e.g. 239 ∩ 	 Hills%&lt;br /&gt;
&lt;br /&gt;
I've at least seen (86 V) and (110 n) used on world map which is not documented atm.&lt;br /&gt;
-- [[User:Sphr|Sphr]] 16:59, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics Set problem and Door color ==&lt;br /&gt;
&lt;br /&gt;
I'd like someone to figure out or tell me why some of my dwarves look the way they are. I'm not sure but perhaps in finding the solution to my problem, some information might be found that might be useful to someone or good to have in the wiki. I don't know whether it's the version of dwarf fortress, my computer, the image file or the text file, but on my status screen ([z]), in the space where the &amp;quot;graphic&amp;quot; for Nobles/Admins, which I remember is supposed to be of the Administrator dwarf, is nothing. Even more noticeably is the appearance of all my soldier dwarves, they all have the graphic for the Stoneworkers. Here is my status screen. &lt;br /&gt;
&lt;br /&gt;
[[File:Graphicsproblemnoblessoldiers.PNG]]&lt;br /&gt;
&lt;br /&gt;
I don't know if this is a normal problem. It seems all the jobs that are effected are listed after the standard jobs in my graphics text file, right after my last job, in the engineer group, pump operator. Perhaps they're affected in different ways. I didn't play long enough to check if soldier dwarves or all the nobles look weird in game but my assigned broker seems to have his normal graphic and he's in the nobles part of the text file. I thought that maybe the doctor professions were the cause of this honkiness but after I removed them, they were after the pump operator before I removed them, they don't seem to be the cause. Could it be because of dimensions of the graphics set? the file type? Maybe a certain job or number shouldn't be on the text file. I have a space between the various groups in the text files if that matters. I'm using my own graphics set and on this page is sorta what my graphics text file looks like minus stuff like SOLDIERS and FORTRESS GUARD. I have gotten my set to work in older versions.&lt;br /&gt;
[[http://df.magmawiki.com/index.php/File:Seaneat-Dwarves.PNG]] &lt;br /&gt;
&lt;br /&gt;
One last thing, in recent versions all doors of any stone are gray in color, this wasn't so in some older versions. Is there a way to change them back?--[[User:Seaneat|Seaneat]] 07:05, 28 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=126507</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=126507"/>
		<updated>2010-08-29T00:18:23Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set problem and Door color */ just found out i put this in the wrong place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to make unexplored underground tiles look all the same - black without those commas and percentage signs? It kinda wierd having prepared meals encased in rock (for example Dwarfletter tileset[http://dwarffortresswiki.net/index.php/File:Dwarfletter1.png])&lt;br /&gt;
&lt;br /&gt;
Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
== Tileset Installation Instructions ==&lt;br /&gt;
&lt;br /&gt;
I'm a new user and I had some trouble getting a graphics set installed. I discovered that DF will look at any file in the raw/graphics directory for instructions, even non-text files. I couldn't find any detailed information in the wiki on this stuff. Would this be the appropriate place to add this information? There should at least be a link from this to a more detailed page. --[[User:gesangbaer|gesangbaer]] 14:02, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK This is the only place for this info, but this page is pretty long and disorganized.  I say go ahead and post it here.  I've never run into the problem you mentioned but I haven't dabbled much in graphics sets. --[[User:3lB33|3lB33]] 01:16, 19 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;br /&gt;
&lt;br /&gt;
==C&amp;amp;P==&lt;br /&gt;
For if someone needs a copy&amp;amp;paste of good ol' CP437 (like me, for example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ☺☻♥♦♣♠•◘○◙♂♀♪♫☼&lt;br /&gt;
►◄↕‼¶§▬↨↑↓→←∟↔▲▼&lt;br /&gt;
 !&amp;quot;#$%&amp;amp;'()*+,-./&lt;br /&gt;
0123456789:;&amp;lt;=&amp;gt;?&lt;br /&gt;
@ABCDEFGHIJKLMNO&lt;br /&gt;
PQRSTUVWXYZ[\]^_&lt;br /&gt;
`abcdefghijklmno&lt;br /&gt;
pqrstuvwxyz{|}~⌂&lt;br /&gt;
ÇüéâäàåçêëèïîìÄÅ&lt;br /&gt;
ÉæÆôöòûùÿÖÜ¢£¥₧ƒ&lt;br /&gt;
áíóúñÑªº¿⌐¬½¼¡«»&lt;br /&gt;
░▒▓│┤╡╢╖╕╣║╗╝╜╛┐&lt;br /&gt;
└┴┬├─┼╞╟╚╔╩╦╠═╬╧&lt;br /&gt;
╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀&lt;br /&gt;
αßΓπΣσµτΦΘΩδ∞φε∩&lt;br /&gt;
≡±≥≤⌠⌡÷≈°∙·√ⁿ²■&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Jenn1|Jenni]] 19:28, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning up the tileset list for easier reference ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.&lt;br /&gt;
&lt;br /&gt;
Starting by adding tile number referances next to the tiles themselves.&lt;br /&gt;
Saves some counting time when searching to replace the tile or search it out in raws.&lt;br /&gt;
&lt;br /&gt;
Speaking of saving time.&lt;br /&gt;
I've been using Depeche View to search through all the raws at once for [TILE:#] referances.&lt;br /&gt;
&lt;br /&gt;
Anyone have a better tool to suggest for the same job?&lt;br /&gt;
--[[User:Fain|Fain]] 03:07, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Color Algorithm ==&lt;br /&gt;
&lt;br /&gt;
It is VERY VERY CLOSE to (mask * color) / 255 but not identical, and I'm racking my brains to try and figure out what causes that 1-value difference... --[[User:Corona688|Corona688]] 02:16, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I attacked this problem at one point. See {{tl|color}} for what I ended up with. IIRC, it was a match. [[User:VengefulDonut|VengefulDonut]] 04:29, 14 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=126468</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=126468"/>
		<updated>2010-08-28T07:05:09Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Graphics Set problem and Door color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to make unexplored underground tiles look all the same - black without those commas and percentage signs? It kinda wierd having prepared meals encased in rock (for example Dwarfletter tileset[http://dwarffortresswiki.net/index.php/File:Dwarfletter1.png])&lt;br /&gt;
&lt;br /&gt;
Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
== Tileset Installation Instructions ==&lt;br /&gt;
&lt;br /&gt;
I'm a new user and I had some trouble getting a graphics set installed. I discovered that DF will look at any file in the raw/graphics directory for instructions, even non-text files. I couldn't find any detailed information in the wiki on this stuff. Would this be the appropriate place to add this information? There should at least be a link from this to a more detailed page. --[[User:gesangbaer|gesangbaer]] 14:02, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK This is the only place for this info, but this page is pretty long and disorganized.  I say go ahead and post it here.  I've never run into the problem you mentioned but I haven't dabbled much in graphics sets. --[[User:3lB33|3lB33]] 01:16, 19 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;br /&gt;
&lt;br /&gt;
==C&amp;amp;P==&lt;br /&gt;
For if someone needs a copy&amp;amp;paste of good ol' CP437 (like me, for example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ☺☻♥♦♣♠•◘○◙♂♀♪♫☼&lt;br /&gt;
►◄↕‼¶§▬↨↑↓→←∟↔▲▼&lt;br /&gt;
 !&amp;quot;#$%&amp;amp;'()*+,-./&lt;br /&gt;
0123456789:;&amp;lt;=&amp;gt;?&lt;br /&gt;
@ABCDEFGHIJKLMNO&lt;br /&gt;
PQRSTUVWXYZ[\]^_&lt;br /&gt;
`abcdefghijklmno&lt;br /&gt;
pqrstuvwxyz{|}~⌂&lt;br /&gt;
ÇüéâäàåçêëèïîìÄÅ&lt;br /&gt;
ÉæÆôöòûùÿÖÜ¢£¥₧ƒ&lt;br /&gt;
áíóúñÑªº¿⌐¬½¼¡«»&lt;br /&gt;
░▒▓│┤╡╢╖╕╣║╗╝╜╛┐&lt;br /&gt;
└┴┬├─┼╞╟╚╔╩╦╠═╬╧&lt;br /&gt;
╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀&lt;br /&gt;
αßΓπΣσµτΦΘΩδ∞φε∩&lt;br /&gt;
≡±≥≤⌠⌡÷≈°∙·√ⁿ²■&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Jenn1|Jenni]] 19:28, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning up the tileset list for easier reference ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.&lt;br /&gt;
&lt;br /&gt;
Starting by adding tile number referances next to the tiles themselves.&lt;br /&gt;
Saves some counting time when searching to replace the tile or search it out in raws.&lt;br /&gt;
&lt;br /&gt;
Speaking of saving time.&lt;br /&gt;
I've been using Depeche View to search through all the raws at once for [TILE:#] referances.&lt;br /&gt;
&lt;br /&gt;
Anyone have a better tool to suggest for the same job?&lt;br /&gt;
--[[User:Fain|Fain]] 03:07, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Color Algorithm ==&lt;br /&gt;
&lt;br /&gt;
It is VERY VERY CLOSE to (mask * color) / 255 but not identical, and I'm racking my brains to try and figure out what causes that 1-value difference... --[[User:Corona688|Corona688]] 02:16, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I attacked this problem at one point. See {{tl|color}} for what I ended up with. IIRC, it was a match. [[User:VengefulDonut|VengefulDonut]] 04:29, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics Set problem and Door color ==&lt;br /&gt;
&lt;br /&gt;
I'd like someone to figure out or tell me why some of my dwarves look the way they are. I'm not sure but perhaps in finding the solution to my problem, some information might be found that might be useful to someone or good to have in the wiki. I don't know whether it's the version of dwarf fortress, my computer, the image file or the text file, but on my status screen ([z]), in the space where the &amp;quot;graphic&amp;quot; for Nobles/Admins, which I remember is supposed to be of the Administrator dwarf, is nothing. Even more noticeably is the appearance of all my soldier dwarves, they all have the graphic for the Stoneworkers. Here is my status screen. &lt;br /&gt;
&lt;br /&gt;
[[File:Graphicsproblemnoblessoldiers.PNG]]&lt;br /&gt;
&lt;br /&gt;
I don't know if this is a normal problem. It seems all the jobs that are effected are listed after the standard jobs in my graphics text file, right after my last job, in the engineer group, pump operator. Perhaps they're affected in different ways. I didn't play long enough to check if soldier dwarves or all the nobles look weird in game but my assigned broker seems to have his normal graphic and he's in the nobles part of the text file. I thought that maybe the doctor professions were the cause of this honkiness but after I removed them, they were after the pump operator before I removed them, they don't seem to be the cause. Could it be because of dimensions of the graphics set? the file type? Maybe a certain job or number shouldn't be on the text file. I have a space between the various groups in the text files if that matters. I'm using my own graphics set and on this page is sorta what my graphics text file looks like minus stuff like SOLDIERS and FORTRESS GUARD. I have gotten my set to work in older versions.&lt;br /&gt;
[[http://df.magmawiki.com/index.php/File:Seaneat-Dwarves.PNG]] &lt;br /&gt;
&lt;br /&gt;
One last thing, in recent versions all doors of any stone are gray in color, this wasn't so in some older versions. Is there a way to change them back?--[[User:Seaneat|Seaneat]] 07:05, 28 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Graphicsproblemnoblessoldiers.PNG&amp;diff=126467</id>
		<title>File:Graphicsproblemnoblessoldiers.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Graphicsproblemnoblessoldiers.PNG&amp;diff=126467"/>
		<updated>2010-08-28T06:42:02Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: how a status screen looks like with something honkey going on in the graphics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how a status screen looks like with something honkey going on in the graphics.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88744</id>
		<title>File:Seaneat-Dwarves.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88744"/>
		<updated>2010-04-10T05:20:58Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* graphics_dwarfs Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;br /&gt;
I'd make a change log but I don't want to make one.&lt;br /&gt;
&lt;br /&gt;
=graphics_dwarfs Installation=&lt;br /&gt;
I haven't tested it yet so tell me what problems you come across.&lt;br /&gt;
&lt;br /&gt;
Read that page or something that tells you how install graphic sets so you're not boned.&lt;br /&gt;
&lt;br /&gt;
Save this as a text file and name it &amp;quot;graphics_dwarfs&amp;quot; without the quotes and put it in the raw/graphics folder.&lt;br /&gt;
&lt;br /&gt;
This only works/doesn't work for my set unless there is some set somewhere exactly organized like mine.&lt;br /&gt;
&lt;br /&gt;
I haven't played in a while so I'm having problems installing it myself. I've quit trying.&lt;br /&gt;
&lt;br /&gt;
One last thing, I named the graphic set &amp;quot;D.bmp&amp;quot; so change that according to what you name my file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_dwarfs&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:D]&lt;br /&gt;
	[FILE:D.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:29]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:D:0:0:ADD_COLOR]&lt;br /&gt;
	[STANDARD:D:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:D:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BABY:D:3:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:D:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:D:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:D:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:D:3:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:D:4:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:D:1:3:AS_IS:DEFAULT]	&lt;br /&gt;
	[MASON:D:3:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:D:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[RANGER:D:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:D:3:4:AS_IS:DEFAULT]	&lt;br /&gt;
	[TRAPPER:D:6:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:D:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:D:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:D:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:D:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:D:5:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:D:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:D:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:D:6:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:D:2:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:D:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:D:2:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:D:3:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:D:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:D:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:D:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:D:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:D:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:D:8:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:D:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:D:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:D:9:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:D:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:D:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:D:4:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:D:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:D:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:D:9:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[MILLER:D:7:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[BUTCHER:D:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:D:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:D:5:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[PLANTER:D:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:D:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:D:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:D:7:10:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:D:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:D:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:D:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:D:6:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:D:5:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:D:4:10:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[ENGINEER:D:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:D:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:D:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:D:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:D:5:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DOCTOR:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[WOUND_DRESSER:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[DIAGNOSTICIAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[SURGEON:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_DOCTOR:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[SUTURER:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:13:AS_IS:DEFAULT]&lt;br /&gt;
	[CHAMPION:D:11:16:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:13:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:D:1:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:D:2:13:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:D:3:13:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:D:5:13:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:D:6:13:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:14:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
FORTRESS GUARD&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:17:AS_IS:GUARD]&lt;br /&gt;
	[CHAMPION:D:11:18:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:17:AS_IS:GUARD]&lt;br /&gt;
	[SWORDSMAN:D:1:17:AS_IS:GUARD]&lt;br /&gt;
	[MACEMAN:D:2:17:AS_IS:GUARD]&lt;br /&gt;
	[HAMMERMAN:D:3:17:AS_IS:GUARD]&lt;br /&gt;
	[SPEARMAN:D:4:17:AS_IS:GUARD]&lt;br /&gt;
	[CROSSBOWMAN:D:5:17:AS_IS:GUARD]&lt;br /&gt;
	[WRESTLER:D:6:17:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:18:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CHAMPION:D:11:20:AS_IS:ROYAL GUARD]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SWORDSMAN:D:2:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MACEMAN:D:2:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[HAMMERMAN:D:3:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SPEARMAN:D:4:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CROSSBOWMAN:D:5:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[WRESTLER:D:6:19:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:20:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
SKELETON SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:21:AS_IS:SKELETON]&lt;br /&gt;
	[CHAMPION:D:11:22:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:21:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:D:1:21:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:D:2:21:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:D:3:21:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:D:4:21:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:D:5:21:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:D:6:21:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:22:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
ZOMBIE SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[CHAMPION:D:11:24:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:D:1:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:D:2:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:D:3:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:D:4:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:D:5:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:D:6:23:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:24:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
APPOINTED NOBLES&lt;br /&gt;
&lt;br /&gt;
	[ADMINISTRATOR:D:0:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:D:3:25:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:D:3:25:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:D:4:25:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:D:6:25:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:D:6:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
IMMIGRANT NOBLES&lt;br /&gt;
&lt;br /&gt;
	[PHILOSOPHER:D:3:26:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:D:2:26:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:D:0:26:AS_IS:DEFAULT]&lt;br /&gt;
	[TAXCOLLECTOR:D:1:26:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
HIGHER NOBLES&lt;br /&gt;
&lt;br /&gt;
	[BARON:D:0:27:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:D:1:27:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:D:2:27:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:D:3:27:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:D:4:27:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:D:5:27:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:D:6:27:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:D:7:27:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
OTHER NOBLES AND DWARVES&lt;br /&gt;
&lt;br /&gt;
	[ARCHITECT:D:10:25:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:D:11:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MERCHANT:D:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:D:4:28:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:D:4:28:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:D:11:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
NON FORTRESS DWARVES&lt;br /&gt;
&lt;br /&gt;
	[CLERK:D:1:28:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:D:1:28:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ADVISOR:D:0:28:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:D:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:D:10:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[SLAVE:D:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:D:10:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUNK:D:4:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[THIEF:D:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:D:11:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
OTHER SOLDIER DWARVES&lt;br /&gt;
&lt;br /&gt;
	[PIKEMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:D:8:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:D:8:13:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:D:9:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:D:9:13:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:D:10:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:D:10:13:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNKNOWN DWARVES&lt;br /&gt;
&lt;br /&gt;
	[TRAINED_HUNTER:D:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAINED_WAR:D:8:0:AS_IS:DEFAULT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=88735</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=88735"/>
		<updated>2010-04-10T05:04:21Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Seaneat Custom Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''You may be looking for general information on [[40d:tilesets|tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[40d:Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[40d:tilesets|tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280 horizontal&lt;br /&gt;
|Current Version=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples in the same folder and init text file in data/init folder. Learn more about how to install them somewhere, I hate explaining. Doesn't work with the same text file in Mike's set. I included the text file for installing the dwarf graphic set in its image page. I'm not sure it works honestly.&lt;br /&gt;
&lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88734</id>
		<title>File:Seaneat-Dwarves.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88734"/>
		<updated>2010-04-10T04:57:31Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;br /&gt;
I'd make a change log but I don't want to make one.&lt;br /&gt;
&lt;br /&gt;
=graphics_dwarfs Installation=&lt;br /&gt;
I haven't tested it yet so tell me what problems you come across.&lt;br /&gt;
&lt;br /&gt;
Read that page or something that tells you how install graphic sets so you're not boned.&lt;br /&gt;
&lt;br /&gt;
Save this as a text file and name it &amp;quot;graphics_dwarfs&amp;quot; without the quotes and put it in the raw/graphics folder.&lt;br /&gt;
&lt;br /&gt;
This only works/doesn't work for my set unless there is some set somewhere exactly organized like mine.&lt;br /&gt;
&lt;br /&gt;
I haven't played in a while so I'm having problems installing it myself. I've quit trying.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_dwarfs&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:D]&lt;br /&gt;
	[FILE:D.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:29]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:D:0:0:ADD_COLOR]&lt;br /&gt;
	[STANDARD:D:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:D:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BABY:D:3:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:D:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:D:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:D:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:D:3:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:D:4:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:D:1:3:AS_IS:DEFAULT]	&lt;br /&gt;
	[MASON:D:3:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:D:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[RANGER:D:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:D:3:4:AS_IS:DEFAULT]	&lt;br /&gt;
	[TRAPPER:D:6:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:D:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:D:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:D:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:D:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:D:5:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:D:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:D:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:D:6:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:D:2:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:D:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:D:2:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:D:3:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:D:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:D:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:D:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:D:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:D:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:D:8:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:D:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:D:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:D:9:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:D:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:D:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:D:4:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:D:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:D:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:D:9:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[MILLER:D:7:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[BUTCHER:D:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:D:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:D:5:9:AS_IS:DEFAULT]	&lt;br /&gt;
	[PLANTER:D:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:D:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:D:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:D:7:10:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:D:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:D:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:D:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:D:6:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:D:5:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:D:4:10:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[ENGINEER:D:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:D:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:D:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:D:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:D:5:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DOCTOR:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[WOUND_DRESSER:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[DIAGNOSTICIAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[SURGEON:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_DOCTOR:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[SUTURER:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:13:AS_IS:DEFAULT]&lt;br /&gt;
	[CHAMPION:D:11:16:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:13:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:D:1:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:D:2:13:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:D:3:13:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:D:5:13:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:D:6:13:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:14:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:14:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
FORTRESS GUARD&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:17:AS_IS:GUARD]&lt;br /&gt;
	[CHAMPION:D:11:18:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:17:AS_IS:GUARD]&lt;br /&gt;
	[SWORDSMAN:D:1:17:AS_IS:GUARD]&lt;br /&gt;
	[MACEMAN:D:2:17:AS_IS:GUARD]&lt;br /&gt;
	[HAMMERMAN:D:3:17:AS_IS:GUARD]&lt;br /&gt;
	[SPEARMAN:D:4:17:AS_IS:GUARD]&lt;br /&gt;
	[CROSSBOWMAN:D:5:17:AS_IS:GUARD]&lt;br /&gt;
	[WRESTLER:D:6:17:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:18:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:18:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CHAMPION:D:11:20:AS_IS:ROYAL GUARD]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SWORDSMAN:D:2:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MACEMAN:D:2:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[HAMMERMAN:D:3:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SPEARMAN:D:4:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CROSSBOWMAN:D:5:19:AS_IS:ROYALGUARD]&lt;br /&gt;
	[WRESTLER:D:6:19:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:20:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:20:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
SKELETON SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:21:AS_IS:SKELETON]&lt;br /&gt;
	[CHAMPION:D:11:22:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:21:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:D:1:21:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:D:2:21:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:D:3:21:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:D:4:21:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:D:5:21:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:D:6:21:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:22:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:22:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
ZOMBIE SOLDIERS&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:D:11:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[CHAMPION:D:11:24:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
	[AXEMAN:D:0:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:D:1:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:D:2:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:D:3:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:D:4:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:D:5:23:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:D:6:23:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
	[MASTER_AXEMAN:D:0:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_SWORDSMAN:D:1:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_MACEMAN:D:2:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_HAMMERMAN:D:3:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_SPEARMAN:D:4:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:D:5:24:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_WRESTLER:D:6:24:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
APPOINTED NOBLES&lt;br /&gt;
&lt;br /&gt;
	[ADMINISTRATOR:D:0:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:D:3:25:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:D:3:25:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:D:4:25:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:D:5:25:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:D:6:25:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:D:6:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
IMMIGRANT NOBLES&lt;br /&gt;
&lt;br /&gt;
	[PHILOSOPHER:D:3:26:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:D:2:26:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:D:0:26:AS_IS:DEFAULT]&lt;br /&gt;
	[TAXCOLLECTOR:D:1:26:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
HIGHER NOBLES&lt;br /&gt;
&lt;br /&gt;
	[BARON:D:0:27:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:D:1:27:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:D:2:27:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:D:3:27:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:D:4:27:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:D:5:27:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:D:6:27:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:D:7:27:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
OTHER NOBLES AND DWARVES&lt;br /&gt;
&lt;br /&gt;
	[ARCHITECT:D:10:25:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:D:11:25:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MERCHANT:D:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:D:4:28:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:D:4:28:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:D:11:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
NON FORTRESS DWARVES&lt;br /&gt;
&lt;br /&gt;
	[CLERK:D:1:28:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:D:1:28:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ADVISOR:D:0:28:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:D:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:D:10:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[SLAVE:D:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:D:10:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUNK:D:4:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[THIEF:D:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:D:11:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
OTHER SOLDIER DWARVES&lt;br /&gt;
&lt;br /&gt;
	[PIKEMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:D:4:13:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:D:8:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:D:8:13:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:D:9:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:D:9:13:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:D:10:13:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:D:10:13:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNKNOWN DWARVES&lt;br /&gt;
&lt;br /&gt;
	[TRAINED_HUNTER:D:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAINED_WAR:D:8:0:AS_IS:DEFAULT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88725</id>
		<title>File:Seaneat-Dwarves.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=88725"/>
		<updated>2010-04-10T04:31:19Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-Dwarves.PNG&amp;quot;:&amp;amp;#32;increased size so there was more space, added alternate dwarfs for some professions, included the nonexistent/never to be, bomb miner and soldier, white/platinum stars to label leader jobs, and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=86922</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=86922"/>
		<updated>2010-04-08T10:35:28Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Seaneat Custom Set */  forgot the word folder there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''You may be looking for general information on [[40d:tilesets|tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[40d:Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[40d:tilesets|tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280 horizontal&lt;br /&gt;
|Current Version=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples in the same folder and init text file in data/init folder. Learn more about how to install them somewhere, I hate explaining. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=86921</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=86921"/>
		<updated>2010-04-08T10:34:09Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Seaneat Custom Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''You may be looking for general information on [[40d:tilesets|tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[40d:Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[40d:tilesets|tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280 horizontal&lt;br /&gt;
|Current Version=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples in the same and init text file in data/init folder. Learn more about how to install them somewhere, I hate explaining. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=86744</id>
		<title>File:Seaneat-Dwarves.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=86744"/>
		<updated>2010-04-08T05:33:50Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-Dwarves.PNG&amp;quot;:&amp;amp;#32;health care jobs, changed some icons, thieves, some soldiers that may/may not have been implemented, fortress, royal, skeleton, and zombie variations of soldiers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=63350</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=63350"/>
		<updated>2010-02-21T07:56:45Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff using the sets found in [[User:Mikemayday|'''Mike Mayday's Graphics Pack''']] and other sets as a base.&lt;br /&gt;
&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, made the characters that send thousands of dwarves to their gruesome death look a more different from each other, and made most of what's in Civilization just changing the Kobolds a bit. The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I would have used white for the king and queen's beards but white is hard to see.&lt;br /&gt;
Red is a fine color that kings and queens have been used right?&lt;br /&gt;
The icons I guess some people might get confused with:&lt;br /&gt;
*The Mason with the blue square is an architect, it supposed to look like blue prints.&lt;br /&gt;
*The Rangers in order: caretaker(deer horns), hunter(camouflage colors), trainer(cage), dissector(butcher's knife), trapper(biting trap)&lt;br /&gt;
*Farmers: Herbalist(Picking Hand), Farmer(Seeds), Miller(Windmill), Dyer(Blue, Red, Green), Milker(Milk), Cheese Maker(Cheese), Charcoal, Ash, Lye, Soap.&lt;br /&gt;
&lt;br /&gt;
Some of the helms were to look animal like so each dwarf looked more interesting and feirce.&lt;br /&gt;
*The Axeman has on a typical viking helmet with horns from some sort of animal.&lt;br /&gt;
*The Swordsman has a generic europeanish helmet.&lt;br /&gt;
*The Maceman has a helmet that should look like a boar.&lt;br /&gt;
*The Hammerman has a helmet with wings, something like Thor or Hawkman or something.&lt;br /&gt;
*The Spearman just has a weird helmet. To me it looks eastern.&lt;br /&gt;
*The Crossbowman has an archer helmet.&lt;br /&gt;
*The Wrestler has an champion's belt icon and helmet with a beetle's horn. A small icon with a skin colored shape might not make sense.&lt;br /&gt;
This is the order I've placed them in case you are confused which is which, with my terrible art and all.&lt;br /&gt;
&lt;br /&gt;
The alternate Kobold elite warriors are all shirtless and helmetless because such things might get in the way of being more savage  warriors, that makes some sort of sense right?&lt;br /&gt;
&lt;br /&gt;
I might work on it more since I think I'm missing some characters (maybe soldier classes) and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about how to use Graphic Sets here [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
The next file has other Humanoids that could possibly made into more friendly races. It includes Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans are put included so you could see them side by side for some reason. &lt;br /&gt;
The first row are the Common folk or Peasants, second are the Nobles, third are the Royalty, fourth are the Soldiers, and fifth are the Elite Soldiers. Champions are supposed to look extremely snazzy but I guess I was too lazy to draw them. &lt;br /&gt;
It's organized so it could be used easily. I don't think merpeople can work as a Civilization but I wanted to draw them anyway.&lt;br /&gt;
I'll draw up pixies, treants and giants variants though you can't imagine them carrying caravans like harpies.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list (which doesn't exist).&lt;br /&gt;
Swallow/bird men sound cool though. Sorta. They're identical to Harpies.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Animals Sets ==&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
&lt;br /&gt;
By order, skipping color variants and their young: &lt;br /&gt;
&lt;br /&gt;
Griffin, Cockatrice, Chimera, Manticore, Sphinx, Salamander, Three-Legged Crow, Cerberus,&lt;br /&gt;
&lt;br /&gt;
Unicorn, Nightmare, Pegasus, Slepnir (Odin's Eight Legged-Horse), Hippocampus (Horse Fish), Capricon, Pardalocampus (Leopard), Leocampus (Lion), Taurocampus (Bull),&lt;br /&gt;
&lt;br /&gt;
Dragon, Hydra, Bronze Colossus, Titan, Giant, Ettin, Cyclops, Minotaur,&lt;br /&gt;
&lt;br /&gt;
Centaur, Harpy, Mermaid, Gnome, Medusa, Lamia/Naga, Lizardman, Snakeman,&lt;br /&gt;
&lt;br /&gt;
Human, Wizard, Werewolf, Wolfman, Foul Blendec, Satyr,&lt;br /&gt;
&lt;br /&gt;
Treant, Yeti, Wendigo (white beast with horns),&lt;br /&gt;
&lt;br /&gt;
and stuff I didn't make Sea Monster, Sea Serpent, and Swallowman.&lt;br /&gt;
&lt;br /&gt;
I might be wrong with some of these names.&lt;br /&gt;
&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll possibly draw up.&lt;br /&gt;
Mandrakes/Plantmen, a three headed dragon, a werebear, a pig/boarman, lake monsters or some sorts, Golems, a catoblepas (whatever this is), a bull thingie with bat wings (gorgon), and a wyvern.&lt;br /&gt;
&lt;br /&gt;
It's unlikely that I will draw a Mimic, the Quetzalcoatl, a Vampire, a Siren, a Scylla  because I somewhat consider them mermaids and things that don't really exist/not needed. I might draw them anyway since I made mostly everything. &lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
Whatever is from western Greek/Roman mythologies, legends, or fairy tales mostly.&lt;br /&gt;
I'm considering some popular Indian/eastern beasts from mythologies or whatever.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;br /&gt;
&lt;br /&gt;
Note to self:&lt;br /&gt;
Armored Dogs, Horses and Eagles.&lt;br /&gt;
Maybe even War Bulls and a Dragon.&lt;br /&gt;
&lt;br /&gt;
I use references from the monsters used in the Rpg Makers.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60996</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60996"/>
		<updated>2010-01-16T09:29:49Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==removing stairs==&lt;br /&gt;
Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
You remove down stairs by building a floor ([b] - [C] - [f]) over them. &amp;quot;Down stairs&amp;quot; are just holes in the floor. [[User:Valdemar|Valdemar]] 19:45, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Construction pro/cons==&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
:: on the other hand, they will dig a ramp along with the ceiling, when digging from above.--[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Destroy up-down stairs==&lt;br /&gt;
Is there any way to destroy carved (not constructed) up-down stair? --[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
:You're kidding right? You just edited an article that answers that (and only that) exact question immediately before editing this talk... --[[User:N9103|Edward]] 07:41, 11 January 2008 (EST)&lt;br /&gt;
::No, I'm not kidding. The [[stairs]] article says how to destroy ''constructed'' stairs, carved up stairs and  carved down stairs. it says '''nothing''' about carved up-down stair. neither method worked for me (at least in 33e)--[[User:Dorten|Dorten]] 08:00, 11 January 2008 (EST)&lt;br /&gt;
:channeling --[[User:Jackard|Jackard]] 08:33, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Removing Down Stairs (Again)==&lt;br /&gt;
The above comments are obsolete with the current version as far as I can tell. I accidentally build a down stair where I meant to have an up stair. Constructing a Up Stair on top of it wouldn't build, and neither would Constructing a Floor. So I tried making a channel through it as suggested above, and this did indeed remove the down stairs, however, it still reads as 'Blocked' when I try to make a floor over the hole. Are there any answers to this? [[User:Shadowics|Shadowics]] 00:30, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to ==&lt;br /&gt;
&lt;br /&gt;
Signed up just to ask this. How do I get the stupid things to work? I built down stairs and mapped out an irrigation system for my miners to work out down there and they haven't touched it (been about an in game year, during which they did have alot of free time with no tasks on any level). Additional info that should be provided, how many squares are needed to go down, just one or 3 per level or something? What version were they added in (I used to play a version that had a single level, when you always dug to the east and there was always a river and magma and adamantine). All in all consider that the people you may be informing don't know nearly as much about the game as you do, I have alot of friends that would like this if simple instructions and explanations were provided, but with those lacking theyed probably play like 1 hour, ever. Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:39, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Did you build up or up/down stairs on the level below, or just a series of down stairs one below the other? The up and down stairs function as the bottom and the top respectively of a staircase. So build a down stair where you want the top of the staircase to be, an up stair where you want the bottom to be, and up/down ones between them. Each time you press the &amp;lt; or &amp;gt; key moves you to a different level, and you only need a staircase on that level and above or below to get access. So you only need to go down one square per level, unless you want to go down 3 and have a fortress with massively thick floors. [[User:Dangerous Beans|Dangerous Beans]] 22:00, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know, got it working now, making a new world now to build a fortress where the stairs aren't past the graveyard in the back, for conveniance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Does anyone know if dwarves walk over stairs at the same speed as normal floor? Thanks. [[User:Vaniver|Vaniver]] 03:25, 13 August 2008 (EDT)&lt;br /&gt;
:They sure seem to.  [[User:Gairabad|Gairabad]] 21:30, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
The warning about up/down stairs concerns me, but I've never had any problems. It says a surprising number of things cause dwarves to fall. Can we list those somewhere? Under what circumstances do dwarves fall down the massive flights of up/down stairs to their splattery doom? [[User:Rkyeun|Rkyeun]] 23:21, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Mostly combat and sparring, I guess... maybe dwarves sleeping on the stairs ? Seems odd. [[User:Timst|Timst]] 03:16, 15 November 2008 (EST)&lt;br /&gt;
:: I just did the test, I dug a 3x3 up/down stair to the bottom of the map. I placed a barrack over it, and made the 7 dwarf wrestle over it. It's now summer, they are all legendary, yet not even a scratch on them. And they do sleep on stairs. --[[User:Karl|Karl]] 15:00, 28 January 2009 (EST)&lt;br /&gt;
:::Well, now it's gone =). [[User:LegacyCWAL|LegacyCWAL]] 16:40, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I too have never had a dwarf fall down a flight of stairs of any height. [[User:LegacyCWAL|LegacyCWAL]] 14:10, 28 January 2009 (EST)&lt;br /&gt;
::So, is all the doom and gloom about up/down stairs no longer a factor, or is it still a valid concern - and if the latter, why? --[[User:KittenyKat|KittenyKat]] 21:51, 2 March 2009 (EST)&lt;br /&gt;
:::I think it's no longer a factor.  Either falling is out, or else it's so rare that it might as well be.  So I wouldn't worry about it. --[[User:LegacyCWAL|LegacyCWAL]] 17:23, 3 March 2009 (EST)&lt;br /&gt;
::::Maybe someone confused it with the sliding-down-ramps-to-death-problem in the first place. Not that i had ''that'' ever happen to a dwarf, despite having fights and ramps at most of my entryways. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stairs not working for me, either.  ==&lt;br /&gt;
&lt;br /&gt;
Trying to build an underground bedroom complex... wanted to have seperate down and up stairs for better traffic flow. Is this not possible? The miner built one stair down on the first floor, one stair down on the one below... then stopped. He won't even carve out around the existing one so I can put in an up stair. (And now he's fortified himself into a chasm full of beasties. Dur.) The stairs (and now the new fortifications are flashing with a yellow C on a background color I'm not sure of, being red/green colorblind... --[[User:Azaram|Azaram]] 00:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:(That means they're constructions, so you can't dig them out.) Can you diagram a side-view of how you're setting up the stairs? --[[User:GreyMario|GreyMaria]] 00:47, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:A &amp;quot;down stair&amp;quot; is not a stair that can only be taken down -- it's a stair that only connects the current level to the one below it.  And you always need to connect an up stair to a down stair to be able to travel between levels.  So two down stairs won't work.  A down stair above and an up stair below will work, or up/down stairs on both levels (up/down stairs will connect to any stairs above or below, and can be used to create continuous stair columns).--[[User:Maximus|Maximus]] 01:49, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, ok. I was trying to create a bunch of down stairs, in the assumption that down stairs are traffic-marked to go down. Thanks... GreyMaria, it was basically 'move to one position, designate down stair. Hit &amp;gt; to go down a Z, so the X is in the same position (Coordinates would be helpful here... :-p) and designate another down, repeat.' -- [[User:Azaram|Azaram]] 05:55, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, that would be your issue, like Maximus said. Is the article really that misleading? &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 13:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It's probably that the way stairs work in DF is inherently counterintuitive.  In the real world, &amp;quot;down stairs&amp;quot; means &amp;quot;stairs you are only supposed to take down&amp;quot;.  In DF, it means &amp;quot;stairs that go halfway down to the next level that only work if paired with another set of stairs coming halfway up&amp;quot;.  That tripped me up the first few times I built them.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Yup, that's what I was thinking. Down stairs for where you want them to go down, up stairs for up, traffic flows well and everybody's happy. Part of the reason I was doing it that way was I had seen mention of the danger of up/down stairs and clumsy dwarves falling down them, and I had somehow gotten the impression they won't do that on stairs that are either up or down... Re parallel stairs below; I'd started doing that on my (surprisingly successful for me) current fortress... I got a 20 dwarf immigration and they all swarmed the meeting room where a party had been started, down the stairs and it seemed nobody was stepping on anyone's feet. --[[User:Azaram|Azaram]] 06:16, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, dwarves do tend to hug one side of a hallway or the other depending on where they're traveling, due to the way the pathfinding algorithm works.  So if you build several parallel stairways (I recommend a 2x2 grid), that helps to eliminate a choke point.  It also allows them to sidestep out of each other's way instead of one dwarf having to crawl (literally) past each other.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why is stacking up/down stairs inadvisable? ==&lt;br /&gt;
&lt;br /&gt;
The article says it may be... why? --[[User:N00ser|N00ser]] 15:06, 22 August 2009 (UTC)&lt;br /&gt;
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This was removed from the article in JAN. I couldn't say if its true or not, but i never had that happen to a dwarf.&lt;br /&gt;
&lt;br /&gt;
''=== Danger of up/down stairs === &lt;br /&gt;
''At first, it may seem that there is no need to build downward stairs and upward stairs: if you really want, you can simply build up/down stairs everywhere, although this may be less aesthetically appealing. However, if a dwarf falls, they will not be stopped by an up/down stair but will be by an up stair. A surprising number of things make dwarves spontaneously fall, which normally does nothing, since they like to stay on flat ground. However, if they are, say, climbing a seven-tile-high tower with up/down stairs, you might want to replace your dwarf splatterer.'' --[[User:Höhlenschreck|Höhlenschreck]] 15:17, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You might want to take a look at this previous discussion [[Talk:Stairs#Falling]]. --[[User:Karl|Karl]] 15:39, 22 August 2009 (UTC)&lt;br /&gt;
::I see then. Took it out anyway. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Breaking out&amp;quot; from below ==&lt;br /&gt;
&lt;br /&gt;
I have a stack of up/down stairs finishing with a down stair on level (ground-1).&lt;br /&gt;
From there I want to break out to above ground in the middle of a ring wall.&lt;br /&gt;
&lt;br /&gt;
What do I need to do here? I get that if I deconstruct the down stair I will be stuck on the level (ground-1).&lt;br /&gt;
&lt;br /&gt;
I'm thinking that I need to dig an up stair next to the existing down stair, then on ground level if I designate &amp;quot;dig down stairs&amp;quot; the miner will do this from underneath.&lt;br /&gt;
&lt;br /&gt;
Hoping this is right?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:34, 6 September 2009 (UTC)&lt;br /&gt;
*Since you dug a down stair just below ground level, there's nothing from which to dig an up-stair, but if you ''construct'' an up/down stair on top of the down-stair, you should be able to pierce your way through to the surface. --[[User:Quietust|Quietust]] 04:38, 6 September 2009 (UTC)&lt;br /&gt;
::No, sorry... I went underground via a 3-wide down ramp &amp;quot;over on the plateu&amp;quot;, now I want to come up into the middle of a tower &amp;quot;out in the plains&amp;quot;. I have built a ring wall already, I want to come out into the middle of it. Didn't think this far ahead when I did my standard &amp;quot;dig X's to level ground-2, &amp;gt; on level ground-1&amp;quot;.&lt;br /&gt;
::When I designate &amp;quot;build an up-stair&amp;quot; on top of the down-stair I get &amp;quot;destination unreachable&amp;quot;. I'm going with &amp;quot;shift 1 tile north&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:59, 6 September 2009 (UTC)&lt;br /&gt;
:::Of course it's unreachable - you have no up-stair below it.  No upstair below = no access to that location. As Q explained, you can ''construct'' an up/down stair over the dug downstair (unless you're in soil you should have some stone around - turn &amp;quot;mason&amp;quot; on your miner, if only temporarily to get that one job done). Then you'll have your access.--[[User:Albedo|Albedo]] 19:08, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
I think hatches should stand out more and just a bit longer instead of just a couple of sentences as they serve an important use in fortress defense, locking stairs and movement down.--[[User:Seaneat|Seaneat]] 09:29, 16 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60995</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60995"/>
		<updated>2010-01-16T09:16:06Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: deleting something that was added&lt;/p&gt;
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&lt;div&gt;==removing stairs==&lt;br /&gt;
Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
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You remove down stairs by building a floor ([b] - [C] - [f]) over them. &amp;quot;Down stairs&amp;quot; are just holes in the floor. [[User:Valdemar|Valdemar]] 19:45, 2 November 2007 (EDT)&lt;br /&gt;
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==Construction pro/cons==&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
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I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
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I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
:: on the other hand, they will dig a ramp along with the ceiling, when digging from above.--[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
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Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;br /&gt;
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==Destroy up-down stairs==&lt;br /&gt;
Is there any way to destroy carved (not constructed) up-down stair? --[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
:You're kidding right? You just edited an article that answers that (and only that) exact question immediately before editing this talk... --[[User:N9103|Edward]] 07:41, 11 January 2008 (EST)&lt;br /&gt;
::No, I'm not kidding. The [[stairs]] article says how to destroy ''constructed'' stairs, carved up stairs and  carved down stairs. it says '''nothing''' about carved up-down stair. neither method worked for me (at least in 33e)--[[User:Dorten|Dorten]] 08:00, 11 January 2008 (EST)&lt;br /&gt;
:channeling --[[User:Jackard|Jackard]] 08:33, 11 January 2008 (EST)&lt;br /&gt;
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==Removing Down Stairs (Again)==&lt;br /&gt;
The above comments are obsolete with the current version as far as I can tell. I accidentally build a down stair where I meant to have an up stair. Constructing a Up Stair on top of it wouldn't build, and neither would Constructing a Floor. So I tried making a channel through it as suggested above, and this did indeed remove the down stairs, however, it still reads as 'Blocked' when I try to make a floor over the hole. Are there any answers to this? [[User:Shadowics|Shadowics]] 00:30, 1 July 2008 (EDT)&lt;br /&gt;
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== How to ==&lt;br /&gt;
&lt;br /&gt;
Signed up just to ask this. How do I get the stupid things to work? I built down stairs and mapped out an irrigation system for my miners to work out down there and they haven't touched it (been about an in game year, during which they did have alot of free time with no tasks on any level). Additional info that should be provided, how many squares are needed to go down, just one or 3 per level or something? What version were they added in (I used to play a version that had a single level, when you always dug to the east and there was always a river and magma and adamantine). All in all consider that the people you may be informing don't know nearly as much about the game as you do, I have alot of friends that would like this if simple instructions and explanations were provided, but with those lacking theyed probably play like 1 hour, ever. Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:39, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Did you build up or up/down stairs on the level below, or just a series of down stairs one below the other? The up and down stairs function as the bottom and the top respectively of a staircase. So build a down stair where you want the top of the staircase to be, an up stair where you want the bottom to be, and up/down ones between them. Each time you press the &amp;lt; or &amp;gt; key moves you to a different level, and you only need a staircase on that level and above or below to get access. So you only need to go down one square per level, unless you want to go down 3 and have a fortress with massively thick floors. [[User:Dangerous Beans|Dangerous Beans]] 22:00, 30 July 2008 (EDT)&lt;br /&gt;
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::Good to know, got it working now, making a new world now to build a fortress where the stairs aren't past the graveyard in the back, for conveniance.&lt;br /&gt;
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&lt;br /&gt;
== Movement ==&lt;br /&gt;
Does anyone know if dwarves walk over stairs at the same speed as normal floor? Thanks. [[User:Vaniver|Vaniver]] 03:25, 13 August 2008 (EDT)&lt;br /&gt;
:They sure seem to.  [[User:Gairabad|Gairabad]] 21:30, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
The warning about up/down stairs concerns me, but I've never had any problems. It says a surprising number of things cause dwarves to fall. Can we list those somewhere? Under what circumstances do dwarves fall down the massive flights of up/down stairs to their splattery doom? [[User:Rkyeun|Rkyeun]] 23:21, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Mostly combat and sparring, I guess... maybe dwarves sleeping on the stairs ? Seems odd. [[User:Timst|Timst]] 03:16, 15 November 2008 (EST)&lt;br /&gt;
:: I just did the test, I dug a 3x3 up/down stair to the bottom of the map. I placed a barrack over it, and made the 7 dwarf wrestle over it. It's now summer, they are all legendary, yet not even a scratch on them. And they do sleep on stairs. --[[User:Karl|Karl]] 15:00, 28 January 2009 (EST)&lt;br /&gt;
:::Well, now it's gone =). [[User:LegacyCWAL|LegacyCWAL]] 16:40, 28 January 2009 (EST)&lt;br /&gt;
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: I too have never had a dwarf fall down a flight of stairs of any height. [[User:LegacyCWAL|LegacyCWAL]] 14:10, 28 January 2009 (EST)&lt;br /&gt;
::So, is all the doom and gloom about up/down stairs no longer a factor, or is it still a valid concern - and if the latter, why? --[[User:KittenyKat|KittenyKat]] 21:51, 2 March 2009 (EST)&lt;br /&gt;
:::I think it's no longer a factor.  Either falling is out, or else it's so rare that it might as well be.  So I wouldn't worry about it. --[[User:LegacyCWAL|LegacyCWAL]] 17:23, 3 March 2009 (EST)&lt;br /&gt;
::::Maybe someone confused it with the sliding-down-ramps-to-death-problem in the first place. Not that i had ''that'' ever happen to a dwarf, despite having fights and ramps at most of my entryways. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stairs not working for me, either.  ==&lt;br /&gt;
&lt;br /&gt;
Trying to build an underground bedroom complex... wanted to have seperate down and up stairs for better traffic flow. Is this not possible? The miner built one stair down on the first floor, one stair down on the one below... then stopped. He won't even carve out around the existing one so I can put in an up stair. (And now he's fortified himself into a chasm full of beasties. Dur.) The stairs (and now the new fortifications are flashing with a yellow C on a background color I'm not sure of, being red/green colorblind... --[[User:Azaram|Azaram]] 00:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:(That means they're constructions, so you can't dig them out.) Can you diagram a side-view of how you're setting up the stairs? --[[User:GreyMario|GreyMaria]] 00:47, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:A &amp;quot;down stair&amp;quot; is not a stair that can only be taken down -- it's a stair that only connects the current level to the one below it.  And you always need to connect an up stair to a down stair to be able to travel between levels.  So two down stairs won't work.  A down stair above and an up stair below will work, or up/down stairs on both levels (up/down stairs will connect to any stairs above or below, and can be used to create continuous stair columns).--[[User:Maximus|Maximus]] 01:49, 15 November 2008 (EST)&lt;br /&gt;
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::Ah, ok. I was trying to create a bunch of down stairs, in the assumption that down stairs are traffic-marked to go down. Thanks... GreyMaria, it was basically 'move to one position, designate down stair. Hit &amp;gt; to go down a Z, so the X is in the same position (Coordinates would be helpful here... :-p) and designate another down, repeat.' -- [[User:Azaram|Azaram]] 05:55, 15 November 2008 (EST)&lt;br /&gt;
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:::Yeah, that would be your issue, like Maximus said. Is the article really that misleading? &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 13:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It's probably that the way stairs work in DF is inherently counterintuitive.  In the real world, &amp;quot;down stairs&amp;quot; means &amp;quot;stairs you are only supposed to take down&amp;quot;.  In DF, it means &amp;quot;stairs that go halfway down to the next level that only work if paired with another set of stairs coming halfway up&amp;quot;.  That tripped me up the first few times I built them.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
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:::::Yup, that's what I was thinking. Down stairs for where you want them to go down, up stairs for up, traffic flows well and everybody's happy. Part of the reason I was doing it that way was I had seen mention of the danger of up/down stairs and clumsy dwarves falling down them, and I had somehow gotten the impression they won't do that on stairs that are either up or down... Re parallel stairs below; I'd started doing that on my (surprisingly successful for me) current fortress... I got a 20 dwarf immigration and they all swarmed the meeting room where a party had been started, down the stairs and it seemed nobody was stepping on anyone's feet. --[[User:Azaram|Azaram]] 06:16, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, dwarves do tend to hug one side of a hallway or the other depending on where they're traveling, due to the way the pathfinding algorithm works.  So if you build several parallel stairways (I recommend a 2x2 grid), that helps to eliminate a choke point.  It also allows them to sidestep out of each other's way instead of one dwarf having to crawl (literally) past each other.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why is stacking up/down stairs inadvisable? ==&lt;br /&gt;
&lt;br /&gt;
The article says it may be... why? --[[User:N00ser|N00ser]] 15:06, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This was removed from the article in JAN. I couldn't say if its true or not, but i never had that happen to a dwarf.&lt;br /&gt;
&lt;br /&gt;
''=== Danger of up/down stairs === &lt;br /&gt;
''At first, it may seem that there is no need to build downward stairs and upward stairs: if you really want, you can simply build up/down stairs everywhere, although this may be less aesthetically appealing. However, if a dwarf falls, they will not be stopped by an up/down stair but will be by an up stair. A surprising number of things make dwarves spontaneously fall, which normally does nothing, since they like to stay on flat ground. However, if they are, say, climbing a seven-tile-high tower with up/down stairs, you might want to replace your dwarf splatterer.'' --[[User:Höhlenschreck|Höhlenschreck]] 15:17, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You might want to take a look at this previous discussion [[Talk:Stairs#Falling]]. --[[User:Karl|Karl]] 15:39, 22 August 2009 (UTC)&lt;br /&gt;
::I see then. Took it out anyway. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Breaking out&amp;quot; from below ==&lt;br /&gt;
&lt;br /&gt;
I have a stack of up/down stairs finishing with a down stair on level (ground-1).&lt;br /&gt;
From there I want to break out to above ground in the middle of a ring wall.&lt;br /&gt;
&lt;br /&gt;
What do I need to do here? I get that if I deconstruct the down stair I will be stuck on the level (ground-1).&lt;br /&gt;
&lt;br /&gt;
I'm thinking that I need to dig an up stair next to the existing down stair, then on ground level if I designate &amp;quot;dig down stairs&amp;quot; the miner will do this from underneath.&lt;br /&gt;
&lt;br /&gt;
Hoping this is right?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:34, 6 September 2009 (UTC)&lt;br /&gt;
*Since you dug a down stair just below ground level, there's nothing from which to dig an up-stair, but if you ''construct'' an up/down stair on top of the down-stair, you should be able to pierce your way through to the surface. --[[User:Quietust|Quietust]] 04:38, 6 September 2009 (UTC)&lt;br /&gt;
::No, sorry... I went underground via a 3-wide down ramp &amp;quot;over on the plateu&amp;quot;, now I want to come up into the middle of a tower &amp;quot;out in the plains&amp;quot;. I have built a ring wall already, I want to come out into the middle of it. Didn't think this far ahead when I did my standard &amp;quot;dig X's to level ground-2, &amp;gt; on level ground-1&amp;quot;.&lt;br /&gt;
::When I designate &amp;quot;build an up-stair&amp;quot; on top of the down-stair I get &amp;quot;destination unreachable&amp;quot;. I'm going with &amp;quot;shift 1 tile north&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:59, 6 September 2009 (UTC)&lt;br /&gt;
:::Of course it's unreachable - you have no up-stair below it.  No upstair below = no access to that location. As Q explained, you can ''construct'' an up/down stair over the dug downstair (unless you're in soil you should have some stone around - turn &amp;quot;mason&amp;quot; on your miner, if only temporarily to get that one job done). Then you'll have your access.--[[User:Albedo|Albedo]] 19:08, 6 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Civilization.PNG&amp;diff=60994</id>
		<title>File:Seaneat-Civilization.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Civilization.PNG&amp;diff=60994"/>
		<updated>2010-01-16T09:05:34Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-Civilization.PNG&amp;quot;:&amp;amp;#32;organized, colored jobs, edited kobolds and made alternate kobolds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=60967</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=60967"/>
		<updated>2010-01-15T12:46:45Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes. It's actually possible to get room value higher than 'royal' this way!--though it only applies to that dwarf. I had a mayor who liked iron, and her office went from 'Decent' to 'Opulent' simply by me installing a forge with an iron anvil in it. --[[User:Navian|Navian]] 08:13, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
For the spoiler section, what about this layout rather than a large pre block?&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Major events&lt;br /&gt;
|-&lt;br /&gt;
|is happy to be free&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|is quite pleased with making an artifact&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|was forced to eat a treasured pet to survive lately&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
|has suffered the travesty of art defacement&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Sleeping&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|slept &amp;lt;place&amp;gt; recently&lt;br /&gt;
|-&lt;br /&gt;
|in the mud&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the grass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the dirt&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|on rocks&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on a rough cave floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on the floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Complaints&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|has &amp;lt;ailment&amp;gt; lately&lt;br /&gt;
|-&lt;br /&gt;
|complained of hunger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|complained of thirst&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|been tired&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Shagie|Shagie]] 16:43, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds great. I've been meaning to do it sometime but I don't have the time, with my poor, task-slowing wiki-code skills.&lt;br /&gt;
:Note that a lot of this is probably wrong. You'll need some way to state what version each has been verified for, which, unless 0x517A5D decides to give us some more/more recent values, will probably always be 0.23.130.23a --[[User:Savok|Savok]] 22:18, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happiness ==&lt;br /&gt;
&lt;br /&gt;
Maybe this should be the place where &amp;quot;happiness&amp;quot; and other related words be redirected to, I didn't think to search for &amp;quot;Thoughts&amp;quot; when thinking of how to make my dwarves jolly dandy. [[User:Seaneat|Seaneat]] 08:48, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GET ME A BETTER TABLE NOW ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot;&lt;br /&gt;
what does this mean?&lt;br /&gt;
someone ate at their dining table or they ate near someone lesser or ate some where poor?&lt;br /&gt;
--[[User:Seaneat|Seaneat]] 05:48, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They noticed that someone less important has a more expensive dining room. Probably your Count (or Baron, etc) thinking about your Mayor (or Count, etc) I'm guessing. --[[User:N9103|Edward]] 11:18, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Complaining about job scarcity ==&lt;br /&gt;
&lt;br /&gt;
What can I do to prevent this? It's irritating for my workers to complain. I like to make my dwarves haul various things to my stockpiles located everywhere. Do dwarves like working at where they work best at? Does sticking all my dwarves into the fortress during a seige cause this? I'm good to disable it somehow. I should probably stick this in the manager or mayor discussion as they handle the complaints. I could activate pump activating and stone detailing and stick some useless pumps and never ending tunnels and rooms that need smoothing in my fortress... I heard this is a major problem as it's difficult to know and find who wants to complain with all the interruptions. They also work outdoors which has space for my lovely stockpiles. Oh right and economy must also be a reason too...dwarves need to pay to eat and drink. -__- --[[User:Seaneat|Seaneat]] 19:25, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's due to the economy starting up, yes.&lt;br /&gt;
:My recommendation? Lever-pulling. It's a paid job (2☼/pull) and can (relatively) rapidly accumulate wealth for your otherwise unemployed dwarves. I'd setup a dozen or more levers and set the building profile to have only your (semi-)dedicated haulers allowed. The big problem, is that hauling doesn't pay anything, despite being one of the most important jobs for productivity.--[[User:N9103|Edward]] 17:42, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you have magma or a chasm, you could, say, banish siltstone from your domain through the stocks menu.  Each disposal pays 20☼.  This keeps the lower classes occupied, and you can either remove the 'dispose' command through the stocks menu, or you can turn off refuse hauling for important dwarves.  --[[User:Mirthmanor|Mirthmanor]] 16:30, 19 August 2008 (EDT)&lt;br /&gt;
::And actually, at least as of 40d, hauling earns 1☼ per completed job. Which, of course, is not much in most cases since a single hauling job may take a Dwarf from one extreme of the map to the other over complicated paths. I've seen a comment or two from people who've generated extra income for their haulers by creating a few contrived stockpiles that are adjacent and feed from each other. So, you have a situation like the following:&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
&lt;br /&gt;
:: Each is a stockpile of size 4 of some common material available nearby. Stockpile 0 takes from stockpile 9 which takes from stockpile 8 and so on. A hauler can go from one to the next in a step, gaining 1☼ each time. -[[User:Fuzzy|Fuzzy]] 12:17, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just make a gym of screw pumps that are not connected to anything.  Pumping pays pretty well and and it's easy to keep a lot of people occupied.  Plus it trains fast, so you have beefy dwarves for other applications. --[[User:ThunderClaw|ThunderClaw]] 15:10, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Losing an annoying acquaintance? ==&lt;br /&gt;
&lt;br /&gt;
I lost two dwarves to imps within the first year. The first one made my metalsmith very sad: &amp;quot;Lost a friend to tragedy recently.&amp;quot;  I was afraid he was going to go crazy on me he was blinking with every down arrow possible. Then, the ranger died... and now he is &amp;quot;happier&amp;quot; and &amp;quot;He has lost an annoying acquaintance to tragedy recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm if the losing of an annoyance makes a dwarf happier? --[[User:Corc|Corc]] 00:29, 7 July 2008 (EDT)&lt;br /&gt;
:I guess it would, dwarfs can defenatly &amp;quot;dislike&amp;quot; another dwarf in their relations.&lt;br /&gt;
&lt;br /&gt;
== Question about thoughts ==&lt;br /&gt;
&lt;br /&gt;
Can the same thoughts be a negative for certain dwarfs and a positive for others?  For instance, one of my dwarfs was upset at having to give food/water.  Yet that is listed as a positive thought, and most of the time it is a positive thing.--[[User:Kwieland|Kwieland]] 16:56, 16 February 2009 (EST)&lt;br /&gt;
:I remember reading somewhere, possibly on the forums, that a dwarf's personality affects slightly what will give them unhappy/happy thoughts. --[[User:Elvang|Elvang]] 18:06, 16 February 2009 (EST)&lt;br /&gt;
::Since this doesn't seem to have been resolved yet--yes, that is correct. As far as we are aware, a few personality traits will affect certain thoughts, among other things. Check the [[Personality trait|personality]] page. ~ [[User:Midna|Midna]] 04:08, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Likes to eat his favorite animal ==&lt;br /&gt;
&lt;br /&gt;
I have a mason in my new fort who both likes cats for their aloofness and, when possible, prefers to consume cat. It hasn't been an issue yet as I don't have any cats. I am curious though, if I did get him some cat meat to eat, would he receive both the &amp;quot;ate a wonderful meal&amp;quot; and &amp;quot;forced to eat a beloved creature&amp;quot; thoughts? --[[User:Mjo625|Mjo625]]&lt;br /&gt;
:Try it and let us know. --[[User:Zaranthan|Zaranthan]] 10:30, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Undocumented thought: &amp;quot;tired of drinking the same old booze&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A couple of my dwarves have had the (I presume negative) thought &amp;quot;(S)he has been tired of drinking the same old booze lately.&amp;quot;  I didn't see this documented on the page here, and I'm not sure what caused it.  They don't seem to have a preference that is not being met, and I have five types of booze available (Dwarven wine, Dwarven ale, Dwarven rum, Strawberry wine and Sewer beer).  Does anyone know what causes this/how to fix it?   I'm running version 0.28.182.40d on Mac OS-X (leopard). -- [[User:Chaoscat|Chaoscat]] 15:49, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
That thought is listed, under the raw dump in the spoiler section.  Since you have different kinds of booze (and it isn't forbidden, right?), perhaps they are looking for their own personal preference, like Sunshine or something you don't have?  Just an idea.--[[User:Kwieland|Kwieland]] 01:11, 19 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=60966</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=60966"/>
		<updated>2010-01-15T12:29:26Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Finished off a goblin invader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dump the hammer==&lt;br /&gt;
I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
&lt;br /&gt;
: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps though they are very undwarfy)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer previously. I'd like to give him a hammer (a weak one) for the good work I'm happy he had done.  My point is that he'll help fighting, possibly having something in common with a soldier. Imagine nobles having this thingie, carrying axes or swords with them, having some skill in combat which was learned at some elite noble school where they also learned how to be noble like and an asshole as we all know they often are.--[[User:Seaneat|Seaneat]] 12:29, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
::In 40d, there is no way to avoid a hammering. As a test, I deliberately violated an export ban, and 4 dwarves were found guilty - two were jailed, and the other two received 5 hammerstrikes each, even though I had 24 unoccupied jail cells and 20 active fortress guards. --[[User:Quietust|Quietust]] 18:19, 19 November 2009 (UTC)&lt;br /&gt;
:::You can delay a hammering (almost) indefinitely by locking the hammerer in a [[Unfortunate accident|madhouse]].  --[[User:LaVacaMorada|LaVacaMorada]] 21:14, 19 November 2009 (UTC)&lt;br /&gt;
:::No, Fuzzy's method works 100% for me in 40d.  If you ''do not have a sheriff or captain of the guard'', the Hammerer will just putz around like a normal noble, and criminals will never be punished, ever.  The Hammerer ''only'' activates if you have a law enforcement noble designated, and they fail to jail someone fast enough.  No sheriff/captain of the guard means no hammerings (or jailings, or beatings), ever.  It's an obvious bug/oversight, but it ''does'' work.  --Arrkhal (not logged in)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Just so you know, [[Unfortunate accident|there's a page on noble disposal.]]  No need to thank me.  --[[User:Smartmo|Smartmo]] 03:42, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mandates ==&lt;br /&gt;
Will she ever make mandates? Might be added --[[User:Confused|Confused]] 19:57, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alcoholic Hammerers ==&lt;br /&gt;
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a &amp;quot;transdwarven&amp;quot; fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently &amp;quot;slow to anger&amp;quot; and &amp;quot;sincere&amp;quot; and &amp;quot;often nervous,&amp;quot; and doesn't delight in slaughter. Now tell me that that's not non-hammerly)?  [[User:Mythsage|Mythsage]]&lt;br /&gt;
:A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;)  [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC)&lt;br /&gt;
::Heheh. Yeah, actually, &amp;quot;abomination&amp;quot; is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who &amp;quot;doesn't care about anything anymore&amp;quot; will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding.  [[User:Mythsage|Mythsage]] 9:23, 29 August 2009 (UTC).&lt;br /&gt;
&lt;br /&gt;
=Change in text=&lt;br /&gt;
I admit it, I made the article more dwarfy.--[[Special:Contributions/98.155.18.87|98.155.18.87]] 09:17, 3 January 2010 (UTC)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;After adding non-factual info, please add the D for Dwarf tag onto the article. --[[Special:Contributions/83.183.127.178|83.183.127.178]] 17:49, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature&amp;diff=60965</id>
		<title>40d Talk:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature&amp;diff=60965"/>
		<updated>2010-01-15T12:17:03Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Spawning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(Moved from &amp;quot;Creatures&amp;quot; to conform to naming conventions.  --[[User:Albedo|Albedo]] 16:39, 2 June 2009 (UTC))''&lt;br /&gt;
&lt;br /&gt;
===Surviving Megabeasts===&lt;br /&gt;
&lt;br /&gt;
Hey, I've got the latest version of Dwarf Fortress, and I've been trying to improve the survival rate of Megabeasts by increasing their GENPOWER tags and their attack abilities, but for some reason, they keep dying out really early. I assume this means I have no chance of capturing and taming them, which is my intention. How would I go about better doing this, does anyone know?&lt;br /&gt;
&lt;br /&gt;
[[User:Jwguy|Jwguy]] 19:20, 23 May 2009 (UTC)&lt;br /&gt;
:Try increasing the size and damblock values. Also the GENPOWER tag is apparently obsolete so increasing it does nothing [[User:AKAfreaky|AKAfreaky]] 19:57, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Magma Creatures ===&lt;br /&gt;
&lt;br /&gt;
We really need a page just listing all the magma creatures and vermin. --[[User:RomeoFalling|RomeoFalling]] 22:52, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Fire imp]], [[fire man]], [[magma man]], [[fire snake]].  That's it, according to the raws.--[[User:Maximus|Maximus]] 18:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Think I should list that under the [[magma]] page. I was trying to search for &amp;quot;magma creature&amp;quot; and found nothing. --[[User:RomeoFalling|RomeoFalling]] 19:32, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me.--[[User:Maximus|Maximus]] 23:34, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning and Animal Offspring ==&lt;br /&gt;
&lt;br /&gt;
Is there anything known about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
I guess they just randomly walk in from the edge of the map at the beginning of a season unless they are like special event spawning in groups of 3 to 7 maybe.&lt;br /&gt;
Spawning might be different for animals and fish which have traits in common with vermin which spawn differently, I think.&lt;br /&gt;
I'm wondering if over hunting animals affects what animals enter the map. &lt;br /&gt;
I think extinction is only possible for megabeasts.&lt;br /&gt;
It doesn't seem to matter if a creature is tamed or not to be able to make children, all it needs is a female and male of the same animal and some code which I should someday learn to fiddle with.&lt;br /&gt;
I think there could be problems of making Megabeast children as they don't spawn as Megabeasts should.--[[User:Seaneat|Seaneat]] 12:17, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
::They don't appear to need to even be dangerous. I have quite the colony of cave swallowmen sharing the chasm with me, none of them have interrupted/attacked my dwarfs, but after about two seasons (right after the first dwarven caravan left) I got a whole swath of &amp;quot;The dwarves have given a resident Cave Swallowman the name ...&amp;quot;. [[User:HeWhoIsPale|HeWhoIsPale]] 12:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
&lt;br /&gt;
my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
:::::As per my new comment above, it seems that dwarves may just decide to name wild creatures that don't migrate in and off site after a few seasons. [[User:HeWhoIsPale|HeWhoIsPale]] 12:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Any creature who kills another named creature gets a name.  Some creatures have a history and start out with a name (I had a named tiger at my fort when I first started out).  Any individual creature that your dwarves encounter often or long enough (not sure of the exact details) gets named by the dwarves, even if they do nothing special.  I had a few zombie cave swallowmen and batman that were named by my dwarves, though they only did so about 4 years in.  There were dozens more that were not encountered by my dwarves until I finally sent someone to kill them all -- none of them got a name.--[[User:Maximus|Maximus]] 13:06, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Value of creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;br /&gt;
&lt;br /&gt;
:This was mentioned in the page cleanup section above.  I think it's a great idea.  Plus it might be useful to show the modvalue on individual creature pages.  (I mean, who's to know that a [[Bonobo]] hide is worth less than [[Naked mole dog]] hide?  That's news to me.) [[User:3lB33|3lB33]] 18:34, 26 August 2009 (UTC)&lt;br /&gt;
:Can't find the value of a wizards hide on the wiki, going to have to dig in the RAWs for the answer guess.  [[User:3lB33|3lB33]] 20:54, 26 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
This is rather weird.  I had 7 elks on my map when I started, just by the (frozen) brook (I remember for sur because I looked them up).  I dig out stuff, make stockpiles, start to build farms and then I look around the brook again.  At exactly the same spot, there is now 7 two-humped camels.&lt;br /&gt;
No more elks on my map, at all (also checked on the units page). What the hell?  For the info, my game isn't modded at all and I didn't leave the game meanwhile.  Is it possible for wild animals to leave the map or am I facing some supernatural metamorphosis/bug here?  Do elks become two-humped camels when they lose their horns lol?&lt;br /&gt;
It's rather annoying because it seems elks are less violent then camels.&lt;br /&gt;
&lt;br /&gt;
I have had animals come and go, so I am pretty sure that this is a normal happening. the number is probably just a coincidence. also, sign your posts with -- ~ ~ ~ ~ (without the spaces) --[[User:Destor|Destor]] 19:46, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creature Skill Increases ==&lt;br /&gt;
&lt;br /&gt;
I've been looking around for this, and I haven't been able to find it so far, figured this was the best place to ask. Do creatures gain skill increases? And, in the case that they do, do they show up on their general profile? I've seen Kobolds and Goblins with varying levels of strength, but I'm not sure if that's because they're one of the &amp;quot;civilization&amp;quot; species or not. I'm asking this because I've got a school of Carp in the river (and I'm carefully avoiding them right now, no casualties yet except one [possibly mentally challenged] puppy); I've been sending out migrants I don't want to fight them (to their deaths, of course... Forty Carp make the river run red with the blood of civilians).&lt;br /&gt;
&lt;br /&gt;
While I plan to use a safer method to dispose of them than waves of trained Marksdwarves eventually, should I be worried about Carp strong enough to nudge mountains around and faster than your average Horse?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:47, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Breeding? ==&lt;br /&gt;
&lt;br /&gt;
I managed to capture first a female, then a male dragon, both in cage traps, and tame them both.  Is there a chance that they will reproduce?  And does the fact that the female has a broken neck/upper spine/lower spine going to make a difference?  They're out of the cages now and locked in the same room, albeit on chains.  Perhaps they just have a really long gestation period, but I've had them a couple of years now. &lt;br /&gt;
[[User:BadBoris|BadBoris]] 02:39, 14 July 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Animals&amp;diff=60964</id>
		<title>Category talk:Animals</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Animals&amp;diff=60964"/>
		<updated>2010-01-15T11:58:33Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: deleting more of my useless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we maybe do a danger rating for animals?&lt;br /&gt;
&lt;br /&gt;
So why are only some of the animals listed on this page not listed in the category template on every specific animal page?  I can't figure out how to fix it, plus I suck at wiki editing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'm quite willing to add descriptions, text, hints, behaviour, difficulty, notoriety, pictures and the like to every single animal in the game (I already did hours upon hours of research concerning this)... if someone could clean up after me or teach me how to at least make the text look good. Drop me a line if you are.&lt;br /&gt;
&lt;br /&gt;
--[[User:Umiman|Umiman]] 06:01, 26 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60963</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=60963"/>
		<updated>2010-01-15T11:53:23Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Hatch */  signing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==removing stairs==&lt;br /&gt;
Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
You remove down stairs by building a floor ([b] - [C] - [f]) over them. &amp;quot;Down stairs&amp;quot; are just holes in the floor. [[User:Valdemar|Valdemar]] 19:45, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Construction pro/cons==&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
:: on the other hand, they will dig a ramp along with the ceiling, when digging from above.--[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Destroy up-down stairs==&lt;br /&gt;
Is there any way to destroy carved (not constructed) up-down stair? --[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
:You're kidding right? You just edited an article that answers that (and only that) exact question immediately before editing this talk... --[[User:N9103|Edward]] 07:41, 11 January 2008 (EST)&lt;br /&gt;
::No, I'm not kidding. The [[stairs]] article says how to destroy ''constructed'' stairs, carved up stairs and  carved down stairs. it says '''nothing''' about carved up-down stair. neither method worked for me (at least in 33e)--[[User:Dorten|Dorten]] 08:00, 11 January 2008 (EST)&lt;br /&gt;
:channeling --[[User:Jackard|Jackard]] 08:33, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Removing Down Stairs (Again)==&lt;br /&gt;
The above comments are obsolete with the current version as far as I can tell. I accidentally build a down stair where I meant to have an up stair. Constructing a Up Stair on top of it wouldn't build, and neither would Constructing a Floor. So I tried making a channel through it as suggested above, and this did indeed remove the down stairs, however, it still reads as 'Blocked' when I try to make a floor over the hole. Are there any answers to this? [[User:Shadowics|Shadowics]] 00:30, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hatches ==&lt;br /&gt;
&lt;br /&gt;
Hatches should be said somewhere. Enemies can use stairs as an entrance or shortcuts to enter a fortress and kill. I'd add that myself but I don't want to.--[[User:Seaneat|Seaneat]] 11:53, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Then why moan about it you Idiot? [[User:Hoborobo|Hoborobo]] 03:15, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to ==&lt;br /&gt;
&lt;br /&gt;
Signed up just to ask this. How do I get the stupid things to work? I built down stairs and mapped out an irrigation system for my miners to work out down there and they haven't touched it (been about an in game year, during which they did have alot of free time with no tasks on any level). Additional info that should be provided, how many squares are needed to go down, just one or 3 per level or something? What version were they added in (I used to play a version that had a single level, when you always dug to the east and there was always a river and magma and adamantine). All in all consider that the people you may be informing don't know nearly as much about the game as you do, I have alot of friends that would like this if simple instructions and explanations were provided, but with those lacking theyed probably play like 1 hour, ever. Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:39, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Did you build up or up/down stairs on the level below, or just a series of down stairs one below the other? The up and down stairs function as the bottom and the top respectively of a staircase. So build a down stair where you want the top of the staircase to be, an up stair where you want the bottom to be, and up/down ones between them. Each time you press the &amp;lt; or &amp;gt; key moves you to a different level, and you only need a staircase on that level and above or below to get access. So you only need to go down one square per level, unless you want to go down 3 and have a fortress with massively thick floors. [[User:Dangerous Beans|Dangerous Beans]] 22:00, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know, got it working now, making a new world now to build a fortress where the stairs aren't past the graveyard in the back, for conveniance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Does anyone know if dwarves walk over stairs at the same speed as normal floor? Thanks. [[User:Vaniver|Vaniver]] 03:25, 13 August 2008 (EDT)&lt;br /&gt;
:They sure seem to.  [[User:Gairabad|Gairabad]] 21:30, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
The warning about up/down stairs concerns me, but I've never had any problems. It says a surprising number of things cause dwarves to fall. Can we list those somewhere? Under what circumstances do dwarves fall down the massive flights of up/down stairs to their splattery doom? [[User:Rkyeun|Rkyeun]] 23:21, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Mostly combat and sparring, I guess... maybe dwarves sleeping on the stairs ? Seems odd. [[User:Timst|Timst]] 03:16, 15 November 2008 (EST)&lt;br /&gt;
:: I just did the test, I dug a 3x3 up/down stair to the bottom of the map. I placed a barrack over it, and made the 7 dwarf wrestle over it. It's now summer, they are all legendary, yet not even a scratch on them. And they do sleep on stairs. --[[User:Karl|Karl]] 15:00, 28 January 2009 (EST)&lt;br /&gt;
:::Well, now it's gone =). [[User:LegacyCWAL|LegacyCWAL]] 16:40, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I too have never had a dwarf fall down a flight of stairs of any height. [[User:LegacyCWAL|LegacyCWAL]] 14:10, 28 January 2009 (EST)&lt;br /&gt;
::So, is all the doom and gloom about up/down stairs no longer a factor, or is it still a valid concern - and if the latter, why? --[[User:KittenyKat|KittenyKat]] 21:51, 2 March 2009 (EST)&lt;br /&gt;
:::I think it's no longer a factor.  Either falling is out, or else it's so rare that it might as well be.  So I wouldn't worry about it. --[[User:LegacyCWAL|LegacyCWAL]] 17:23, 3 March 2009 (EST)&lt;br /&gt;
::::Maybe someone confused it with the sliding-down-ramps-to-death-problem in the first place. Not that i had ''that'' ever happen to a dwarf, despite having fights and ramps at most of my entryways. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stairs not working for me, either.  ==&lt;br /&gt;
&lt;br /&gt;
Trying to build an underground bedroom complex... wanted to have seperate down and up stairs for better traffic flow. Is this not possible? The miner built one stair down on the first floor, one stair down on the one below... then stopped. He won't even carve out around the existing one so I can put in an up stair. (And now he's fortified himself into a chasm full of beasties. Dur.) The stairs (and now the new fortifications are flashing with a yellow C on a background color I'm not sure of, being red/green colorblind... --[[User:Azaram|Azaram]] 00:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:(That means they're constructions, so you can't dig them out.) Can you diagram a side-view of how you're setting up the stairs? --[[User:GreyMario|GreyMaria]] 00:47, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:A &amp;quot;down stair&amp;quot; is not a stair that can only be taken down -- it's a stair that only connects the current level to the one below it.  And you always need to connect an up stair to a down stair to be able to travel between levels.  So two down stairs won't work.  A down stair above and an up stair below will work, or up/down stairs on both levels (up/down stairs will connect to any stairs above or below, and can be used to create continuous stair columns).--[[User:Maximus|Maximus]] 01:49, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, ok. I was trying to create a bunch of down stairs, in the assumption that down stairs are traffic-marked to go down. Thanks... GreyMaria, it was basically 'move to one position, designate down stair. Hit &amp;gt; to go down a Z, so the X is in the same position (Coordinates would be helpful here... :-p) and designate another down, repeat.' -- [[User:Azaram|Azaram]] 05:55, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, that would be your issue, like Maximus said. Is the article really that misleading? &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 13:33, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It's probably that the way stairs work in DF is inherently counterintuitive.  In the real world, &amp;quot;down stairs&amp;quot; means &amp;quot;stairs you are only supposed to take down&amp;quot;.  In DF, it means &amp;quot;stairs that go halfway down to the next level that only work if paired with another set of stairs coming halfway up&amp;quot;.  That tripped me up the first few times I built them.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Yup, that's what I was thinking. Down stairs for where you want them to go down, up stairs for up, traffic flows well and everybody's happy. Part of the reason I was doing it that way was I had seen mention of the danger of up/down stairs and clumsy dwarves falling down them, and I had somehow gotten the impression they won't do that on stairs that are either up or down... Re parallel stairs below; I'd started doing that on my (surprisingly successful for me) current fortress... I got a 20 dwarf immigration and they all swarmed the meeting room where a party had been started, down the stairs and it seemed nobody was stepping on anyone's feet. --[[User:Azaram|Azaram]] 06:16, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, dwarves do tend to hug one side of a hallway or the other depending on where they're traveling, due to the way the pathfinding algorithm works.  So if you build several parallel stairways (I recommend a 2x2 grid), that helps to eliminate a choke point.  It also allows them to sidestep out of each other's way instead of one dwarf having to crawl (literally) past each other.--[[User:Maximus|Maximus]] 18:16, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why is stacking up/down stairs inadvisable? ==&lt;br /&gt;
&lt;br /&gt;
The article says it may be... why? --[[User:N00ser|N00ser]] 15:06, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This was removed from the article in JAN. I couldn't say if its true or not, but i never had that happen to a dwarf.&lt;br /&gt;
&lt;br /&gt;
''=== Danger of up/down stairs === &lt;br /&gt;
''At first, it may seem that there is no need to build downward stairs and upward stairs: if you really want, you can simply build up/down stairs everywhere, although this may be less aesthetically appealing. However, if a dwarf falls, they will not be stopped by an up/down stair but will be by an up stair. A surprising number of things make dwarves spontaneously fall, which normally does nothing, since they like to stay on flat ground. However, if they are, say, climbing a seven-tile-high tower with up/down stairs, you might want to replace your dwarf splatterer.'' --[[User:Höhlenschreck|Höhlenschreck]] 15:17, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You might want to take a look at this previous discussion [[Talk:Stairs#Falling]]. --[[User:Karl|Karl]] 15:39, 22 August 2009 (UTC)&lt;br /&gt;
::I see then. Took it out anyway. --[[User:Höhlenschreck|Höhlenschreck]] 21:42, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Breaking out&amp;quot; from below ==&lt;br /&gt;
&lt;br /&gt;
I have a stack of up/down stairs finishing with a down stair on level (ground-1).&lt;br /&gt;
From there I want to break out to above ground in the middle of a ring wall.&lt;br /&gt;
&lt;br /&gt;
What do I need to do here? I get that if I deconstruct the down stair I will be stuck on the level (ground-1).&lt;br /&gt;
&lt;br /&gt;
I'm thinking that I need to dig an up stair next to the existing down stair, then on ground level if I designate &amp;quot;dig down stairs&amp;quot; the miner will do this from underneath.&lt;br /&gt;
&lt;br /&gt;
Hoping this is right?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:34, 6 September 2009 (UTC)&lt;br /&gt;
*Since you dug a down stair just below ground level, there's nothing from which to dig an up-stair, but if you ''construct'' an up/down stair on top of the down-stair, you should be able to pierce your way through to the surface. --[[User:Quietust|Quietust]] 04:38, 6 September 2009 (UTC)&lt;br /&gt;
::No, sorry... I went underground via a 3-wide down ramp &amp;quot;over on the plateu&amp;quot;, now I want to come up into the middle of a tower &amp;quot;out in the plains&amp;quot;. I have built a ring wall already, I want to come out into the middle of it. Didn't think this far ahead when I did my standard &amp;quot;dig X's to level ground-2, &amp;gt; on level ground-1&amp;quot;.&lt;br /&gt;
::When I designate &amp;quot;build an up-stair&amp;quot; on top of the down-stair I get &amp;quot;destination unreachable&amp;quot;. I'm going with &amp;quot;shift 1 tile north&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 04:59, 6 September 2009 (UTC)&lt;br /&gt;
:::Of course it's unreachable - you have no up-stair below it.  No upstair below = no access to that location. As Q explained, you can ''construct'' an up/down stair over the dug downstair (unless you're in soil you should have some stone around - turn &amp;quot;mason&amp;quot; on your miner, if only temporarily to get that one job done). Then you'll have your access.--[[User:Albedo|Albedo]] 19:08, 6 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=60962</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=60962"/>
		<updated>2010-01-15T11:46:23Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Deleted more useless.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;br /&gt;
:::Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --[[User:Juckto|Juckto]] 20:56, 3 September 2008 (EDT)&lt;br /&gt;
::::Indeed, you are right. How simple! Thx. --[[User:Doub|Doub]] 10:44, 4 September 2008 (EDT)&lt;br /&gt;
::  Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 18:39, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Current Oddities caused by ramp? ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Erathoniel|Erathoniel]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--[[User:Sphexx|Sphexx]] 09:57, 22 March 2009 (UTC)&lt;br /&gt;
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:Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --[[User:Elvang|Elvang]] 14:40, 22 March 2009 (UTC)&lt;br /&gt;
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::I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --[[User:Sphexx|Sphexx]] 20:17, 22 March 2009 (UTC)&lt;br /&gt;
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== People don't use ramps? ==&lt;br /&gt;
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I've put my trade depot a floor aboveground, with ramps then a bridge leading to it.  Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels.  In fact if I bar the gates traders just sit in place, unable to find a path.  --[[User:Corona688|Corona688]] 16:16, 11 November 2008 (EST)&lt;br /&gt;
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:Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --[[User:Savok|Savok]] 00:32, 25 November 2008 (EST)&lt;br /&gt;
::I don't have traffic designations making them want to go through the tunnels instead, no.  Not that merchants would obey such things anyway. --[[User:Corona688|Corona688]] 18:45, 29 November 2008 (EST)&lt;br /&gt;
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On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --[[User:Elvang|Elvang]] 22:30, 12 March 2009 (UTC)&lt;br /&gt;
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== Picture is wrong ==&lt;br /&gt;
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --[[User:Dorten|Dorten]] 23:06, 24 November 2008 (EST)&lt;br /&gt;
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== Wagon torque / horsepower? ==&lt;br /&gt;
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Is there any limit to how many adjacent ramp squares a wagon can traverse?  Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to &amp;quot;level out&amp;quot; before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress.  Can I have an underground depot at Z-6 that is served by a single continuous down-ramp?  --[[User:Jurph|Jurph]] 16:54, 4 December 2008 (EST)&lt;br /&gt;
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:Yep.--[[User:Maximus|Maximus]] 17:33, 4 December 2008 (EST)&lt;br /&gt;
:...or a floodable pit through which everything coming in must pass, if you're not a bridge person. [[User:Sharp|Sharp]] 09:18, 26 January 2009 (EST)&lt;br /&gt;
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== Downward only ramp ==&lt;br /&gt;
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The following text has been removed for innacuracy: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up.&lt;br /&gt;
see [http://mkv25.net/dfma/movie-1649-ramptest ramp test video] --[[User:Kaypy|Kaypy]] 15:15, 2 September 2009 (UTC)&lt;br /&gt;
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== Short Version ==&lt;br /&gt;
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I wanted to add a simply summary because most of the examples and illustrations don't do anything for me, and I fear they may make it look more complicated than it really is. I originally posted this:&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above the ramp must be open.&lt;br /&gt;
# The space above one of the walls next to the ramp must be open.&lt;br /&gt;
Someone added the following to it:&lt;br /&gt;
: The space above one of the walls next to ''and forward of'' the ramp must be open.&lt;br /&gt;
I took it back out because I have no idea what it was supposed to mean. If there's really some significant aspect I'm overlooking, it needs to be explained better, preferably as a separate rule. If not, can we please keep the &amp;quot;short version&amp;quot; as simple as possible?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:ManaUser]]&amp;lt;/small&amp;gt;&lt;br /&gt;
+	&lt;br /&gt;
::Agreed that the examples and illustrations aren't clear. The &amp;quot;short version&amp;quot; should be the &amp;quot;main version&amp;quot;. [[User:Cheepicus|Cheepicus]] 20:37, 10 October 2009 (UTC)&lt;br /&gt;
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::In a word, &amp;quot;No&amp;quot;.  Because, unfortunately, ramps are not simple.  That was my edit you deleted, and what it meant was that if the &amp;quot;space above the wall next to the ramp is open&amp;quot;, the ramp may still (sometimes) fail - if that space is ''next to'' the ramp, and not in the direction of travel when going up the ramp.   A wall to the side is not adequate - therefore (unfortunately), &amp;quot;as simple as possible&amp;quot; cannot be as simple as your edit and still be accurate.  But your goal is shared - will try again.--[[User:Albedo|Albedo]] 20:31, 13 October 2009 (UTC)&lt;br /&gt;
::Just to clarify Albedo, are you saying that a creature may only move up a ramp by crossing it in a straight line? That's what I'm understanding when you say there must be a space above a wall &amp;quot;in the direction of travel.&amp;quot; [[User:Njero|Njero]] 18:15, 14 October 2009 (UTC)&lt;br /&gt;
:::''Basically'', yes.  But that's not true for descending (where dwarfs can &amp;quot;jump down&amp;quot; from the side).  What's worse, is ramps are buggy, and so sometimes a &amp;quot;broken&amp;quot; ramp will work for a while (sometimes a long while!) before realizing it's not legal. Sometimes 45 degree jumps at the top are accepted for upwards travel. Sometimes a ramp supported only by another ramp (or, rarely, by nothing) hangs around. (And then there is the &amp;quot;one-way ramp&amp;quot; exploit.)  What's more, pathing seems to sometimes depend on more than the several tiles adjacent to the ramp - it ''looks'' valid, but no one uses it.  They are not a joy to use and ''still'' not perfectly understood, which is why we're (understandably) having a hard time nailing down the &amp;quot;simple explanation&amp;quot; that everyone can accept.--[[User:Albedo|Albedo]] 19:29, 14 October 2009 (UTC)&lt;br /&gt;
 Not all ramps need support, want to keep talk of support out of the usable part.&lt;br /&gt;
Ugh. Cheepicus - We're edging toward an edit war - not intentionally, I believe, but we each have different views on ramps. I undid your last until we can resolve this - some of it may go back in, but we need to find middle ground here first.  &amp;lt;br /&amp;gt;&lt;br /&gt;
I believe that it needs to be said that ramps ''do'' need &amp;quot;support&amp;quot; - and that wall defines the direction of movement. Ramps without a supporting wall ''sometimes'' work, but are not guaranteed to work (afaik).  I also believe that the &amp;quot;wall = support = direction of travel&amp;quot; is a solid model for understanding and envisioning ramps - at least at a basic level.  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ramps are buggy, or can be, depending.  We need to find the &amp;quot;100% guaranteed this will work&amp;quot; model before talking about &amp;quot;Not all ramps need support&amp;quot;. --[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)&lt;br /&gt;
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:Albedo, you have done some editing of what other people have said on this talk page, including creating a misattribution (the original comment in this section is not by me), and you even deleted an entire section that I wrote! [[User:Cheepicus|Cheepicus]] 19:49, 14 October 2009 (UTC)&lt;br /&gt;
::I don't believe I edited ''what'' was said - but it appears I am guilty of the two you specify. Both were unintentional, and I never saw your edit - thought his was yours, not sure how it happened, maybe I cross-edited somehow - you should have repaired them, but I have now, adding your missing subsection below. &lt;br /&gt;
:::I was going to, but my wiki-tech fu is not so strong. [[User:Cheepicus|Cheepicus]] 20:16, 14 October 2009 (UTC)&lt;br /&gt;
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::Also, you caught me in mid-edit; to continue....&lt;br /&gt;
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You have a ramp:&amp;lt;br /&amp;gt;&lt;br /&gt;
▲&amp;lt;br /&amp;gt;&lt;br /&gt;
That ramp goes &amp;quot;up&amp;quot;, but is, as yet, undefined as to where it goes up ''to''.  Maybe left, maybe right - undefined.  The moment you add a wall next to it, that defines where &amp;quot;up&amp;quot; leads to - right? &amp;lt;br /&amp;gt;&lt;br /&gt;
▲■ - this ramp leads to the right, that's obvious.  Because of the supporting wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, if you remove that wall, the ramp (often) collapses - no definition, no ramp. (A ramp in a corner has two supports, and can work either way - odd to think of, but that's DF.)  And that's my model.  Sometimes buggy ramps seem to work around that, but not always - but if you follow that model, you get a working ramp, leading where you want, 100% of the time.  &amp;lt;br /&amp;gt;&lt;br /&gt;
I'm sure there's room for improvement on that - what would you suggest?--[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)&lt;br /&gt;
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:Well, there's a whole section about ramp collapse. I think it's a good idea if we mention it closer to the top with the important stuff, since it's such a common ramp experience a ramp-carver should be aware of. But I don't think it needs to be mixed in with the basics of what makes a ramp usable. (After all, not all ramps need support, &amp;quot;adjacent wall&amp;quot; is a perfectly clear term whereas &amp;quot;support&amp;quot; conflicts with construction support and mechanism support..). Another reason I don't think it should be is this:&lt;br /&gt;
&lt;br /&gt;
:Ramp travel is a bit mysterious if you're going just by observed DF behavior. But for me, after absorbing ManaUser's simple rules, my expectations are now in line with how they operate in game. So I want the &amp;quot;using ramps&amp;quot; section to stay very clear, with a laser focus, and be about one thing and not mix in other stuff. To me that means keeping the list short, and keeping the list very close to the top of the section.&lt;br /&gt;
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:As for some specific issues, here are my experiences.&lt;br /&gt;
#The direction of travel immediately before the ramp move is irrelevant. It's true that a dwarf won't do 180 &amp;quot;double back&amp;quot; moves, but that's a natural result of the rules; to do so he'd have to be standing inside a space that's supposed to be a wall, at some point. (And I bet with ridiculous timing on wall construction and dwarf pathing decisions, you could get a dwarf to do a 180.) As a result I think it's a bit misleading to talk about ramps having 'directions' that they 'feed'. A ramp is like a teleporter between the ramp bottom space and the tops of whichever adjacent wall the dwarf wants.&lt;br /&gt;
#I've never seen a dwarf hop down a ramp &amp;quot;illegally&amp;quot; as part of a normal move (i.e. when they wouldn't have hopped down a channel). In the example illustration on the page, the dwarf WILL be trapped up there.&lt;br /&gt;
#I haven't seen ramps be okay for awhile then stop working or collapse for no reason. I ''have'' seen the one-way thing but that's a bit of an edge case, and might just as easily be called a bug with floor deconstruction. Other edge bug cases may deserve mention too, but they shouldn't cloud the presentation of the basic rules and don't necessarily call them into question.&lt;br /&gt;
#Likewise I've not yet seen a ramp that looked valid, but was not used, that did not on closer inspection turn out to be invalid.&lt;br /&gt;
#Never seen a standalone (unsupported) ramp work, but of course after trying to get them to work for awhile, now I don't build them anymore :)&lt;br /&gt;
:Obviously some in-game examples would go miles but ''so far'' ManaUser's rules have been absolutely correct in my experience and in the slew of little experiments I did to verify them before doing my first edit. Though I also wanted to clarify them some (I prefer to say a space is 'walkable' rather than 'open' because Open Space is a game term and is very much not what is meant.) Can't resist tinkering sometimes. [[User:Cheepicus|Cheepicus]] 21:26, 14 October 2009 (UTC)&lt;br /&gt;
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== Untrue Things on this Page, In My Experience ==&lt;br /&gt;
# Ramps support other ramps as if they were all one big ramp. (?!)&lt;br /&gt;
# Digging a ramp under trees is dangerous.&lt;br /&gt;
# Dwarves can dig from the bottom of a ramp up to a space that doesn't have a wall under it.&lt;br /&gt;
I've verified these in 40d. I might just excise them and clean up the page a bit. [[User:Cheepicus|Cheepicus]] 20:37, 10 October 2009 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, possibly, 4. Natural/carved ramps are &amp;quot;slopes&amp;quot; implying constructed ramps are true &amp;quot;ramps&amp;quot;. DF calls them all slopes when you use {{k|k}}. I feel the terms are interchangeable, but ''ramp'' is preferable because it's the word used in the in the menus when your dwarves actually make them by both digging '''and''' constructing. [[User:Cheepicus|Cheepicus]] 20:49, 10 October 2009 (UTC)&lt;br /&gt;
:Okay - reading this for the first time (again, apologies) - agreed with all.  Except... ramps supported by other ramps ''sometimes'' (''eventually''?) collapse. That, and if they have no walls adjacent to them... where do they lead? Are they pointless, or are you imagining some arcane configuration?--[[User:Albedo|Albedo]] 20:02, 14 October 2009 (UTC)&lt;br /&gt;
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::I haven't seen ramps support other ramps (and here we're talking about ramp-style support and collapse, not normal construction support and collapse).  It is ''possible'' to carve out unsupported ramps. The way players are most likely to see is when you have a single standalone &amp;quot;pillar&amp;quot; wall that you carve as a ramp. This happens when designating a large area for ramp carving. You can also do it by constructing a wall next to a natural wall or ramp, carving out all other support for the ramp, then deconstructing a wall.&lt;br /&gt;
::And yes a ramp without an adjacent wall is, as far as I know, totally pointless. Well, you can channel out the space directly above them from them, but you can do that with stairs too. [[User:Cheepicus|Cheepicus]] 21:26, 14 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=60959</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=60959"/>
		<updated>2010-01-15T11:32:25Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* After being tamed */&lt;/p&gt;
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&lt;div&gt;== They go through magma ==&lt;br /&gt;
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a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
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:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
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== Tameable? ==&lt;br /&gt;
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Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
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== Disappointment ==&lt;br /&gt;
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I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
Got a dragon and it didn't seem to be able to path past my fortifications. I've had goblin sieges path just fine. Anyway, I sent out three elite wrestlers and they killed the dragon pretty quickly, without even getting bruised. --[[User:Gesangbaer|Gesangbaer]] 19:48, 8 September 2009 (EST)&lt;br /&gt;
:Adding my experience of disappointment:  I just had a regular swordsdwarf defeat a dragon...  I have no idea how he did it.  No bolts were involved, my crossbow squad was still practicing at the archery targets at the time.  I only lost a mason and a carpenter to the dragon.  Very disappointing. [[User:3lB33|3lB33]] 13:39, 5 October 2009 (UTC)&lt;br /&gt;
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== Tiny? ==&lt;br /&gt;
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Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
:Maybe the dwarves are so either depressed about their size or megalomaniac that they build/dig completely oversized rooms. [[User:Gnarker|Gnarker]]&lt;br /&gt;
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== Burning items ...  ==&lt;br /&gt;
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IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
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Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
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== They're [FANCIFUL]...? ==&lt;br /&gt;
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I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
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:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
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::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
::::I'm gonna go out on a limb here and say that with the megabeasts they have the fanciful tag to *Prevent* them from being spawned after worldgen. As, all megabeasts are spawned at worldgen, not as they come to your fortress.[[User:Shardok|Shardok]] 23:00, 6 August 2009 (UTC)&lt;br /&gt;
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:As far as I know, [FANCIFUL] creatures can appear in engravings and such even if they haven't appeared, and can be flagged to appear more often in the art of civilizations (as in the humans). --[[User:Chinkeeyong|Chinkeeyong]] 05:04, 3 October 2009 (UTC)&lt;br /&gt;
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== After being tamed ==&lt;br /&gt;
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Will they defend themselves if they get attacked? I would love burning the bloody goblins who go and ruin my dwarven families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
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:I think tamed monsters don't act the same if they were untamed because I remember having a chained dragon staying still, doing jack squat when goblins were in fire breathing range. Has anyone ever had their tamed dragons breathe fire on anything? Is fire breathing like shooting a crossbow? Is this attack unique as it's the most advanced attack a creature could have? I'm thinking of making war dragons unless that's already planned or someone made making different war animals easy already, me thinking that they would rip and tear through goblins and trolls, more easily.--[[User:Seaneat|Seaneat]] 11:32, 15 January 2010 (UTC)&lt;br /&gt;
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== Spawning Injured? ==&lt;br /&gt;
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I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
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It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
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:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon on embark ==&lt;br /&gt;
&lt;br /&gt;
In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yes, either a cave or abandoned fort.&lt;br /&gt;
&lt;br /&gt;
== Limited Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quite so. Currently it's &amp;quot;standard&amp;quot; that they are all dead after worldgen already, sadly. Thats why you have the worldgen settings &amp;quot;stop worldgen when megabeast percentage X killed&amp;quot; and &amp;quot;check for megabeast percentage dead first in year X&amp;quot; --[[User:Confused|Confused]] 22:56, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;br /&gt;
&lt;br /&gt;
[[User:Gamli|Gamli]] 00:25, 24 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
:Was it the dragonfire that did it, or the fire on the ground as a result of the dragonfire? [[User:Shardok|Shardok]] 23:18, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Uninvited Guest==&lt;br /&gt;
I found my latest dragon invader in the Unit List as an &amp;quot;Uninvited Guest.&amp;quot;  Do all mega beasts show up as uninvited guests, or is their status variable? [[User:3lB33|3lB33]] 13:29, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead dragons and BUILDINGDESTROYER ==&lt;br /&gt;
&lt;br /&gt;
I recently captured a skeletal dragon that doesn't seem to be able to destroy drawbridges. I managed to build a pen for him using a drawbridge as a door... Can anyone decisively confirm that skeletal dragons are BUILDINGDESTROYER:1 and not 2? --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:28, 19 November 2009 (UTC)&lt;br /&gt;
:Other testing seems to suggest that BUILDINGDESTROYER:2s do not destroy drawbridges, at least when lowered (since otherwise they'd destroy their path into your fort). --[[User:Quietust|Quietust]] 13:40, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Can Two Tame Dragons/Hydras==&lt;br /&gt;
Have children (assuming they are opposite genders)? Has anyone tried this? --[[Special:Contributions/24.60.21.237|24.60.21.237]] 17:44, 29 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=60958</id>
		<title>40d Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=60958"/>
		<updated>2010-01-15T11:15:25Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Deleted what I posted as it won't be useful to anyone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Even though hydras have seven heads I have only gotten one skull from butchering them, not seven.  Someone please confirm this.  [[User:Bouchart|Bouchart]] 18:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirm.  The game code for skull dropping doesn't support multiple heads. --[[User:Karlito|Karlito]] 01:28, 26 November 2007 (EST)&lt;br /&gt;
:Uou can, however, accidentally cut several heads of it's body. Then each head will give you a skull, after it rot.--[[User:Dorten|Dorten]] 23:23, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For a &amp;quot;Megabeast&amp;quot; I expected an epic battle, instead it chased a bunch of random haulers around for a bit (without catching any of them) and was killed by a single weapon trap with 5 green glass discs. Apparently the first triggering knocked the Hydra out without really wounding it and it continued to fire until I had a lovely Hydra tartare. Is this typically anti-climatic? [[User:HeWhoIsPale|HeWhoIsPale]] 08:51, 29 August 2008 (EDT)&lt;br /&gt;
:Megabeast attacks tend to either be complete disaster or a footnote, depending on how well you're prepared.  It's rarely something in between.  Bronze Collossi tend to be the 'disaster' route, though.  You can, at your discretion, mod Hydras and Dragons to be a lot tougher by putting scales on them in the raws, so your dwarves have to mangle up an entire layer of scales before they can harm the megabeast at all.  Cage traps make basically every megabeast attack a footnote, so if you want epic struggles, don't use them. --[[User:ThunderClaw|ThunderClaw]] 12:02, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
During a siege I had a hydra attack and 4 hammer goblins killed it within the first second of meetiing it without any causualties then they turned around and massacred my army. It was very anti-climatic and fortress ending.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 14:05, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Or give 'em [[Creature_tokens#T|[TRAPAVOID]]].--[[User:Maximus|Maximus]] 13:19, 3 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58840</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58840"/>
		<updated>2009-11-29T02:44:06Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Animals Sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
I'll draw up pixies, treants and giants variants.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list.&lt;br /&gt;
Swallow men sound cool though. Sorta.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Animals Sets ==&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
&lt;br /&gt;
By order, skipping color variants and their young: &lt;br /&gt;
&lt;br /&gt;
Griffin, Cockatrice, Chimera, Manticore, Sphinx, Salamander, Three-Legged Crow, Cerberus,&lt;br /&gt;
&lt;br /&gt;
Unicorn, Nightmare, Pegasus, Slepnir (Odin's Eight Legged-Horse), Hippocampus (Horse Fish), Capricon, Pardalocampus (Leopard), Leocampus (Lion), Taurocampus (Bull),&lt;br /&gt;
&lt;br /&gt;
Dragon, Hydra, Bronze Colossus, Titan, Giant, Ettin, Cyclops, Minotaur,&lt;br /&gt;
&lt;br /&gt;
Centaur, Harpy, Mermaid, Gnome, Medusa, Lamia/Naga, Lizardman, Snakeman,&lt;br /&gt;
&lt;br /&gt;
Human, Wizard, Werewolf, Wolfman, Foul Blendec, Satyr,&lt;br /&gt;
&lt;br /&gt;
Treant, Yeti, Wendigo (white beast with horns),&lt;br /&gt;
&lt;br /&gt;
and stuff I didn't make Sea Monster, Sea Serpent, and Swallowman.&lt;br /&gt;
&lt;br /&gt;
I might be wrong with some of these names.&lt;br /&gt;
&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll possibly draw up.&lt;br /&gt;
Mandrakes/Plantmen, a three headed dragon, a werebear, a pig/boarman, lake monsters or some sorts, Golems, a catoblepas (whatever this is), a bull thingie with bat wings (gorgon), and a wyvern.&lt;br /&gt;
&lt;br /&gt;
It's unlikely that I will draw a Mimic, the Quetzalcoatl, a Vampire, a Siren, a Scylla  because I somewhat consider them mermaids and things that don't really exist/not needed. I might draw them anyway since I made mostly everything. &lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
Whatever is from western Greek/Roman mythologies, legends, or fairy tales mostly.&lt;br /&gt;
I'm considering some popular Indian/eastern beasts from mythologies or whatever.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;br /&gt;
&lt;br /&gt;
Note to self:&lt;br /&gt;
Armored Dogs, Horses and Eagles.&lt;br /&gt;
Maybe even War Bulls and a Dragon.&lt;br /&gt;
&lt;br /&gt;
I use references from the monsters used in the Rpg Makers.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58839</id>
		<title>File:Seaneat-FantasyBeasts.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58839"/>
		<updated>2009-11-29T02:08:06Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-FantasyBeasts.PNG&amp;quot;:&amp;amp;#32;Graphics set of animals from myths and fantasy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set of animals from myths and fantasy.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58781</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58781"/>
		<updated>2009-11-28T02:51:09Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
I'll draw up pixies, treants and giants variants.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list.&lt;br /&gt;
Swallow men sound cool though. Sorta.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Animals Sets ==&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species:&lt;br /&gt;
&lt;br /&gt;
Manticore, Cockatrice, Nightmare, Sphinx, Salamander, Pegasus, Hippocampus, Capricorn, Cerberus, Medusa, Lamia/Naga, and Wendigo. (white beast with horns.)&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll draw up.&lt;br /&gt;
Vampires, Mandrakes/Plantmen, a three headed dragon...&lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
Whatever is from western mythologies or fairy tales mostly.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;br /&gt;
&lt;br /&gt;
Note to self:&lt;br /&gt;
Armored Dogs, Horses and Eagles.&lt;br /&gt;
Maybe even War Bulls and a Dragon.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58780</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58780"/>
		<updated>2009-11-28T02:49:18Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
I'll draw up pixies, treants and giants variants.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list.&lt;br /&gt;
Swallow men sound cool though. Sorta.&lt;br /&gt;
&lt;br /&gt;
== Animals Sets ==&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species:&lt;br /&gt;
&lt;br /&gt;
Manticore, Cockatrice, Nightmare, Sphinx, Salamander, Pegasus, Hippocampus, Capricorn, Cerberus, Medusa, Lamia/Naga, and Wendigo. (white beast with horns.)&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll draw up.&lt;br /&gt;
Vampires, Mandrakes/Plantmen, a three headed dragon...&lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
Whatever is from western mythologies or fairy tales.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;br /&gt;
&lt;br /&gt;
Note to self:&lt;br /&gt;
Armored Dogs, Horses and Eagles.&lt;br /&gt;
Maybe even War Bulls and a Dragon.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58779</id>
		<title>File:Seaneat-FantasyBeasts.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58779"/>
		<updated>2009-11-28T02:39:21Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: uploaded a new version of &amp;quot;File:Seaneat-FantasyBeasts.PNG&amp;quot;:&amp;amp;#32;Graphics set of animals from myths and fantasy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set of animals from myths and fantasy.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=58734</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=58734"/>
		<updated>2009-11-27T08:33:21Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Seaneat Custom Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280 horizontal&lt;br /&gt;
|Current Version=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples text file. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58689</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58689"/>
		<updated>2009-11-26T11:05:40Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
I'll draw up pixies, treants and giants variants.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list.&lt;br /&gt;
Swallow men sound cool though. Sorta.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species.&lt;br /&gt;
Manticore, Cockatrice, Nightmare, Salamander and Wendigo. (white beast with horns.)&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll draw up.&lt;br /&gt;
Medusa, Vampires, Lizard Men, Mandrakes, Pegasus, Sphinxes, a three headed dragon and the Cerberus...&lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;br /&gt;
&lt;br /&gt;
Note to self:&lt;br /&gt;
Armored Dogs, Horses and Eagles.&lt;br /&gt;
Maybe even War Bulls and a Dragon.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58688</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58688"/>
		<updated>2009-11-26T07:44:39Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
I'll draw up pixies, treants and giants variants.&lt;br /&gt;
There are animal men too but there are alot of em so they're last on my list.&lt;br /&gt;
Swallow men sound cool though. Sorta.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;br /&gt;
&lt;br /&gt;
More of my own crappy creations with pieces from Sphr's set.&lt;br /&gt;
Enjoy...maybe.&lt;br /&gt;
I think you'll need to edit some file somewhere to add some of these species.&lt;br /&gt;
Manticore, Cockatrice, Nightmare, Salamander and Wendigo. (white beast with horns.)&lt;br /&gt;
Also, animals colored in different colors. (Blue Lion, White Deer)&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-FantasyBeasts.PNG]]&lt;br /&gt;
&lt;br /&gt;
On my list I'll draw up.&lt;br /&gt;
Medusa, Vampires, Lizard Men, Mandrakes, Pegasus, Sphinxes, a three headed dragon and the Cerberus...&lt;br /&gt;
&lt;br /&gt;
Tell me what I'm missing....if you ever read this.&lt;br /&gt;
&lt;br /&gt;
Yeah I'm making Dwarf Fortress fruity.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58687</id>
		<title>File:Seaneat-FantasyBeasts.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-FantasyBeasts.PNG&amp;diff=58687"/>
		<updated>2009-11-26T07:29:38Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Graphics set of animals from myths and fantasy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set of animals from myths and fantasy.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58569</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58569"/>
		<updated>2009-11-23T08:50:12Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;br /&gt;
&lt;br /&gt;
Centaurs, Harpies, Merpeople, and Darkelves. Elves and Humans for comparisons.&lt;br /&gt;
Common folk, Nobles, Royalty, soldiers, elite soldiers.&lt;br /&gt;
It's in a simplified usable form I think. I don't think merpeople can work as a Civilization but I wanted to draw em pretty.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Fantasy.PNG]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Fantasy.PNG&amp;diff=58568</id>
		<title>File:Seaneat-Fantasy.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Fantasy.PNG&amp;diff=58568"/>
		<updated>2009-11-23T08:45:14Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Graphics set for other races.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set for other races.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=58555</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=58555"/>
		<updated>2009-11-22T23:34:05Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Flight pathing is even broken for invaders. What a shame! Swimmers can have problems too, though not ''that'' bad. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --[[User:Rakankou|Rakankou]] 12:27, 25 July 2008 (EDT)&lt;br /&gt;
::: It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):&lt;br /&gt;
::::[SPEC_HEAT:7500]&lt;br /&gt;
::::[MELTING_POINT:25000]&lt;br /&gt;
::::[BOILING_POINT:50000]&lt;br /&gt;
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008&lt;br /&gt;
IGNITE_POINT is a matgloss token. [[User:Random832|Random832]] 17:01, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== .txt ==&lt;br /&gt;
&lt;br /&gt;
My word processer won't let me save .txts. Does that matter?&lt;br /&gt;
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)&lt;br /&gt;
::Just use notepad, assuming you have it.  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
&lt;br /&gt;
== Adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Modded creatures not showing? ==&lt;br /&gt;
&lt;br /&gt;
I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans.&lt;br /&gt;
Persians, Like goblins but weaker and stupider.&lt;br /&gt;
after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen.&lt;br /&gt;
I really want to kick persians with spartans instead of biting goblins with dwarves.&lt;br /&gt;
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Random&amp;quot; civ selection with more than one playable civ ==&lt;br /&gt;
&lt;br /&gt;
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the &amp;quot;nearby civilizations&amp;quot; section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the &amp;quot;random selection&amp;quot; note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just the one line about how the race you'll be playing will be at the top of the 'neighbours' list wouldn't be that bad, wouldn't it? No tutorial required, anyway. Maybe we could divide the topic later, but I think this is an relevant as anything, considering how much depth can be added to the game this way. --[[User:Navian|Navian]] 18:55, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, added a paragraph on picking your species. I think I covered all the pertinent points fairly succinctly. As a random aside, while the species I added is quite hardy and long-lived, so they've never been wiped out, I'm not sure if the game will care if some of the playable species die out. While in the vanilla game with the default settings it's impossible to kill off the dwarves, since the game will reject it due to having no playable civs, with additional playable races it may just be possible to have your extra species (or the dwarves) all die out and be unplayable in an otherwise acceptable map.--[[User:Quil|Quil]] 09:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I confirmed that. My aquatic playable civ didn't appear on a map without their starting biome, and my single gender race was wiped out by humans on the next go, leaving only the other playable each time. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock Crystals ==&lt;br /&gt;
&lt;br /&gt;
How would I go about modding the game to either allow me to import rough rock crystals or allowing me to make crystal glass from cut rock crystals?--[[User:Mjo625|Mjo625]] 07:37, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Or add a reaction that will change rock crystals into rough rock crystals. I added &lt;br /&gt;
&lt;br /&gt;
[REACTION:ROUGH ROCK CRYSTAL]&lt;br /&gt;
[NAME:Melt Rock Crystal]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:SMALLGEM:NO_SUBTYPE:STONE:ROCK_CRYSTAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:ROCK_CRYSTAL]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].&lt;br /&gt;
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adding a programming emphasis ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am interested in modding and am a programmer by profession.&lt;br /&gt;
I think it would be nice to approach the modding guide the same way as any programming language guide.&lt;br /&gt;
It may be that not a lot of people who are programmers are coming to do Modding in DF but that doesn't mean they couldn't benefit greatly from some basic programming theory and knowledge.  In fact, it was modding old-school rogue games for BBS systems that actually introduced me to real programming...&lt;br /&gt;
I hope any edits I make meet with your approval.&lt;br /&gt;
I also hope maybe we can start a plain-speech syntax guide for the mod files and a glossary of terms for all the hard-coded tags.&lt;br /&gt;
I must admit that at this stage, going through the default files, I am a bit overwhelmed with the variety and have trouble knowing which tags/flags/tokens correspond to a hard-coded concept and which ones are simply built from other tags.  &lt;br /&gt;
The entity tags also have tokens whose importance I cannot yet determine.&lt;br /&gt;
At these times, I wish I just had a simple glossary to refer to!&lt;br /&gt;
So my request is that the wiki could have some sort of glossary/index for all these terms similar to the way creatures are organized.&lt;br /&gt;
For an example of a code dictionary, please see: http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/&lt;br /&gt;
(I know the terms are a bit esoteric for non-programmers, like bitwise operators appear at the top of the list... but the concept is simple--and df modding has no operators, only keywords)&lt;br /&gt;
&lt;br /&gt;
If there's anything over at bay12 like this, please let me know.  I looked but couldn't find anything.  Consensus seemed to be that it belonged on this wiki.&lt;br /&gt;
&lt;br /&gt;
Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Healing Mods? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My understanding is that body parts that have the [NERVOUS] token don't heal, while most other body parts do.  If you want spines and necks to heal, then you should just need to go into body_default.txt and remove the [NERVOUS] tokens from the SPINE and NECK body parts.  I haven't tested removing the [NERVOUS] tokens to make sure that 1) nothing breaks and 2) necks and spines heal, but if someone else has please say so.  --[[User:Ko|Ko]] 04:07, 3 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is covered under [[Cheating]] --[[User:OneRaven|OneRaven]] 20:09, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Coke from Other Materials ==&lt;br /&gt;
&lt;br /&gt;
So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.&lt;br /&gt;
&lt;br /&gt;
What I did was copy the entry under &amp;quot;smelt lignite into coke&amp;quot; from matgloss_reactions.txt and then changed all the &amp;quot;lignite&amp;quot; into &amp;quot;gneiss&amp;quot;. However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe that gneiss uses the &amp;quot;METAMORPHIC&amp;quot; subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the &amp;quot;layer&amp;quot; and &amp;quot;soil&amp;quot; matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with &amp;quot;NO_SUBTYPE&amp;quot;.[[User:Ohsottovoce|Ohsottovoce]] 16:43, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-safe Mechanism Mod? ==&lt;br /&gt;
While I know this wiki isn't an FAQ-guide, I think it would be helpful for those poor noobs who can never find both Bauxite and magma/rivers in the same place.  I can list the mod to give Iron the &amp;quot;any&amp;quot; property of adamantine, but I don't know specifically how to make Iron available for mechanisms otherwise.&lt;br /&gt;
&lt;br /&gt;
:: To give Iron the &amp;quot;any&amp;quot; property of adamantine you need to (close Dwarf Fortress and) open your &amp;quot;...[Dwarf fortress]\raw\objects&amp;quot; folder, and open &amp;quot;matgloss_metal.txt&amp;quot;.  Lucky for you, Iron is the top most item and all you have to do is add &amp;quot;[ANY_USE]&amp;quot; (without quotation marks) to the end of the &amp;quot;[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&amp;quot; string, save the file enjoy!&lt;br /&gt;
&lt;br /&gt;
I didn't add this yet because I want to see if anyone else feels this should be added here before I do so on my own.&lt;br /&gt;
[[User:Kenji 03|Kenji 03]] 10:11, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making races ==&lt;br /&gt;
Anyone ever tried making Centaurs and Merpeople races? Is there another page that this would better fit? Possibly some forums. Do they work differently from the other races? I'm sure someone has done something like this so I don't have to work or read much, making characteristics and such. I haven't gone anywhere near a large body of water so I don't know what kind of an environment it is underwater, though I guess it's a bit like flying. Building structures underwater might be impossible.(currently anyway) I'm thinking of structures made out of coral or fish bones or whatever is under the sea.--[[User:Seaneat|Seaneat]] 23:34, 22 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=58543</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=58543"/>
		<updated>2009-11-22T08:33:50Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* 16×16 square graphics sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280 horizontal&lt;br /&gt;
|Current Version=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples text file. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Added icons, edited and made some of my own, beginning from [[User:Mikemayday|Mike Mayday's]] Set above. Characters with stars are meant to mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. I'll make the text needed for the text file someday, maybe never. It's possible that I will make the other characters that I have missed and make the characters in civilization more interesting. The Dwarf holding a sword above the male Dwarf King (in red), the Elf in White Armor and the Human in Gold are meant to be the leaders for their Civs, aren't they cute? You should ask me what icons are supposed to represent in case you don't know what they represent. Also tell me what other characters I'm missing and what other icons I could use to better symbolize a profession.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58542</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58542"/>
		<updated>2009-11-22T08:01:43Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, you'll need to covert the file types into BMP.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58541</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58541"/>
		<updated>2009-11-22T07:59:24Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;br /&gt;
&lt;br /&gt;
I'm new to working on a wiki so please tell me what mistakes I make.&lt;br /&gt;
&lt;br /&gt;
== Graphics Set ==&lt;br /&gt;
&lt;br /&gt;
This is what I made from other people's stuff mainly the sets found in [[User:Mikemayday|'''Mike Mayday's''']] Graphics Pack.&lt;br /&gt;
I made the icons, recolored some boring sprites, made my own soldiers in a similar style, drew up some nobles differently, and made most of what's in Civilization (touching up the zombies a bit). The Squares and X's makes it easy to move things around. &lt;br /&gt;
&lt;br /&gt;
I might work on it more since I'm missing a lot of other characters and it could be organized better. I'll upload the icons I made someday. &lt;br /&gt;
&lt;br /&gt;
Though this is made from someone's set, you'll still need to change the text file that tells Dwarf Fortress what's what.&lt;br /&gt;
&lt;br /&gt;
I can't explain these things well enough so go read about [[Tilesets|'''Tilesets''']].&lt;br /&gt;
&lt;br /&gt;
[[File:Seaneat-Dwarves.PNG]]&lt;br /&gt;
[[File:Seaneat-Civilization.PNG]]&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58540</id>
		<title>User:Seaneat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Seaneat&amp;diff=58540"/>
		<updated>2009-11-22T07:35:11Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Created page with 'I play Dwarf Fortress. Obviously I'm not here to learn about birds.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play Dwarf Fortress.&lt;br /&gt;
Obviously I'm not here to learn about birds.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Civilization.PNG&amp;diff=58539</id>
		<title>File:Seaneat-Civilization.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Civilization.PNG&amp;diff=58539"/>
		<updated>2009-11-22T07:32:48Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Graphics set customized from Mike Mayday's set.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=58538</id>
		<title>File:Seaneat-Dwarves.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Seaneat-Dwarves.PNG&amp;diff=58538"/>
		<updated>2009-11-22T07:32:04Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Graphics set customized from Mike Mayday's set.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphics set customized from Mike Mayday's set.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bowyer%27s_workshop&amp;diff=50060</id>
		<title>40d Talk:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bowyer%27s_workshop&amp;diff=50060"/>
		<updated>2009-07-19T21:01:22Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Stacked Bones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stacked Bones ==&lt;br /&gt;
&lt;br /&gt;
So if he takes a stack that has more than 1 bone, a Bowyer will still make 1 crossbow from all of it or make more?--[[User:Seaneat|Seaneat]] 21:01, 19 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bowyer%27s_workshop&amp;diff=50059</id>
		<title>40d Talk:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bowyer%27s_workshop&amp;diff=50059"/>
		<updated>2009-07-19T21:01:12Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: Created page with '== Stacked Bones ==  So if he takes a stack that has more than 1 bone, a Bowyer will still make 1 crossbow from all of it or make more?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stacked Bones ==&lt;br /&gt;
&lt;br /&gt;
So if he takes a stack that has more than 1 bone, a Bowyer will still make 1 crossbow from all of it or make more?&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19675</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19675"/>
		<updated>2009-07-17T19:52:26Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Weapons dwarves can use in Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;br /&gt;
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== Conflicting Info? ==&lt;br /&gt;
&lt;br /&gt;
Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pike ==&lt;br /&gt;
&lt;br /&gt;
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)&lt;br /&gt;
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== Whips and scourges ==&lt;br /&gt;
&lt;br /&gt;
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...&lt;br /&gt;
&lt;br /&gt;
My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...&lt;br /&gt;
&lt;br /&gt;
It is this sort of thing that makes me glad that the thoughts &amp;quot;horrified by an unfathomable scene of carnage&amp;quot; and &amp;quot;Saw something unnatural happen to a fellow living creature&amp;quot; have not yet been implemented...&lt;br /&gt;
[[User:RAM|RAM]] 04:56, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How many did you put in the traps?  Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --[[User:LegacyCWAL|LegacyCWAL]] 16:17, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...&lt;br /&gt;
&lt;br /&gt;
::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hrm.  Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers.  By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it).  Whips and scourges don't do a lot of damage, but they do cause pain and bleeding.  That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death.  And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.&amp;lt;BR&amp;gt;I also see that several goblins made it to the stonefall traps.  If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go.  With that many hits, even whips and scourges can overwhelm a metal-armored soldier.&amp;lt;BR&amp;gt;Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unorthodox weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Unortodox&amp;quot; weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)&lt;br /&gt;
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:Well, you don't even have to throw them for them to be deadly. I know of a cyclops that had managed to wrestle a full waterskin from one of my adventurers and beat several of them to death with it, greatly amplifying the damage it was doing. --[[User:Toastdieb|Toastdieb]] 21:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anybody know the actual damage values for improvised weapons?  I just picked up a chunk of raw adamantine and killed a tentacle demon in a matter of seconds.--[[User:Igfig|Igfig]] 11:41, 26 May 2009 (UTC)&lt;br /&gt;
:(In Fortress or Adventure mode?)&lt;br /&gt;
:(Adventure.  I doubt it matters for the values though.)&lt;br /&gt;
&lt;br /&gt;
== Great axe ==&lt;br /&gt;
&lt;br /&gt;
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Clicking the links of some of the types of weapons redirects back to weapons. --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)&lt;br /&gt;
:This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.[[User:GarrieIrons|GarrieIrons]] 00:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trap components as weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a few enormous weapons that no race can wield...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
I beg to differ. In Adventure mode, at least in &amp;quot;Play Now&amp;quot;, you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 11:19, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --[[User:Savok|Savok]] 12:51, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll say.  In adventure mode, you can carry around and throw anvils at enemies.  It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious.  I suspect, though, that improvised weapons are as effective as unarmed attacks.  I'll have to check on that though.  --[[User:Smartmo|Smartmo]] 15:45, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bug with long swords in 40d (not wieldable in two hands) ==&lt;br /&gt;
&lt;br /&gt;
Today I traded for two wooden longswords and set two new recruits to use them for sparring.&lt;br /&gt;
The recruits continually go pick up the swords (&amp;quot;Pickup Equipment&amp;quot;) and then instantly drop the weapon on the ground.  It doesn't matter whether they are on duty or not, actually.&lt;br /&gt;
&lt;br /&gt;
Is it possible this is a bug in 40d?  Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute?  Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands?  Any thoughts or input would be nice.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 01:02, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--[[User:Quil|Quil]] 12:28, 11 February 2009 (EST)&lt;br /&gt;
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::Ok, thanks.  Stupidly, in a moment of frustration I abandoned the fortress.  I will also try to confirm this again.  If it's true, that info definately needs to be in the article...--[[User:Jpwrunyan|Jpwrunyan]] 00:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unusual materials==&lt;br /&gt;
I was hoping to make some wooden weapons for sparring, but I don't seem to be able to make anything but the enormous trap components and bolts out of wood. Am I missing something, or can dwarves only make bolts from wood, and other wooden weapons have to be traded for/looted?&lt;br /&gt;
Along the same lines, it'd be really nice to know more specifically what the &amp;quot;handful&amp;quot; of weapons are that can be made of other materials, and what materials each can be made from. If anyone can verify that info here I'll try and add it into the article. (I'll find out what I can, but have no access to obsidian atm). [[User:Kirig Stonebeard|Kirig Stonebeard]] 19:32, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That &amp;quot;handful&amp;quot; of weapons is just bolts (wood or bone), crossbows (wood or bone), and stone short swords (1 wood + 1 obsidian, just as deadly as steel).  Anything else has to be imported.  The good news is that you can make weapons out of silver, which is just as bad as wood when it comes to hurting things.  It's expensive as hell, but sparring weapons are sparring weapons. --[[User:LegacyCWAL|LegacyCWAL]] 19:44, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks Legacy, the way I was reading the article I was SURE there must be others and I was just missing something on how to manufacture them. It seems to me that list is short enough to be specific about, so I'll go ahead and edit it in (and probably steal your concise formatting) to make it clearer (unless someone objects).&lt;br /&gt;
::Thanks also for the tip on silver; I was planning to check the table right after I checked here. I do have some galena on my current map but it might be a while til I can reach it... since the elves are mostly bringing me useless junk and haven't appointed a liason, I might just go with copper weapons and iron/steel armor and cross my fingers.&lt;br /&gt;
::On the bright side though, they're bringing me plenty of tamed bears in case I decide to forge a few tricycles, sew a few fezs and start a circus! [[User:Kirig Stonebeard|Kirig Stonebeard]] 05:06, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Overall best trap weapon==&lt;br /&gt;
&lt;br /&gt;
Disregarding material, which weapon would work the best for a weapon trap? ''(unsigned by [[Lemonpieman]])''&lt;br /&gt;
:Simply put, there is no single &amp;quot;best&amp;quot;.  If the creature has internal organs, the spiked ball (3 piercing attacks) can achieve a lucky (if not immediate) kill.  The giant axe is the meanest, dishing out huge amounts of damage and can severe limbs - and even a zombie GCS is less dangerous without a leg or four. The corkscrew and serrated disk are in between, each w/ diff crits as above. A spike has some special uses that are unique to that.  Slashing weapons tend to leave body parts that dwarfs want to clean up. Decide what you want to kill (or maim), and what its weak points are, and base your decision off of that. (and sign your posts)--[[User:Albedo|Albedo]] 12:05, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: [[Cages]]. They're one enemy removed automatically, no matter how powerful. (Of course, since they're one-shot traps, it's probably best to back them up with row after row of serrated discs, spiked balls, and axe blades). And we can't forget the importance of using weapons that your dwarves can't, like mauls, to add a bit of an unpleasant surprise. --Count Dorku&lt;br /&gt;
&lt;br /&gt;
== Weapons dwarves can use in Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't be assigned to use two handed weapons (except the crossbow), whips and daggers. Can they use the Scimitar, Flail and Morning Star, a sword and maces if the fortress manages to get a hold of them?--[[User:Seaneat|Seaneat]] 19:52, 17 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19674</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19674"/>
		<updated>2009-07-17T19:52:17Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Weapons dwarves can use in Fortress mode */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Conflicting Info? ==&lt;br /&gt;
&lt;br /&gt;
Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pike ==&lt;br /&gt;
&lt;br /&gt;
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Whips and scourges ==&lt;br /&gt;
&lt;br /&gt;
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...&lt;br /&gt;
&lt;br /&gt;
My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...&lt;br /&gt;
&lt;br /&gt;
It is this sort of thing that makes me glad that the thoughts &amp;quot;horrified by an unfathomable scene of carnage&amp;quot; and &amp;quot;Saw something unnatural happen to a fellow living creature&amp;quot; have not yet been implemented...&lt;br /&gt;
[[User:RAM|RAM]] 04:56, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How many did you put in the traps?  Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --[[User:LegacyCWAL|LegacyCWAL]] 16:17, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...&lt;br /&gt;
&lt;br /&gt;
::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hrm.  Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers.  By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it).  Whips and scourges don't do a lot of damage, but they do cause pain and bleeding.  That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death.  And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.&amp;lt;BR&amp;gt;I also see that several goblins made it to the stonefall traps.  If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go.  With that many hits, even whips and scourges can overwhelm a metal-armored soldier.&amp;lt;BR&amp;gt;Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unorthodox weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Unortodox&amp;quot; weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you don't even have to throw them for them to be deadly. I know of a cyclops that had managed to wrestle a full waterskin from one of my adventurers and beat several of them to death with it, greatly amplifying the damage it was doing. --[[User:Toastdieb|Toastdieb]] 21:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anybody know the actual damage values for improvised weapons?  I just picked up a chunk of raw adamantine and killed a tentacle demon in a matter of seconds.--[[User:Igfig|Igfig]] 11:41, 26 May 2009 (UTC)&lt;br /&gt;
:(In Fortress or Adventure mode?)&lt;br /&gt;
:(Adventure.  I doubt it matters for the values though.)&lt;br /&gt;
&lt;br /&gt;
== Great axe ==&lt;br /&gt;
&lt;br /&gt;
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Clicking the links of some of the types of weapons redirects back to weapons. --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)&lt;br /&gt;
:This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.[[User:GarrieIrons|GarrieIrons]] 00:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trap components as weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a few enormous weapons that no race can wield...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
I beg to differ. In Adventure mode, at least in &amp;quot;Play Now&amp;quot;, you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 11:19, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --[[User:Savok|Savok]] 12:51, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll say.  In adventure mode, you can carry around and throw anvils at enemies.  It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious.  I suspect, though, that improvised weapons are as effective as unarmed attacks.  I'll have to check on that though.  --[[User:Smartmo|Smartmo]] 15:45, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bug with long swords in 40d (not wieldable in two hands) ==&lt;br /&gt;
&lt;br /&gt;
Today I traded for two wooden longswords and set two new recruits to use them for sparring.&lt;br /&gt;
The recruits continually go pick up the swords (&amp;quot;Pickup Equipment&amp;quot;) and then instantly drop the weapon on the ground.  It doesn't matter whether they are on duty or not, actually.&lt;br /&gt;
&lt;br /&gt;
Is it possible this is a bug in 40d?  Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute?  Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands?  Any thoughts or input would be nice.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 01:02, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--[[User:Quil|Quil]] 12:28, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks.  Stupidly, in a moment of frustration I abandoned the fortress.  I will also try to confirm this again.  If it's true, that info definately needs to be in the article...--[[User:Jpwrunyan|Jpwrunyan]] 00:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unusual materials==&lt;br /&gt;
I was hoping to make some wooden weapons for sparring, but I don't seem to be able to make anything but the enormous trap components and bolts out of wood. Am I missing something, or can dwarves only make bolts from wood, and other wooden weapons have to be traded for/looted?&lt;br /&gt;
Along the same lines, it'd be really nice to know more specifically what the &amp;quot;handful&amp;quot; of weapons are that can be made of other materials, and what materials each can be made from. If anyone can verify that info here I'll try and add it into the article. (I'll find out what I can, but have no access to obsidian atm). [[User:Kirig Stonebeard|Kirig Stonebeard]] 19:32, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That &amp;quot;handful&amp;quot; of weapons is just bolts (wood or bone), crossbows (wood or bone), and stone short swords (1 wood + 1 obsidian, just as deadly as steel).  Anything else has to be imported.  The good news is that you can make weapons out of silver, which is just as bad as wood when it comes to hurting things.  It's expensive as hell, but sparring weapons are sparring weapons. --[[User:LegacyCWAL|LegacyCWAL]] 19:44, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks Legacy, the way I was reading the article I was SURE there must be others and I was just missing something on how to manufacture them. It seems to me that list is short enough to be specific about, so I'll go ahead and edit it in (and probably steal your concise formatting) to make it clearer (unless someone objects).&lt;br /&gt;
::Thanks also for the tip on silver; I was planning to check the table right after I checked here. I do have some galena on my current map but it might be a while til I can reach it... since the elves are mostly bringing me useless junk and haven't appointed a liason, I might just go with copper weapons and iron/steel armor and cross my fingers.&lt;br /&gt;
::On the bright side though, they're bringing me plenty of tamed bears in case I decide to forge a few tricycles, sew a few fezs and start a circus! [[User:Kirig Stonebeard|Kirig Stonebeard]] 05:06, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Overall best trap weapon==&lt;br /&gt;
&lt;br /&gt;
Disregarding material, which weapon would work the best for a weapon trap? ''(unsigned by [[Lemonpieman]])''&lt;br /&gt;
:Simply put, there is no single &amp;quot;best&amp;quot;.  If the creature has internal organs, the spiked ball (3 piercing attacks) can achieve a lucky (if not immediate) kill.  The giant axe is the meanest, dishing out huge amounts of damage and can severe limbs - and even a zombie GCS is less dangerous without a leg or four. The corkscrew and serrated disk are in between, each w/ diff crits as above. A spike has some special uses that are unique to that.  Slashing weapons tend to leave body parts that dwarfs want to clean up. Decide what you want to kill (or maim), and what its weak points are, and base your decision off of that. (and sign your posts)--[[User:Albedo|Albedo]] 12:05, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: [[Cages]]. They're one enemy removed automatically, no matter how powerful. (Of course, since they're one-shot traps, it's probably best to back them up with row after row of serrated discs, spiked balls, and axe blades). And we can't forget the importance of using weapons that your dwarves can't, like mauls, to add a bit of an unpleasant surprise. --Count Dorku&lt;br /&gt;
&lt;br /&gt;
== Weapons dwarves can use in Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't be assigned to use two handed weapons (except the crossbow), whips and daggers. Can they use the Scimitar, Flail and Morning Star, a sword and maces if the fortress manages to get a hold of them?&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35797</id>
		<title>40d Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35797"/>
		<updated>2009-07-17T00:18:20Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Melting Different Metals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How material efficient is melting things down? [[User:Risim|Risim]] 23:54, 25 January 2008 (EST)&lt;br /&gt;
:It's not lossless, that's for sure. I could be quite wrong, but something makes me want to say it's around 3:1, based on bars required to create the items. I think overages are lost, but that's just a casual observation. It's really the only way to get certain metals in larger quantities though, assuming importing the bars or ore alone aren't good enough for your means. (Most commonly run into when trying to get certain metals from the mountainhomes before you're ready to bring in humans) --[[User:N9103|Edward]] 06:32, 26 January 2008 (EST)&lt;br /&gt;
:: Does smelting need coal?--[[User:Koltom|Koltom]] 23:53, 29 February 2008 (EST)&lt;br /&gt;
:::It needs fuel. So coal or magma. --[[User:Ikkonoishi|Ikkonoishi]] 00:25, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, i got a bar of steel from melting a steel piccolo and a steel toy axe(2 items), however the piccolo was of &amp;quot;*&amp;quot; quality, not sure if the quality affects melting or not, so mentioning it just to be on the safe side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does designating an item to melt make it forbidden? (for equipping) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sphexx|Sphexx]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. Also, no, it doesn't. --[[User:GreyMario|GreyMario]] 22:43, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Melting items and mandates==&lt;br /&gt;
&lt;br /&gt;
I had a noble who had a mandate for two bronze goods.  I melted down some bronze things and made a bronze bar from it.  But that didn't seem to satisfy the mandate; he still wanted 2 bronze goods.  Making bronze bars normally satisfies the mandates though.  Can anyone else verify that making bars by melting things wont satisfy a mandate? --[[User:Bouchart|Bouchart]] 23:27, 23 April 2008 (EDT)&lt;br /&gt;
:You'll get no verify from me as I've never melted anything down. However, I will suggest making goblets when you have a metal mandate. --[[User:GreyMario|GreyMario]] 00:00, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Merge with [[smelting]]?===&lt;br /&gt;
&lt;br /&gt;
would be senseful, or? --[[User:Catpaw|Catpaw]] 05:32, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Can't find melt object?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I've got an armor stockpile full of narrow and large iron armor pieces, all marked for melting.  Every time I try to Melt a Metal Object though, I get &amp;quot;Kib Duradtirist cancels Melt a Metal Object: Needs melt-designated item.&amp;quot;  The stockpile is inside and accessible (he's been pulling pieces from it already, and has already melted about a dozen), and I've tried unselecting and reselected the melt-able objects through the stock screen, clicking on them individually, and choosing them en masse; all to no avail.  Anyone have any insight or suggestions?&amp;lt;/s&amp;gt; I didn't realize that 'dwarves stay indoors' meant 'dwarves stay underground.' --[[User:Torasin|Torasin]] 23:34, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which is it?==&lt;br /&gt;
&lt;br /&gt;
[[Melt item|This article]] says battle axes and picks are the best for training a weaponsmith, while the [[Weaponsmith]] article says trap components are better.  Anyone?--[[User:Kwieland|Kwieland]] 19:48, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Following the argument of recovery = itemSize/10, the mentioned trap weapons are better, as their size is 5 and that of of picks and battle axes is 4. --[[User:Nahno|Nahno]] 21:59, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I said that in the forums, too, and that would be my bad - I forgot to check &amp;quot;trap weapons&amp;quot;. Going by the RAW's, that's true ONLY if a trap weapon takes 1 metal to forge - and I don't make trap weapons. If only 1 bar is used, then those have a better return, yes, and those should be changed (and bar use made clear in trap weapon articles).--[[User:Albedo|Albedo]] 23:07, 19 May 2009 (UTC)&lt;br /&gt;
:::Only a singe bar.  Yup. Definetely trap components. Changing now.--[[User:Zchris13|Zchris13]] 23:25, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cow cage ==&lt;br /&gt;
what happens to an animal when you melt a cage? --[[User:Confused|Confused]] 20:02, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Different Metals ==&lt;br /&gt;
&lt;br /&gt;
If a smelter stores all of the data of how much of a bar that is smelt there, does it keep different data of different metals? Destroy the building and that data is lost I'm guessing.--[[User:Seaneat|Seaneat]] 00:18, 17 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35796</id>
		<title>40d Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35796"/>
		<updated>2009-07-17T00:18:10Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Melting Different Metals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How material efficient is melting things down? [[User:Risim|Risim]] 23:54, 25 January 2008 (EST)&lt;br /&gt;
:It's not lossless, that's for sure. I could be quite wrong, but something makes me want to say it's around 3:1, based on bars required to create the items. I think overages are lost, but that's just a casual observation. It's really the only way to get certain metals in larger quantities though, assuming importing the bars or ore alone aren't good enough for your means. (Most commonly run into when trying to get certain metals from the mountainhomes before you're ready to bring in humans) --[[User:N9103|Edward]] 06:32, 26 January 2008 (EST)&lt;br /&gt;
:: Does smelting need coal?--[[User:Koltom|Koltom]] 23:53, 29 February 2008 (EST)&lt;br /&gt;
:::It needs fuel. So coal or magma. --[[User:Ikkonoishi|Ikkonoishi]] 00:25, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, i got a bar of steel from melting a steel piccolo and a steel toy axe(2 items), however the piccolo was of &amp;quot;*&amp;quot; quality, not sure if the quality affects melting or not, so mentioning it just to be on the safe side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does designating an item to melt make it forbidden? (for equipping) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sphexx|Sphexx]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. Also, no, it doesn't. --[[User:GreyMario|GreyMario]] 22:43, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Melting items and mandates==&lt;br /&gt;
&lt;br /&gt;
I had a noble who had a mandate for two bronze goods.  I melted down some bronze things and made a bronze bar from it.  But that didn't seem to satisfy the mandate; he still wanted 2 bronze goods.  Making bronze bars normally satisfies the mandates though.  Can anyone else verify that making bars by melting things wont satisfy a mandate? --[[User:Bouchart|Bouchart]] 23:27, 23 April 2008 (EDT)&lt;br /&gt;
:You'll get no verify from me as I've never melted anything down. However, I will suggest making goblets when you have a metal mandate. --[[User:GreyMario|GreyMario]] 00:00, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Merge with [[smelting]]?===&lt;br /&gt;
&lt;br /&gt;
would be senseful, or? --[[User:Catpaw|Catpaw]] 05:32, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Can't find melt object?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I've got an armor stockpile full of narrow and large iron armor pieces, all marked for melting.  Every time I try to Melt a Metal Object though, I get &amp;quot;Kib Duradtirist cancels Melt a Metal Object: Needs melt-designated item.&amp;quot;  The stockpile is inside and accessible (he's been pulling pieces from it already, and has already melted about a dozen), and I've tried unselecting and reselected the melt-able objects through the stock screen, clicking on them individually, and choosing them en masse; all to no avail.  Anyone have any insight or suggestions?&amp;lt;/s&amp;gt; I didn't realize that 'dwarves stay indoors' meant 'dwarves stay underground.' --[[User:Torasin|Torasin]] 23:34, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which is it?==&lt;br /&gt;
&lt;br /&gt;
[[Melt item|This article]] says battle axes and picks are the best for training a weaponsmith, while the [[Weaponsmith]] article says trap components are better.  Anyone?--[[User:Kwieland|Kwieland]] 19:48, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Following the argument of recovery = itemSize/10, the mentioned trap weapons are better, as their size is 5 and that of of picks and battle axes is 4. --[[User:Nahno|Nahno]] 21:59, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I said that in the forums, too, and that would be my bad - I forgot to check &amp;quot;trap weapons&amp;quot;. Going by the RAW's, that's true ONLY if a trap weapon takes 1 metal to forge - and I don't make trap weapons. If only 1 bar is used, then those have a better return, yes, and those should be changed (and bar use made clear in trap weapon articles).--[[User:Albedo|Albedo]] 23:07, 19 May 2009 (UTC)&lt;br /&gt;
:::Only a singe bar.  Yup. Definetely trap components. Changing now.--[[User:Zchris13|Zchris13]] 23:25, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cow cage ==&lt;br /&gt;
what happens to an animal when you melt a cage? --[[User:Confused|Confused]] 20:02, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Different Metals ==&lt;br /&gt;
&lt;br /&gt;
If a smelter stores all of the data of how much of a bar that is smelt there, does it keep different data of different metals? Destroy the building and that data is lost I'm guessing.&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32477</id>
		<title>40d Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32477"/>
		<updated>2008-09-27T08:38:44Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: /* Creating shell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shells can be made into bolts?  Are we sure? --Gotthard 12:41, 19 December 2007 (EST)&lt;br /&gt;
:They cant.--[[User:Heliopios|Heliopios]] 13:05, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creating shell ==&lt;br /&gt;
&lt;br /&gt;
I keep losing dwarves to moods when they can't get any shell and they go nuts.&lt;br /&gt;
&lt;br /&gt;
I have a lot of raw turtles in barrels. I also have tons of other foods. How do I get my dwarves to eat the turtles in particular and create shells?&lt;br /&gt;
&lt;br /&gt;
:Dwarves won't eat RAW turtles, or any other raw fish. Queue up the &amp;quot;Process raw fish&amp;quot; task at a [[fishery]] to make them edible, and you'll have shell in no time. Also, remember to sign your posts on these Talk pages, yes? Yes. --[[User:Zombiejustice|Zombiejustice]] 17:12, 20 August 2008 (EDT)&lt;br /&gt;
:On a slightly related note, I wish there was a way to designate which foods should be eaten. Having the dwarves eat the meat I'm trying to cook, but not the turtles I'd like the shells from is a pain. --[[User:Ehertlein|Ehertlein]] 17:39, 20 August 2008 (EDT)&lt;br /&gt;
::Forbid all other foods.--[[User:Seaneat|Seaneat]] 04:38, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Murky_pool&amp;diff=37267</id>
		<title>40d Talk:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Murky_pool&amp;diff=37267"/>
		<updated>2008-08-05T10:30:46Z</updated>

		<summary type="html">&lt;p&gt;Seaneat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Drinking from a murky pool will give dwarves an unhappy thought.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
But drinking from a well that is fed by a murky pool via a channel is okay?&lt;br /&gt;
&lt;br /&gt;
Yes it works exactly like that.  [[User:Bouchart|Bouchart]] 17:13, 12 February 2008 (EST)&lt;br /&gt;
:Water will still be stagnant. Dunno if this does something. --[[User:Someone-else|Someone-else]] 21:19, 4 May 2008 (EDT)&lt;br /&gt;
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&amp;quot;Murky pool can (will?) completely drain in summer.&amp;quot;&lt;br /&gt;
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This detail needs clarification. According to my experience, it varies by the temperature of the region; I believe spading is in order. [[User:Eurytus|Eurytus]] 9:58, 2 April 2008 (EST)&lt;br /&gt;
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== Can a murky pool be re-designated? ==&lt;br /&gt;
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I accidentally dug into the bottom of an outdoor pool (darn diagonals) and the pool drained into my silt/loam farming rooms. After the water dried out (adding a muddy element to my farms) I was left with the murky pool. Can't build a farm plot on it. Before removing it, I was wondering if I covered it by adding floor above it, could it be used somehow when it changes from outdoor to inside?--[[User:Dwarven Gemologist|Gemmy]] 15:06, 2 May 2008 (EDT)&lt;br /&gt;
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:Seems it would be quite possible. Feel free to try it and report your results. --[[User:N9103|Edward]] 21:51, 3 May 2008 (EDT)&lt;br /&gt;
::Just farm aboveground plants. Many of them are better than underground ones in many ways. --[[User:Someone-else|Someone-else]] 21:21, 4 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Seaneat</name></author>
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