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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sinergistic</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-19T07:50:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38308</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38308"/>
		<updated>2009-01-21T06:03:57Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Stockpiles under bridges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
::You don't need to make a ledge. Just retract the bridge (so you aren't dumping ontop of it) and make a garbage dump zone where the bridge will close. Voila --[[User:Sinergistic|Sinergistic]] 01:03, 21 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms... redux? ==&lt;br /&gt;
&lt;br /&gt;
Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;br /&gt;
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)&lt;br /&gt;
:Nope, doesn't work. The mechanisms melted... and just when I was making to re-pull the lever, too. D: --[[User:GreyMario|GreyMaria]] 01:05, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bridges and wagons? ==&lt;br /&gt;
&lt;br /&gt;
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)&lt;br /&gt;
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)&lt;br /&gt;
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)&lt;br /&gt;
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indestructible Caravan ==&lt;br /&gt;
I needed to test out my whammer slammer bammer on &amp;lt;em&amp;gt;something&amp;lt;/em&amp;gt; but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts break bridges even without atomsmashing? ==&lt;br /&gt;
&lt;br /&gt;
Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.&lt;br /&gt;
&lt;br /&gt;
But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.&lt;br /&gt;
&lt;br /&gt;
Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?&lt;br /&gt;
&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.&amp;lt;/s&amp;gt; I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)&lt;br /&gt;
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rain filling up ponds ==&lt;br /&gt;
&lt;br /&gt;
Hi all.  I just noticed something strange.  I have a fortress without flowing water where it is hot (the ponds dry up)  The evaporation depends on weather it is covered or not (I verified this 40d) But, if it is covered, then it doesn't refill with rain.  So I thought, how about a retracting bridge.  Nope.  Even if it is retracted, the pond doesn't refill when it rains. Oh well. Probably has to do with the construction note above.[[User:Kwieland|Kwieland]] 23:16, 19 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand_desert&amp;diff=47012</id>
		<title>40d Talk:Sand desert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand_desert&amp;diff=47012"/>
		<updated>2009-01-19T10:47:18Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It makes sense that temperatures don't fluctuate wildly every 24 hours when the time is always noon (barring adventure mode, of course.).  Wait, do they even have any measure of time smaller than a month?  --[[User:Smartmo|Smartmo]] 23:54, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the months are split up into days. 17th of Hematite, etc. --[[User:Sinergistic|Sinergistic]] 05:47, 19 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=611</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=611"/>
		<updated>2009-01-19T01:09:28Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Jreengus Occuring broken link */  REMOVED - Link is in this history, I'm stupid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&amp;lt;br&amp;gt;&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:IMO if the phrase &amp;quot;new version&amp;quot; is being used to refer to the &amp;quot;Z-axis version&amp;quot; of the game, then it isn't really clear enough. With Toady's regular updates, talking just about &amp;quot;new versions&amp;quot; is a little too ambiguous. How about the phrases &amp;quot;multi-level version&amp;quot; or &amp;quot;multi-floor version&amp;quot;? Either of those would be clearer I think. &amp;quot;Z-axis version&amp;quot; is also good for me. (This is my first suggestion/edit on a Wiki, so I hope it turns out ok!) --[[User:Saiph|Saiph]] 07:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: You're correct about it being ambiguous. Your suggestion is ok (and welcome to the Wiki! :-)), but I don't think the notice box is still needed. Its purpose was to keep people from just copying over old material from the archived wiki to fill gaps in this one, but that's not really a danger anymore, so I just removed it and moved the release date down to the download link. &amp;amp;mdash; [[User:Alya|Alya]] 10:40, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Offline Version? ==&lt;br /&gt;
&lt;br /&gt;
Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
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:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
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:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
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:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
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:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
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== Coincidence? ==&lt;br /&gt;
&lt;br /&gt;
I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
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::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
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== Russian Interwiki == &lt;br /&gt;
&lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
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:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
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::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
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== Many Laughs ==&lt;br /&gt;
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Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
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:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
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== Navigation on bottom ==&lt;br /&gt;
&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
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:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
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:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
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::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
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:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
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== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
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:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
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::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
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:::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
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::::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
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:::::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
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== Version updates ==&lt;br /&gt;
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There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
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== Quote randomization ==&lt;br /&gt;
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VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
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:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
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::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
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:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
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::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
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:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
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::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
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:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
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::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
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:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
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::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
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:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
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::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;totalquotenumber&amp;lt;/sub&amp;gt;, so I don't think it's really needed. --[[User:Savok|Savok]]&lt;br /&gt;
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== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
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It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== Translation ==&lt;br /&gt;
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I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
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:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
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::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
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::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
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:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
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::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
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:::::I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
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::::::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
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Hello everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
I'm from Austria speaking and reading English very well, why should we not translate this wiki? If we are enough fellows we could do a good job. So give us a chance ;)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Geri|Geri]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Like [[User:Eagle of Fire|EoF]] implied, a translated wiki is simply not nearly as up to date as the main one. If it was, we would have to rely on an active community of those fluent in English and the language of the translated wiki to keep the wikis coordinated. For this reason, I do not believe that we can successfully create a DFwiki in a different language with the resources that we have at the moment. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Version of MediaWiki? ==&lt;br /&gt;
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Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
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:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
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== Combat Logs? ==&lt;br /&gt;
&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
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== Humor? / Link to quote archive? ==&lt;br /&gt;
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Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
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I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
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:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
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Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
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Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
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:I say go for it. --[[User:Zeta|Zeta]] 22:27, 12 January 2009 (EST)&lt;br /&gt;
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== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
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Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
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== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
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I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
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== Basic Format ==&lt;br /&gt;
&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
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:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
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I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
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:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
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:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
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::A pick is actually all iron, at the moment, no wood to it. I expect that Toady will eventually get to redoing that whole system, but I doubt that he'll touch it until then. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although this is a bit late, Toady does summarize version changes in a text file in the game's main folder. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bugs ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is my first time writing to any wiki.&lt;br /&gt;
&lt;br /&gt;
I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
&lt;br /&gt;
== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shutting down the archive ==&lt;br /&gt;
&lt;br /&gt;
In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If it could be moved to the Editing/Creating page, then I wouldn't object to moving it off the main page. But I'm on several wikis, and not one of them lists the sign-off info anywhere that's easy or intuitive to discover. [[User:RomeoFalling|RomeoFalling]] 20:06, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It can be, it just needs edit permissions on the host. While it looks a tad better now (thanks RF), it's still entirely out of place. --[[User:N9103|Edward]] 20:34, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::This is a very jarring thing to see on the main page. It is completely out of place and affects the first impression people get when they see the wiki. It just makes us look bad. Put the issue on Senso's talk page and he is likely to add it to the editing dialog, but it should be taken down first. [[User:VengefulDonut|VengefulDonut]] 09:34, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I have removed the PSA under the premise that changes to the main page are wrong until proven right, rather than the other way around. We can return it after agreement has been reached regarding its presence. [[User:VengefulDonut|VengefulDonut]] 23:44, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll mess with the code today and include such a warning directly on the Editing template. I'm also tired of people not using signatures. --[[User:Senso|Senso]] 15:59, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There may be a page in the MediaWiki namespace that can be used. [[Mediawiki:Edittools]] will add text _after_ the edit box; I don't know about before. I know Wikipedia has a feature for that but I think it's an extension. [[User:Random832|Random832]] 08:41, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Huh. after going through the source code I can now say there is NOT one - there's ones for all kinds of special cases (creating a page, recreating a deleted page, editing a protected page as an admin, editing a Mediawiki: page as an admin) but not one to just always show. Nevermind, then [[User:Random832|Random832]] 08:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't even see a huge problem with people not signing their posts, anyway.  If a person only makes one or two posts, knowing their &amp;quot;name&amp;quot; isn't important.  People who intend to stick around should be [[template:newbie|clued in]].--[[User:Maximus|Maximus]] 15:39, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lets Download Dwarf Fortress! ==&lt;br /&gt;
&lt;br /&gt;
Well you can't, and that's the issue. Are there any plans on changing the main page's link to a mirror? Since this wiki comes in second on Google only to the official Bay 12 homepage, it'd make sense for there to be a working download for potential players. [[User:Raithah|Raithah]] 01:05, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I added the links for mirrors 2-4 to the downtime notice.  &amp;quot;Mirror&amp;quot; 1 is B12G itself. - [[User:FunnyMan|FunnyMan]] 01:15, 24 October 2008 (EDT)&lt;br /&gt;
::Per my PM to FunnyMan, is there a mirror link available for the Mac version? These are just the Windows version. [[User:23skidoo|23skidoo]] 21:35, 25 October 2008 (EDT)&lt;br /&gt;
::Though for obvious reasons I am unable to vouch for it's integrity (ie. infected by virus, spyware, etc.), [http://mac.softpedia.com/get/Games/Dwarf-Fortress.shtml|Softpedia] has a mirror of the most recent version, OS X edition. [[User:Raithah|Raithah]] 00:33, 26 October 2008 (EDT)&lt;br /&gt;
:::The download link is just the Bay12 site again, which is down, however Funnyman has just added a Mac download mirror link to the main page. [[User:23skidoo|23skidoo]] 16:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ETA? ==&lt;br /&gt;
&lt;br /&gt;
I miss Bay 12 Games! Does anyone have any idea when we should be getting it back? I just want to know if I should stop constantly clicking my bookmark and sit back and wait for a few weeks. --[[User:Zoodle|Zoodle]] 16:23, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I think it's safe to say that since we can't make donations to Toady while the site's down, it'll be back up pretty soon. --[[User:Fossaman|Fossaman]] 13:58, 27 October 2008 (PDT)&lt;br /&gt;
::You can make donations: if you go to an archived version of the page, the paypal buttons still work since paypal didn't crash. According to Toady on at least two occasions, the site was supposed to be back up today (monday). But that doesn't seem to be happening. It should happen soon, though. --[[User:Penguinofhonor|Penguinofhonor]] 22:23, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like the main site just came back up. The forums are still not back up yet, though I imagine they will be within the next few hours. --[[User:Janus|Janus]] 08:32, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You'll be pleased to know that the forums are now back up as well, and seem to be functioning normally. [[User:Ryo|Ryo]] 13:00, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So Random### decided to say that the forums are '''not''' up. Last I checked, being able to reach the &amp;quot;you are banned&amp;quot; screen means the forums are back up. --[[User:GreyMario|GreyMaria]] 14:16, 29 October 2008 (EDT)&lt;br /&gt;
...huh? (way to insult me behind my back btw - if you have something to say, next time say it on [[user talk:random832|my talk page]]) - anyway, it was a DNS problem, and the page I did see was a PHP error message, NOT a forum software &amp;quot;you are banned&amp;quot; messages. [[User:Random832|Random832]] 16:35, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forums? ==&lt;br /&gt;
&lt;br /&gt;
A short time ago but after the forums crashed I got a pair of PMs claiming to be from the bay12games forum.&lt;br /&gt;
&lt;br /&gt;
Are these forums up somewhere, or how would I explain those PMs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sukasa|Sukasa]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Last I checked, the b12g forums were actually back up and linked to from the bay12games site. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 23:47, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nope, when I go to /forum/ I just get a mostly-empty directory view --[[User:Sukasa|Sukasa]] 09:14, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
DNS problems. See instructions at http://www.dwarffortresswiki.net/index.php?title=Main_Page&amp;amp;oldid=34213 . [[User:Random832|Random832]] 11:57, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not helpful- I've already flushed my DNS several times, used ''different'' DNS's, and tried that fix- I'm still getting the 'empty' forum folder.  And according to cmd&amp;gt;ping, the DNS addresses are already correct.&lt;br /&gt;
&lt;br /&gt;
::Strange. Try going specifically to http://www.bay12games.com/forum/index.php. --[[User:Janus|Janus]] 22:21, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::404, actually --[[User:Sukasa|Sukasa]] 01:03, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::OK then, what IP address is it indicating when you ping the server (which you mentioned above)? The new, current IP (which I double checked) for bay12games.com is 216.97.239.212. --[[User:Janus|Janus]] 03:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::That -is- the IP ._.  In fact, that`s been the IP for months.&lt;br /&gt;
::::That said, manually going to http://216.97.239.212/forum/ worked, but trying to click -anything- redirects me to a 404 on bay12games.com/forum/.  About the only other thing I can see is that I'm getting wwwRedirect in the GET string.&lt;br /&gt;
:::: Hm, found what may be the issue.  Despite having flushed/registered the DNS a week or so ago, my DNS records still have the wrong IP in for bay12games.  Confusing as all get-out, since /dwarves/dev_now.html works fine for me. {{unsigned|Sukasa}}&lt;br /&gt;
&lt;br /&gt;
:::::The ping command should resolve DNS entries exactly the same as your browser would, so that was why I was asking (i.e. &amp;quot;ping bay12games.com&amp;quot; should resolve to 216.97.239.212). Glad you've got it nailed down as a DNS issue though. --[[User:Janus|Janus]] 19:25, 22 November 2008 (EST)&lt;br /&gt;
:::::Uh, by the way: do you access the internet through a router? Sometimes they can muck things up, and in fact I've seen one cause problems by caching DNS entries. Fixing such a problem would vary from one router to the next, though. --[[User:Janus|Janus]] 19:34, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's a Linksys Router, yes.  It's definitely not the router and instead my internal cache, since the problem persists even when I bring my laptop to work or to University. --[[User:Sukasa|Sukasa]] 23:53, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Firefox also maintains its own cache, IIRC. [[User:Random832|Random832]] 11:13, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Nah, I use Chrome.  Anyways, managed to fix it, thanks for the help --[[User:Sukasa|Sukasa]] 16:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Notice box at the top of Main Page ==&lt;br /&gt;
&lt;br /&gt;
As we can see from the edit history, [[User:Alya|Alya]] states that &amp;quot;it was intended to ensure information from the old wiki didn't just get copied over; it isn't really needed anymore, especially that prominently.&amp;quot; [[User:N9103|Edward]] replies, &amp;quot;Versions still update regularly, and accuracy should always be a priority.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Right under &amp;quot;Download Dwarf Fortress&amp;quot; is emblazoned the same text as the notice box except for a reminder to ensure that info is accurate for the ''latest'' version. I'm inclined to think that the sort that wouldn't do that won't be listening to the notice box any more than Rules [[DwarfFortressWiki:Community_Portal#F|F]], [[DwarfFortressWiki:Community_Portal#V|V]], and sometimes [[DwarfFortressWiki:Community_Portal#Y|Y]]. No, ''especially'' Y.&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]],&amp;lt;br&amp;gt;&lt;br /&gt;
not wanting to start revert wars at 00:44, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that's going to end up being true, what with the current state of the average human brain. Though I'm fresh out of suggestions, except giant red blinking text. --[[User:GreyMario|GreyMaria]] 01:13, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have to agree with Alya.  We barely have a problem with people adding inaccurate info of any kind, let alone outdated info.  It gets outdated on its own, and if we're lucky, we spot it and fix it.  We could toss the notice box altogether.--[[User:Maximus|Maximus]] 02:25, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Consensus seems against me. Notice Removed. --[[User:N9103|Edward]] 05:21, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Meeting Hall' page for general questions. ==&lt;br /&gt;
&lt;br /&gt;
Wowwiki (for Warcraft and related things) has a 'Village pump' page, that functions as kind of a general question area. Is there something like that here, or could there be? I've seen references to the forums, but the links don't seem to work, usually, at least for me. (I'm on a company network, which may be why.) --[[User:Azaram|Azaram]] 23:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd say the forums really are the best place for that stuff.  It's a pity if you can't use 'em.  But feel free to ask questions on any talk page on the wiki, however; there are plenty of people who watch [[Special:Recentchanges]].--[[User:Maximus|Maximus]] 18:00, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Since Toady fairly recently restructured the forums, some of the links to them are still broken. If you can't access [http://www.bay12games.com/forum/index.php the real forums], though, I can't help you.&lt;br /&gt;
::Like he said, most questions should be asked on the talk page of the appropriate subject, and we have enough people reading the changes in the wiki that you should be answered. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This could be a good replacement for the currently (and for a good while now) unused [[Current_events]] page, perhaps changing it's title to something more appropriate, while maintaining it's presence as a 'Main Navigation Link'. That's my two dwarfbucks on ideas for a replacement for that page anyways. --[[User:N9103|Edward]] 00:18, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::IMO, 95% of questions are asked on the appropriate talk page and 80% of the remaining could have been. I don't think that we need a &amp;quot;Gameplay Questions&amp;quot; area, since we've got a forum for that, like Maximus stated. --[[User:Savok|Savok]] 10:25, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
☼ ☼!!!!! I personally think it needs a sandbox page, where new, or even experienced who wnat to try a new thing, users can test stuff and see how to do things like upload images, or what the many edit buttons do.--[[User:Destor|Destor]] 01:23, 30 December 2008 (EST)☼ ☼&lt;br /&gt;
&lt;br /&gt;
:Typically, any page under your username (like [[Special:Mypage/blah]]) is an appropriate sandbox page, for use when you need to disturb the wiki for more than a minute while getting some unusual formatting to work. When your code is normal, you can just use the preview button... --[[User:Savok|Savok]], a bit puzzled at 10:25, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=610</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=610"/>
		<updated>2009-01-15T11:42:16Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&amp;lt;br&amp;gt;&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:IMO if the phrase &amp;quot;new version&amp;quot; is being used to refer to the &amp;quot;Z-axis version&amp;quot; of the game, then it isn't really clear enough. With Toady's regular updates, talking just about &amp;quot;new versions&amp;quot; is a little too ambiguous. How about the phrases &amp;quot;multi-level version&amp;quot; or &amp;quot;multi-floor version&amp;quot;? Either of those would be clearer I think. &amp;quot;Z-axis version&amp;quot; is also good for me. (This is my first suggestion/edit on a Wiki, so I hope it turns out ok!) --[[User:Saiph|Saiph]] 07:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: You're correct about it being ambiguous. Your suggestion is ok (and welcome to the Wiki! :-)), but I don't think the notice box is still needed. Its purpose was to keep people from just copying over old material from the archived wiki to fill gaps in this one, but that's not really a danger anymore, so I just removed it and moved the release date down to the download link. &amp;amp;mdash; [[User:Alya|Alya]] 10:40, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Offline Version? ==&lt;br /&gt;
&lt;br /&gt;
Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
&lt;br /&gt;
:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
&lt;br /&gt;
:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coincidence? ==&lt;br /&gt;
&lt;br /&gt;
I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Russian Interwiki == &lt;br /&gt;
&lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many Laughs ==&lt;br /&gt;
&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;totalquotenumber&amp;lt;/sub&amp;gt;, so I don't think it's really needed. --[[User:Savok|Savok]]&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
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::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
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::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
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:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
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:::::I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
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::::::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
Hello everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
I'm from Austria speaking and reading English very well, why should we not translate this wiki? If we are enough fellows we could do a good job. So give us a chance ;)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Geri|Geri]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Like [[User:Eagle of Fire|EoF]] implied, a translated wiki is simply not nearly as up to date as the main one. If it was, we would have to rely on an active community of those fluent in English and the language of the translated wiki to keep the wikis coordinated. For this reason, I do not believe that we can successfully create a DFwiki in a different language with the resources that we have at the moment. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version of MediaWiki? ==&lt;br /&gt;
&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? / Link to quote archive? ==&lt;br /&gt;
&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I say go for it. --[[User:Zeta|Zeta]] 22:27, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
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:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::A pick is actually all iron, at the moment, no wood to it. I expect that Toady will eventually get to redoing that whole system, but I doubt that he'll touch it until then. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Although this is a bit late, Toady does summarize version changes in a text file in the game's main folder. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bugs ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is my first time writing to any wiki.&lt;br /&gt;
&lt;br /&gt;
I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
&lt;br /&gt;
== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shutting down the archive ==&lt;br /&gt;
&lt;br /&gt;
In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If it could be moved to the Editing/Creating page, then I wouldn't object to moving it off the main page. But I'm on several wikis, and not one of them lists the sign-off info anywhere that's easy or intuitive to discover. [[User:RomeoFalling|RomeoFalling]] 20:06, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It can be, it just needs edit permissions on the host. While it looks a tad better now (thanks RF), it's still entirely out of place. --[[User:N9103|Edward]] 20:34, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::This is a very jarring thing to see on the main page. It is completely out of place and affects the first impression people get when they see the wiki. It just makes us look bad. Put the issue on Senso's talk page and he is likely to add it to the editing dialog, but it should be taken down first. [[User:VengefulDonut|VengefulDonut]] 09:34, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I have removed the PSA under the premise that changes to the main page are wrong until proven right, rather than the other way around. We can return it after agreement has been reached regarding its presence. [[User:VengefulDonut|VengefulDonut]] 23:44, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll mess with the code today and include such a warning directly on the Editing template. I'm also tired of people not using signatures. --[[User:Senso|Senso]] 15:59, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There may be a page in the MediaWiki namespace that can be used. [[Mediawiki:Edittools]] will add text _after_ the edit box; I don't know about before. I know Wikipedia has a feature for that but I think it's an extension. [[User:Random832|Random832]] 08:41, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Huh. after going through the source code I can now say there is NOT one - there's ones for all kinds of special cases (creating a page, recreating a deleted page, editing a protected page as an admin, editing a Mediawiki: page as an admin) but not one to just always show. Nevermind, then [[User:Random832|Random832]] 08:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't even see a huge problem with people not signing their posts, anyway.  If a person only makes one or two posts, knowing their &amp;quot;name&amp;quot; isn't important.  People who intend to stick around should be [[template:newbie|clued in]].--[[User:Maximus|Maximus]] 15:39, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lets Download Dwarf Fortress! ==&lt;br /&gt;
&lt;br /&gt;
Well you can't, and that's the issue. Are there any plans on changing the main page's link to a mirror? Since this wiki comes in second on Google only to the official Bay 12 homepage, it'd make sense for there to be a working download for potential players. [[User:Raithah|Raithah]] 01:05, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I added the links for mirrors 2-4 to the downtime notice.  &amp;quot;Mirror&amp;quot; 1 is B12G itself. - [[User:FunnyMan|FunnyMan]] 01:15, 24 October 2008 (EDT)&lt;br /&gt;
::Per my PM to FunnyMan, is there a mirror link available for the Mac version? These are just the Windows version. [[User:23skidoo|23skidoo]] 21:35, 25 October 2008 (EDT)&lt;br /&gt;
::Though for obvious reasons I am unable to vouch for it's integrity (ie. infected by virus, spyware, etc.), [http://mac.softpedia.com/get/Games/Dwarf-Fortress.shtml|Softpedia] has a mirror of the most recent version, OS X edition. [[User:Raithah|Raithah]] 00:33, 26 October 2008 (EDT)&lt;br /&gt;
:::The download link is just the Bay12 site again, which is down, however Funnyman has just added a Mac download mirror link to the main page. [[User:23skidoo|23skidoo]] 16:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ETA? ==&lt;br /&gt;
&lt;br /&gt;
I miss Bay 12 Games! Does anyone have any idea when we should be getting it back? I just want to know if I should stop constantly clicking my bookmark and sit back and wait for a few weeks. --[[User:Zoodle|Zoodle]] 16:23, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I think it's safe to say that since we can't make donations to Toady while the site's down, it'll be back up pretty soon. --[[User:Fossaman|Fossaman]] 13:58, 27 October 2008 (PDT)&lt;br /&gt;
::You can make donations: if you go to an archived version of the page, the paypal buttons still work since paypal didn't crash. According to Toady on at least two occasions, the site was supposed to be back up today (monday). But that doesn't seem to be happening. It should happen soon, though. --[[User:Penguinofhonor|Penguinofhonor]] 22:23, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like the main site just came back up. The forums are still not back up yet, though I imagine they will be within the next few hours. --[[User:Janus|Janus]] 08:32, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You'll be pleased to know that the forums are now back up as well, and seem to be functioning normally. [[User:Ryo|Ryo]] 13:00, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So Random### decided to say that the forums are '''not''' up. Last I checked, being able to reach the &amp;quot;you are banned&amp;quot; screen means the forums are back up. --[[User:GreyMario|GreyMaria]] 14:16, 29 October 2008 (EDT)&lt;br /&gt;
...huh? (way to insult me behind my back btw - if you have something to say, next time say it on [[user talk:random832|my talk page]]) - anyway, it was a DNS problem, and the page I did see was a PHP error message, NOT a forum software &amp;quot;you are banned&amp;quot; messages. [[User:Random832|Random832]] 16:35, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forums? ==&lt;br /&gt;
&lt;br /&gt;
A short time ago but after the forums crashed I got a pair of PMs claiming to be from the bay12games forum.&lt;br /&gt;
&lt;br /&gt;
Are these forums up somewhere, or how would I explain those PMs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sukasa|Sukasa]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Last I checked, the b12g forums were actually back up and linked to from the bay12games site. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 23:47, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nope, when I go to /forum/ I just get a mostly-empty directory view --[[User:Sukasa|Sukasa]] 09:14, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
DNS problems. See instructions at http://www.dwarffortresswiki.net/index.php?title=Main_Page&amp;amp;oldid=34213 . [[User:Random832|Random832]] 11:57, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not helpful- I've already flushed my DNS several times, used ''different'' DNS's, and tried that fix- I'm still getting the 'empty' forum folder.  And according to cmd&amp;gt;ping, the DNS addresses are already correct.&lt;br /&gt;
&lt;br /&gt;
::Strange. Try going specifically to http://www.bay12games.com/forum/index.php. --[[User:Janus|Janus]] 22:21, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::404, actually --[[User:Sukasa|Sukasa]] 01:03, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::OK then, what IP address is it indicating when you ping the server (which you mentioned above)? The new, current IP (which I double checked) for bay12games.com is 216.97.239.212. --[[User:Janus|Janus]] 03:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::That -is- the IP ._.  In fact, that`s been the IP for months.&lt;br /&gt;
::::That said, manually going to http://216.97.239.212/forum/ worked, but trying to click -anything- redirects me to a 404 on bay12games.com/forum/.  About the only other thing I can see is that I'm getting wwwRedirect in the GET string.&lt;br /&gt;
:::: Hm, found what may be the issue.  Despite having flushed/registered the DNS a week or so ago, my DNS records still have the wrong IP in for bay12games.  Confusing as all get-out, since /dwarves/dev_now.html works fine for me. {{unsigned|Sukasa}}&lt;br /&gt;
&lt;br /&gt;
:::::The ping command should resolve DNS entries exactly the same as your browser would, so that was why I was asking (i.e. &amp;quot;ping bay12games.com&amp;quot; should resolve to 216.97.239.212). Glad you've got it nailed down as a DNS issue though. --[[User:Janus|Janus]] 19:25, 22 November 2008 (EST)&lt;br /&gt;
:::::Uh, by the way: do you access the internet through a router? Sometimes they can muck things up, and in fact I've seen one cause problems by caching DNS entries. Fixing such a problem would vary from one router to the next, though. --[[User:Janus|Janus]] 19:34, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's a Linksys Router, yes.  It's definitely not the router and instead my internal cache, since the problem persists even when I bring my laptop to work or to University. --[[User:Sukasa|Sukasa]] 23:53, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Firefox also maintains its own cache, IIRC. [[User:Random832|Random832]] 11:13, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Nah, I use Chrome.  Anyways, managed to fix it, thanks for the help --[[User:Sukasa|Sukasa]] 16:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Notice box at the top of Main Page ==&lt;br /&gt;
&lt;br /&gt;
As we can see from the edit history, [[User:Alya|Alya]] states that &amp;quot;it was intended to ensure information from the old wiki didn't just get copied over; it isn't really needed anymore, especially that prominently.&amp;quot; [[User:N9103|Edward]] replies, &amp;quot;Versions still update regularly, and accuracy should always be a priority.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Right under &amp;quot;Download Dwarf Fortress&amp;quot; is emblazoned the same text as the notice box except for a reminder to ensure that info is accurate for the ''latest'' version. I'm inclined to think that the sort that wouldn't do that won't be listening to the notice box any more than Rules [[DwarfFortressWiki:Community_Portal#F|F]], [[DwarfFortressWiki:Community_Portal#V|V]], and sometimes [[DwarfFortressWiki:Community_Portal#Y|Y]]. No, ''especially'' Y.&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]],&amp;lt;br&amp;gt;&lt;br /&gt;
not wanting to start revert wars at 00:44, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that's going to end up being true, what with the current state of the average human brain. Though I'm fresh out of suggestions, except giant red blinking text. --[[User:GreyMario|GreyMaria]] 01:13, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have to agree with Alya.  We barely have a problem with people adding inaccurate info of any kind, let alone outdated info.  It gets outdated on its own, and if we're lucky, we spot it and fix it.  We could toss the notice box altogether.--[[User:Maximus|Maximus]] 02:25, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Consensus seems against me. Notice Removed. --[[User:N9103|Edward]] 05:21, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Meeting Hall' page for general questions. ==&lt;br /&gt;
&lt;br /&gt;
Wowwiki (for Warcraft and related things) has a 'Village pump' page, that functions as kind of a general question area. Is there something like that here, or could there be? I've seen references to the forums, but the links don't seem to work, usually, at least for me. (I'm on a company network, which may be why.) --[[User:Azaram|Azaram]] 23:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd say the forums really are the best place for that stuff.  It's a pity if you can't use 'em.  But feel free to ask questions on any talk page on the wiki, however; there are plenty of people who watch [[Special:Recentchanges]].--[[User:Maximus|Maximus]] 18:00, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Since Toady fairly recently restructured the forums, some of the links to them are still broken. If you can't access [http://www.bay12games.com/forum/index.php the real forums], though, I can't help you.&lt;br /&gt;
::Like he said, most questions should be asked on the talk page of the appropriate subject, and we have enough people reading the changes in the wiki that you should be answered. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This could be a good replacement for the currently (and for a good while now) unused [[Current_events]] page, perhaps changing it's title to something more appropriate, while maintaining it's presence as a 'Main Navigation Link'. That's my two dwarfbucks on ideas for a replacement for that page anyways. --[[User:N9103|Edward]] 00:18, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::IMO, 95% of questions are asked on the appropriate talk page and 80% of the remaining could have been. I don't think that we need a &amp;quot;Gameplay Questions&amp;quot; area, since we've got a forum for that, like Maximus stated. --[[User:Savok|Savok]] 10:25, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
☼ ☼!!!!! I personally think it needs a sandbox page, where new, or even experienced who wnat to try a new thing, users can test stuff and see how to do things like upload images, or what the many edit buttons do.--[[User:Destor|Destor]] 01:23, 30 December 2008 (EST)☼ ☼&lt;br /&gt;
&lt;br /&gt;
:Typically, any page under your username (like [[Special:Mypage/blah]]) is an appropriate sandbox page, for use when you need to disturb the wiki for more than a minute while getting some unusual formatting to work. When your code is normal, you can just use the preview button... --[[User:Savok|Savok]], a bit puzzled at 10:25, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jreengus Occuring broken link ==&lt;br /&gt;
&lt;br /&gt;
The blog appears to have vanished/been deleted. I nuked the link, but wanted to post it here 'just in case' http://jreengusoccurring.blogspot.com/ --[[User:Sinergistic|Sinergistic]] 06:42, 15 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=185</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=185"/>
		<updated>2009-01-15T11:41:25Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Removed broken link to Jreengus blog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Mac and Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]]. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (recent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2917631 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=72813 Penny-Arcade Thread],  [http://forums.facepunchstudios.com/showthread.php?t=654791 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931 Ars Technica Thread],  [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion (temporary forum)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://www.striketheearth.com/ Strike The Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[ru:Заглавная страница]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Daedalusai&amp;diff=46906</id>
		<title>User talk:Daedalusai</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Daedalusai&amp;diff=46906"/>
		<updated>2009-01-09T12:15:04Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive the stupid question, but where does one copy/paste your utility? --[[User:Squirrelloid|Squirrelloid]] 21:55, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You will want to download autohotkey, and then create a new script (basically a text file that ends with .ahk) in some folder (doesn't matter really, I have my DF related .ahk files in a sub folder in my DF catch all folder) and then copy/paste the code into the newly created text file and save it. Another way would be to [right click]-&amp;gt;[new]-&amp;gt;[autohotkey script] which creates a text file with the correct extension (.ahk). Once you have copy/pasted and saved the script, you just double click on the file, and it should launch a small icon in your system tray. Right clicking on it brings up several options, like 'freeze hotkeys', which is useful, and 'reload script' which is also useful if you plan on making any modifications to the script. Once the script is loaded and running (IE, the autohotkey icon is in your system tray) make sure dwarf fortress is active (click on it) and then activate the script be using the appropriate hotkey. (shift-r, iirc). NOTE: I've been having problems with my ahk scripts in the 40d# series, if you are using one of the 40d# releases, and the script won't work for you, try dropping down to the plain old 40d release. --[[User:Sinergistic|Sinergistic]] 07:15, 9 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27734</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27734"/>
		<updated>2009-01-08T04:32:12Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Changed the BODY entry to link to the Body_tokens, which is useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. Ceased functionality after the progression from 2D to 3D.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. May potentially apply only to vermin.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Something related to [[Demon|hidden fun stuff]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23021</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23021"/>
		<updated>2009-01-08T02:06:27Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
: I can confirm finding a cluster of rock crystal in ver 40d. It was on the bottom level of my map (z=134) in a layer of diorite. --[[User:Jellyfishgreen|Jellyfishgreen]] 16:37, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
:Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Went ahead and did it, since it was getting on my nerves as well. --[[User:Sinergistic|Sinergistic]] 22:22, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Ok, the current setup is nice, it's alphabetized, but I was just looking at the [[creatures]] page, and it hit me. Why don't we do the same thing for the gems page? We could sort it by name, value and location. However, I don't know how the wiki syntax for that would work. I will attempt to figure it out for my self unless someone wants to point me in the right direction. I was thinking of just adapting the creature page to the gems page, but the more I look at it, the more I think it was written excusivily for the creature page. I shall investigate. --[[User:Sinergistic|Sinergistic]] 19:05, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's possible - it just takes some time. Which I don't have as I'm currently supposed to be working on a school project. Btw, if you're curious, [[Template:Creature table head|header template]], [[Template:Creature table row|row template]], [[Template:Creature table footer|redundant footer template]]. --[[User:GreyMario|GreyMaria]] 19:20, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: Sweet, that worked wonderfully. I think it looks much better now! --[[User:Sinergistic|Sinergistic]] 21:06, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game vs. Real Gem Locations ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one getting annoyed at some of the bizarre decisions made by Toady One with respect to gems?  Rubies and Sapphires are both produced in igneous rock, although generally mined from placer deposits because they are sparsely distributed.  Ruby forms in extrusive igneous, typically basalt.  Why they are found in Bauxite in the game I can't even begin to fathom, especially as Bauxite is only notable as an *aluminum* ore (although not within the technology level of the game).  Placer deposits should be gravels or the sedimentary compressions thereof (probably sand and/or sandstone in the game, although that's not quite right because the game doesn't handle riverine deposits at all - or we should have dwarves able to pan for gold/gems).&lt;br /&gt;
&lt;br /&gt;
And diamonds igniting when contacting magma is really funny considering Kimberlite is cooled magma that brought the diamonds up from the lower mantle.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 11:14, 3 December 2008 (EST)&lt;br /&gt;
:I don't know enough geology to say anything about the Rubies and Sapphires, but the Diamonds catching fire does actually make sense.  Diamonds are nothing but pure carbon, add a bit of oxygen and a good deal of heat and soon nothing will be left.  The Diamonds form slowly as the magma cools into Kimberlite, and the reason they don't combust when surrouned by warm stone is due to the lack of oxygen for the carbon to bond with and the massive pressure. --[[User:Alkyon|Alkyon]] 13:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Diamonds are much older than the Kimberlite deposits.  They don't form in the Kimberlite - they form in the upper mantle and are brought to/near the surface by the Kimberlite.  Most diamonds on the market are over 1 billion years old.  So the actual diamond survives magma temperatures for its trip to the surface.  Just because they're carbon doesn't mean that carbon is easily available for oxidation - at some temperature diamonds revert to graphite and then can burn, but that requires temperatures in excess of 1700 degrees C.  As magma (in-game) is between 1300-1400 deg C, it shouldn't cause diamonds to become graphite, and thus they shouldn't burn.  --[[User:Squirrelloid|Squirrelloid]] 14:00, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The thing that really gets to me is the adamantine.  [[User:Gairabad|Gairabad]] 18:22, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Gem_table_head&amp;diff=46898</id>
		<title>Template:Gem table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Gem_table_head&amp;diff=46898"/>
		<updated>2009-01-08T02:04:23Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Removing the option of sorting by color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;|Gem name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot; |Color&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found where&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot; |Found how&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2831</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2831"/>
		<updated>2009-01-08T02:03:36Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Great Sucess! You can now sort by name, value and location. I will remove the color sorting shortly since it doesn't seem to work. ohwell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aventurine|value=3×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=banded agate|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bloodstone|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue jade|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown jasper|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=carnelian|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysocolla|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Malachite, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoprase|value=2×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=citrine|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear tourmaline|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=dendritic agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fortification agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gray chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lace agate|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lapis lazuli|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous intrusive, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lavendar jade|value=2×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk quartz|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moonstone|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morion|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss agate|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=picture jasper|value=3×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink jade|value=2×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=plume agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pyrite|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rock crystal|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rose quartz|value=3×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sardonyx|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sard|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=schorl|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=smoky quartz|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sunstone|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Basalt, Gneiss|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tiger iron|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tigereye|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tube agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=turquoise|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous extrusive, Kaolinite, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=variscite|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white jade|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow jasper|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=alexandrite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=almandine|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=amethyst|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aquamarine|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Granite, Schist, Marble, Rhyolite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black pyrope|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black zircon|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue garnet|value=30×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown zircon|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cat's eye|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoberyl|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cinnamon grossular|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear garnet|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear zircon|value=25×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=demantoid|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Chromite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=golden beryl|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=goshenite|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green jade|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green tourmaline|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green zircon|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=heliodor|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=honey yellow beryl|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=indigo tourmaline|value=25×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=kunzite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=light yellow diamond|value=30×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=melanite|value=15×|color={{Raw Tile|@|#888|#888}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morganite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=peridot|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink garnet|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink tourmaline|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=purple spinel|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red beryl|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red grossular|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red pyrope|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red spinel|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red tourmaline|value=15×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red zircon|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rhodolite|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rubicelle|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tanzanite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topazolite|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topaz|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tsavorite|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=violet spessartine|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow grossular|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow spessartine|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow zircon|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=emerald|value=40×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=faint yellow diamond|value=40×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=ruby|value=40×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sapphire|value=40×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=black diamond|value=60×|color={{Raw Tile|@|#888|#888}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=blue diamond|value=60×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=clear diamond|value=60×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=green diamond|value=60×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=red diamond|value=60×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star ruby|value=60×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Ruby|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star sapphire|value=60×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sapphire|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=yellow diamond|value=60×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|¦|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|¦|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|¦|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  It's possible to make most furniture from glass, including [[Table]]s and [[Door]]s.  Glass windows can also be made at a glass furnace as an alternative to making windows from gems.  And [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s, can be made from glass.  Glass trap components have the same [[weapon]] [[damage]] as [[wood]] or [[silver]] (50%).  They're easier to make than metal weapons because you don't need ore.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create [[Cage]]s (called terrariums) out of, as well.  And Glass is the ''only'' material available for making aquariums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Gem_table_row&amp;diff=46902</id>
		<title>Template:Gem table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Gem_table_row&amp;diff=46902"/>
		<updated>2009-01-08T01:21:37Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Working on the gem table *crosses fingers*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&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;|{{{value|}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{color|}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{fwhere|}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{fhow|}}}&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Gem_table_head&amp;diff=46897</id>
		<title>Template:Gem table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Gem_table_head&amp;diff=46897"/>
		<updated>2009-01-08T01:21:33Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Working on the gem table *crosses fingers*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;|Gem name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Color&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found where&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot; |Found how&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23019</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23019"/>
		<updated>2009-01-08T00:05:34Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
: I can confirm finding a cluster of rock crystal in ver 40d. It was on the bottom level of my map (z=134) in a layer of diorite. --[[User:Jellyfishgreen|Jellyfishgreen]] 16:37, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
:Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Went ahead and did it, since it was getting on my nerves as well. --[[User:Sinergistic|Sinergistic]] 22:22, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Ok, the current setup is nice, it's alphabetized, but I was just looking at the [[creatures]] page, and it hit me. Why don't we do the same thing for the gems page? We could sort it by name, value and location. However, I don't know how the wiki syntax for that would work. I will attempt to figure it out for my self unless someone wants to point me in the right direction. I was thinking of just adapting the creature page to the gems page, but the more I look at it, the more I think it was written excusivily for the creature page. I shall investigate. --[[User:Sinergistic|Sinergistic]] 19:05, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game vs. Real Gem Locations ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one getting annoyed at some of the bizarre decisions made by Toady One with respect to gems?  Rubies and Sapphires are both produced in igneous rock, although generally mined from placer deposits because they are sparsely distributed.  Ruby forms in extrusive igneous, typically basalt.  Why they are found in Bauxite in the game I can't even begin to fathom, especially as Bauxite is only notable as an *aluminum* ore (although not within the technology level of the game).  Placer deposits should be gravels or the sedimentary compressions thereof (probably sand and/or sandstone in the game, although that's not quite right because the game doesn't handle riverine deposits at all - or we should have dwarves able to pan for gold/gems).&lt;br /&gt;
&lt;br /&gt;
And diamonds igniting when contacting magma is really funny considering Kimberlite is cooled magma that brought the diamonds up from the lower mantle.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 11:14, 3 December 2008 (EST)&lt;br /&gt;
:I don't know enough geology to say anything about the Rubies and Sapphires, but the Diamonds catching fire does actually make sense.  Diamonds are nothing but pure carbon, add a bit of oxygen and a good deal of heat and soon nothing will be left.  The Diamonds form slowly as the magma cools into Kimberlite, and the reason they don't combust when surrouned by warm stone is due to the lack of oxygen for the carbon to bond with and the massive pressure. --[[User:Alkyon|Alkyon]] 13:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Diamonds are much older than the Kimberlite deposits.  They don't form in the Kimberlite - they form in the upper mantle and are brought to/near the surface by the Kimberlite.  Most diamonds on the market are over 1 billion years old.  So the actual diamond survives magma temperatures for its trip to the surface.  Just because they're carbon doesn't mean that carbon is easily available for oxidation - at some temperature diamonds revert to graphite and then can burn, but that requires temperatures in excess of 1700 degrees C.  As magma (in-game) is between 1300-1400 deg C, it shouldn't cause diamonds to become graphite, and thus they shouldn't burn.  --[[User:Squirrelloid|Squirrelloid]] 14:00, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The thing that really gets to me is the adamantine.  [[User:Gairabad|Gairabad]] 18:22, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46854</id>
		<title>40d Talk:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46854"/>
		<updated>2009-01-07T06:20:02Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No More Elf References?==&lt;br /&gt;
&lt;br /&gt;
I'm not going to start a revert war, but personally I thought the recently-removed parts of the article comparing the merits of wooden and silver weapons to be amusing and entirely in keeping with the style of this wiki. Impromptu vote, anyone? I vote '''keep''', myself.--[[User:Quil|Quil]] 17:54, 6 January 2009 (EST)&lt;br /&gt;
:I agree. Also, it helped further the distinction between wooden and silver weapons, so that a person can easily understand that, for instance, they won't find a wooden hammer.--[[User:Pyrite|Pyrite]] 22:35, 6 January 2009 (EST)&lt;br /&gt;
::'''Keep''', and if I actually gave a crap, I'd have reverted it myself. --[[User:GreyMario|GreyMaria]] 00:01, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep''', because it was funny, and this wiki doesn't mind funny. I mean, we have D for Dwarf for a reason, yes? --[[User:Sinergistic|Sinergistic]] 01:20, 7 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Polar_bear&amp;diff=46807</id>
		<title>40d:Polar bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Polar_bear&amp;diff=46807"/>
		<updated>2009-01-06T12:03:26Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: copy/paste is dangerous.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Polar bear|symbol=g|color={{COLOR:0:0:1}}|bones=10|chunks=10|meat=10|fat=9|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[glacier]]&lt;br /&gt;
* [[tundra]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAR_POLAR]&lt;br /&gt;
	[NAME:polar bear:polar bears:polar bear]&lt;br /&gt;
	[TILE:'B'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:polar bear cub:polar bear cubs]&lt;br /&gt;
	[FAT:9]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30806</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30806"/>
		<updated>2009-01-06T05:24:16Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weather and Trees ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
&lt;br /&gt;
:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
&lt;br /&gt;
::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
&lt;br /&gt;
::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dual Screens ==&lt;br /&gt;
&lt;br /&gt;
I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== temperature ==&lt;br /&gt;
&lt;br /&gt;
From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
&lt;br /&gt;
== New 40d# releases and the Acceleration program ==&lt;br /&gt;
&lt;br /&gt;
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:White-browed_gibbon&amp;diff=46838</id>
		<title>40d:White-browed gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:White-browed_gibbon&amp;diff=46838"/>
		<updated>2009-01-06T04:48:02Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: game object/creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=White-browed gibbon|symbol=g|color={{COLOR:7:0:1}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_WHITE_BROWED]&lt;br /&gt;
	[NAME:white-browed gibbon:white-browed gibbons:white-browed gibbon]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:mask-like facial coloration]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:White-handed_gibbon&amp;diff=46833</id>
		<title>40d:White-handed gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:White-handed_gibbon&amp;diff=46833"/>
		<updated>2009-01-06T04:47:53Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/ creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=White-handed gibbon|symbol=g|color={{COLOR:6:0:0}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_WHITE_HANDED]&lt;br /&gt;
	[NAME:white-handed gibbon:white-handed gibbons:white-handed gibbon]&lt;br /&gt;
	[TILE:'g'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tigerman&amp;diff=46828</id>
		<title>40d:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tigerman&amp;diff=46828"/>
		<updated>2009-01-06T04:44:29Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/Creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Tigerman|symbol=T|color={{COLOR:6:0:1}}|bones=7|chunks=7|meat=7|fat=3|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[tropical]] [[forest]]&lt;br /&gt;
* Tropical [[shrubland]]&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TIGERMAN]&lt;br /&gt;
	[NAME:tigerman:tigermen:tigerman]&lt;br /&gt;
	[TILE:'T'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:4]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:stripes, of course]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:tigerman cub:tigerman cubs]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tiger_shark&amp;diff=46825</id>
		<title>40d:Tiger shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tiger_shark&amp;diff=46825"/>
		<updated>2009-01-06T04:37:56Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Tiger shark|symbol=S|color={{COLOR:7:0:0}}|bones=13|chunks=13|meat=13|fat=6|skulls=1|skin=Yes|biome=&lt;br /&gt;
*  [[Tropical]] [[ocean]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_TIGER]&lt;br /&gt;
	[NAME:tiger shark:tiger sharks:tiger shark]&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:stripes]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:13]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:tiger shark pup:tiger shark pups]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spotted_wobbegong&amp;diff=46822</id>
		<title>40d:Spotted wobbegong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spotted_wobbegong&amp;diff=46822"/>
		<updated>2009-01-06T04:35:32Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: New page: {{CreatureInfo|name=Spotted wobbegong|symbol=S|color={{COLOR:6:0:0}}|bones=7|chunks=7|meat=7|fat=3|skulls=1|skin=Yes|biome= * Temperate ocean * Tropical ocean }}   {{Game_D...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Spotted wobbegong|symbol=S|color={{COLOR:6:0:0}}|bones=7|chunks=7|meat=7|fat=3|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Temperate]] [[ocean]]&lt;br /&gt;
* [[Tropical]] [[ocean]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_WOBBEGONG_SPOTTED]&lt;br /&gt;
	[NAME:spotted wobbegong:spotted wobbegongs:spotted wobbegong]&lt;br /&gt;
	[TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:spotted wobbegong pup:spotted wobbegong pups]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Silvery_gibbon&amp;diff=46818</id>
		<title>40d:Silvery gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Silvery_gibbon&amp;diff=46818"/>
		<updated>2009-01-06T04:32:06Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/Creatureinfo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Silvery gibbon|symbol=g|color={{COLOR:0:0:1}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tropical]] moist [[broadleaf]] [[forest]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_SILVERY]&lt;br /&gt;
	[NAME:silvery gibbon:silvery gibbons:silvery gibbon]&lt;br /&gt;
	[TILE:'g'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siamang&amp;diff=46815</id>
		<title>40d:Siamang</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siamang&amp;diff=46815"/>
		<updated>2009-01-06T04:30:46Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/Creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Siamang|symbol=s|color={{COLOR:0:0:1}}|bones=4|chunks=4|meat=4|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tropical]] moist [[broadleaf]] [[forest]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_SIAMANG]&lt;br /&gt;
	[NAME:siamang:siamangs:siamang]&lt;br /&gt;
	[TILE:'s'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:loud calls]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:4FINGERS:5TOES] fused first fingers&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500] siamangs can swim, other gibbons can't in general?&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sea_serpent&amp;diff=46813</id>
		<title>40d:Sea serpent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sea_serpent&amp;diff=46813"/>
		<updated>2009-01-06T04:28:28Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: New page: {{CreatureInfo|name=Sea serpent|symbol=S|color={{COLOR:3:0:1}}|bones=16|chunks=16|meat=16|fat=20|skulls=1|skin=Yes|biome= * Any ocean  }}   {{Game_Data|[CREATURE:SEA_SERPENT] 	[NAME:se...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sea serpent|symbol=S|color={{COLOR:3:0:1}}|bones=16|chunks=16|meat=16|fat=20|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[ocean]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SEA_SERPENT]&lt;br /&gt;
	[NAME:sea serpent:sea serpents:sea serpent]&lt;br /&gt;
	[TILE:'S'][COLOR:3:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:majesty]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPPERS:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[MAXAGE:150:175]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:6][CHILDNAME:sea serpent hatchling:sea serpent hatchlings]&lt;br /&gt;
	[FAT:20]&lt;br /&gt;
	[BIOME:ANY_OCEAN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Polar_bear&amp;diff=46806</id>
		<title>40d:Polar bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Polar_bear&amp;diff=46806"/>
		<updated>2009-01-06T04:25:19Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/Creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Pileated gibbon|symbol=g|color={{COLOR:0:0:1}}|bones=10|chunks=10|meat=10|fat=9|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[glacier]]&lt;br /&gt;
* [[tundra]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAR_POLAR]&lt;br /&gt;
	[NAME:polar bear:polar bears:polar bear]&lt;br /&gt;
	[TILE:'B'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:polar bear cub:polar bear cubs]&lt;br /&gt;
	[FAT:9]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pileated_gibbon&amp;diff=46802</id>
		<title>40d:Pileated gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pileated_gibbon&amp;diff=46802"/>
		<updated>2009-01-06T04:22:18Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: New page: {{CreatureInfo|name=Pileated gibbon|symbol=g|color={{COLOR:0:0:1}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome= * tropical moist broadleaf forest }}   {{Game_Data|[CR...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Pileated gibbon|symbol=g|color={{COLOR:0:0:1}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_PILEATED]&lt;br /&gt;
	[NAME:pileated gibbon:pileated gibbons:pileated gibbon]&lt;br /&gt;
	[TILE:'g'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:white head rings]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nightwing&amp;diff=46798</id>
		<title>40d:Nightwing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nightwing&amp;diff=46798"/>
		<updated>2009-01-06T04:18:54Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Nightwing|symbol=N|color={{COLOR:0:0:1}}|bones=8|chunks=8|meat=8|fat=No|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[desert]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:NIGHTWING]&lt;br /&gt;
	[NAME:nightwing:nightwings:nightwing]&lt;br /&gt;
	[TILE:'N'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:4]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:jackal heads]&lt;br /&gt;
	[PREFSTRING:bat wings]&lt;br /&gt;
	[PREFSTRING:long tails]&lt;br /&gt;
	[PREFSTRING:manes]&lt;br /&gt;
	[PREFSTRING:fangs]&lt;br /&gt;
	[PREFSTRING:ability to suck blood]&lt;br /&gt;
	[PREFSTRING:tightly-stretched skin]&lt;br /&gt;
	[PREFSTRING:needle-like horns]&lt;br /&gt;
	[NOPAIN][NOBREATHE][NOBLEED][NONAUSEA][NOEMOTION][NOEXERT][NOFEAR]&lt;br /&gt;
	[BODY:HUMANOID:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:NECK:SPINE:BRAIN:2HEAD_HORN:HUMANOID_JOINTS:MOUTH]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:ANY_DESERT]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tiger&amp;diff=46793</id>
		<title>40d:Tiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tiger&amp;diff=46793"/>
		<updated>2009-01-06T03:45:59Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object/creature info data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Tiger|symbol=T|color={{COLOR:6:0:1}}|bones=8|chunks=8|meat=8|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[tropical]] [[forest]]&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TIGER]&lt;br /&gt;
	[NAME:tiger:tigers:tiger]&lt;br /&gt;
	[TILE:'T'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:stripes, of course]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:tiger cub:tiger cubs]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_tiger&amp;diff=46790</id>
		<title>40d:Giant tiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_tiger&amp;diff=46790"/>
		<updated>2009-01-06T03:44:03Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: New page: {{CreatureInfo|name=Giant tiger|symbol=T|color={{COLOR:6:0:1}}|bones=11|chunks=11|meat=11|fat=3|skulls=1|skin=Yes|biome= * Any tropical forest * Tropical shrubland * Tropical fresh...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant tiger|symbol=T|color={{COLOR:6:0:1}}|bones=11|chunks=11|meat=11|fat=3|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[tropical]] [[forest]]&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TIGER_GIANT]&lt;br /&gt;
	[NAME:giant tiger:giant tigers:giant tiger]&lt;br /&gt;
	[TILE:'T'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:stripes, of course]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:giant tiger cub:giant tiger cubs]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_lion&amp;diff=46788</id>
		<title>40d:Giant lion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_lion&amp;diff=46788"/>
		<updated>2009-01-06T03:37:05Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object data + creature info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant lion|symbol=L|color={{COLOR:6:0:1}}|bones=11|chunks=11|meat=11|fat=3|skulls=1|skin=Yes|biome=* [[Tropical]] savanna&lt;br /&gt;
* Tropical grassland&lt;br /&gt;
* Tropical shrubland}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:LION_GIANT]&lt;br /&gt;
	[NAME:giant lion:giant lions:giant lion]&lt;br /&gt;
	[TILE:'L'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:roars]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:giant lion cub:giant lion cubs]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_jaguar&amp;diff=46786</id>
		<title>40d:Giant jaguar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_jaguar&amp;diff=46786"/>
		<updated>2009-01-06T03:34:41Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object data + Creature data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant jaguar|symbol=J|color={{COLOR:6:0:1}}|skulls=1|chunks=10|meat=10|fat=3|bones=10|skin=Yes|biome= &lt;br /&gt;
* Any [[Tropical]]&lt;br /&gt;
* Badland [[desert]]&lt;br /&gt;
* Rock desert&lt;br /&gt;
* Sand desert&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
	[NAME:giant jaguar:giant jaguars:giant jaguar]&lt;br /&gt;
	[TILE:'J'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:spotted coats]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:giant jaguar cub:giant jaguar cubs]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:ANY_TROPICAL]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_cheetah&amp;diff=46784</id>
		<title>40d:Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_cheetah&amp;diff=46784"/>
		<updated>2009-01-06T03:25:55Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Game object data + creatureinfo data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant cheetah|symbol=c|color={{COLOR:6:0:1}}|bones=8|chunks=8|meat=8|fat=3|skulls=1|skin=Yes|biome=* [[Tropical]] savanna&lt;br /&gt;
* Tropical grassland&lt;br /&gt;
* Tropical shrubland}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
	[NAME:giant cheetah:giant cheetahs:giant cheetah]&lt;br /&gt;
	[TILE:'c'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:speed]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3][CHILDNAME:giant cheetah cub:giant cheetah cubs]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sea_lamprey&amp;diff=46780</id>
		<title>40d:Sea lamprey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sea_lamprey&amp;diff=46780"/>
		<updated>2009-01-06T03:20:55Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Added game object data + Biome/Tile/Butcher info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sea lamprey|symbol=~|color={{COLOR:0:0:1}}|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome=&lt;br /&gt;
* [[Arctic]] and [[Temperate]] [[ocean]]s&lt;br /&gt;
* [[Temperate]] freshwater [[river]]s&lt;br /&gt;
* [[Temperate]] brackishwater [[river]]s&lt;br /&gt;
* [[Temperate]] saltwater [[river]]s&lt;br /&gt;
* [[Temperate]] freshwater [[lake]]s&lt;br /&gt;
* [[Temperate]] brackishwater [[lake]]s&lt;br /&gt;
* [[Temperate]] saltwater [[lake]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_LAMPREY_SEA]&lt;br /&gt;
	[NAME:sea lamprey:sea lampreys:sea lamprey]&lt;br /&gt;
	[TILE:'~'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:suckers]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_SUCK_BLOOD:25:50]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:larval sea lamprey:larval sea lampreys]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:OCEAN_ARCTIC]&lt;br /&gt;
	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46775</id>
		<title>User talk:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46775"/>
		<updated>2009-01-06T02:46:28Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:GreyMario|signature police]] might come after you!--[[User:Destor|Destor]] 22:25, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ah, I see. I've been reading the wiki for a while now, and the one constant is people getting on other peoples cases for not singing, so I figured I was better safe than sorry :) &lt;br /&gt;
&lt;br /&gt;
:Gracias for the inservice, I'll keep it in mind if I ever edit anything again. --[[User:Sinergistic|Sinergistic]] 22:49, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::In case that was unclear, you tried to sign in the &amp;quot;summary&amp;quot; box that appears below the edit part, you don't have to do that. Sorry if I made that unclear, but it's kinda late. Maybe I should just go to bed...--[[User:Destor|Destor]] 23:02, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::No, you made perfect sense. Only sign on talk pages. I kinda figured it out for my self when I went back to 'recent changes' page and saw it didn't work. I then noticed that is automatically tags your name onto the change. Also, indulging your desire to sleep is important. Good night. --[[User:Sinergistic|Sinergistic]] 23:08, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
&lt;br /&gt;
 ''[[User:N9103|Edward]] pulls out the official welcome pamphlet and hands it to you.&lt;br /&gt;
 He decides not to go into any further detail since you seem like the competent sort.''&lt;br /&gt;
&lt;br /&gt;
Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I have the sinking suspicion I have done *something* wrong, but I shall try to adhere the above. Especially 'Preview' (which I never use enough). And minor edits. Thank you for the welcome! --[[User:Sinergistic|Sinergistic]] 21:46, 5 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30106</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30106"/>
		<updated>2009-01-05T22:25:50Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Bone Value List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Underground bones ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried an experiment with keeping bones &amp;quot;inside&amp;quot;, and [[forbidden|forbade]] some turtle bones in my outside refuse pile, which I then built a roof over. Those bones persisted long after other bones, shells and vermin corpses had disappeared. ''However'', I've just reloaded that game and the turtle bones are no longer there. They certainly lasted from mid-winter to mid-spring though.&lt;br /&gt;
:: So in conclusion: Either or both of being &amp;quot;inside&amp;quot; or forbidden makes bones last longer; There is the possibility that such bones will disappear on reloading the game. --[[User:Raumkraut|Raumkraut]] 04:03, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Severed limbs ==&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
::Made some tests: dropped kittens from very high. Result is always a corpse, four legs, head and tail. after rotting they leave 5 separate bones, two in a stack (body), and, strangely, no skull (no idea why, maybe bug). So, that's a way to farm bones!--[[User:Dorten|Dorten]] 08:10, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;br /&gt;
::Well, that exactly fits my experience - should we put a note in the article? Saves all the hauling of goblins and ''accidently'' died elves ;). They also rot faster outside..--[[User:Koltom|Koltom]] 13:23, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bones ==&lt;br /&gt;
Is it possible to use dwarven bones for any kind of crafting? --[[User:AlexFili|AlexFili]] 06:30, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you edit the raws. Otherwise, if you get a fell mood. Otherwise, nope. --[[User:Savok|Savok]] 11:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, I think I'll modify the code. I think it makes sense if you use dwarven bones to make weapons; I mean come on, they're already dead so that harm is already done. Besides, dwarves don't care about using goblin bones, so why not dwarf bones?! :) --[[User:AlexFili|AlexFili]] 05:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Anyone know what I need to modify in order to allow dwarf bones to be used in boneworking? --[[User:AlexFili|AlexFili]] 05:52, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crossbows ==&lt;br /&gt;
&lt;br /&gt;
The [[crossbow]] page seems certain that the material of a crossbow only affects damage output if it's being used as a hammer. Bolts are affected as by material. &lt;br /&gt;
--[[User:Strangething|Strangething]] 11:55, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The [[crossbow]] page is right. --[[User:Savok|Savok]] 08:13, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bonecarn ==&lt;br /&gt;
&lt;br /&gt;
I don't see this ever coming up in normal unmodded gameplay, but can creatures with the [BONECARN] tag eat things(armor, bolts, crafts) made from bone?&lt;br /&gt;
&lt;br /&gt;
:I don't think so. I'd imagine that anything made out of bone is a seperate kind of item, and so not edible. --[[User:AlexFili|AlexFili]] 04:49, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Value List ==&lt;br /&gt;
&lt;br /&gt;
Having a listing of notable bone type values here would be pretty convenient, if it can be set up. Or does it exist somewhere else and it either isn't linked from the Bone page or I missed it somehow? - [[User:E-mouse|E-mouse]] 20:15, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking of putting one these together, ordered by most bones returned. I guess I'll go ahead and start compiling info. Edit: Ok, i reread your post in a somewhat more coherent state (after eating) and we where thinking of completely different things. I was thinking of putting together a list of what animals drop what kinds of bones/meat/skin etc, not a list of the value (in dwarfbucks?) of each kind of bone. I have no idea how one would go about that, and if they even HAVE a value. --[[User:Sinergistic|Sinergistic]] 16:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fish bones? ==&lt;br /&gt;
&lt;br /&gt;
Do bones come from fish or not?  Will I still get the bones if I cook the fish?  Also, how do pearls work? [[User:Gairabad|Gairabad]] 16:21, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish, when eaten, will leave behind one bone.  Cooking will destroy the bones, which I feel is a bug.  I believe pearls are not yet implemented.--[[User:Maximus|Maximus]] 16:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish ''meat'', however, leaves behind nothing.  (The traders sometimes sell it -- for instance, &amp;quot;longnose gar meat&amp;quot;, as distinct from &amp;quot;longnose gar&amp;quot;.)  And raw fish (&amp;quot;raw longnose gar&amp;quot;) can't be eaten until it's cleaned at a fishery.--[[User:Maximus|Maximus]] 16:56, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Origin of bones ==&lt;br /&gt;
It's not entirely clear where bones come from.  I know they come from corpses and severed limbs.  I don't know whether they come from chunks or remains.  It would be great if this information was put here as well as under the Refuse page.  (For the record--I think remains is just things like rats, and I think they never drop bones, right?  That would mean that if you want to make a 'rot stuff into bones' stockpile, you want a refuse stockpile with all corpses and all body parts but *NO* Item Types?) --[[User:Sowelu|Sowelu]] 17:34, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You are correct - bones come only from corpses, severed body parts, and the eating of things such as turtle. Chunks are mainly flesh with little to no bone, so yeah. --[[User:GreyMario|GreyMaria]] 17:45, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Roght. Add fish and raw fish from 'item types' and you're set. Chunks are produced from butchery as waste, at the same time this produces bones (so 'meat' has no bones, either). --[[User:Navian|Navian]] 17:48, 26 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30105</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30105"/>
		<updated>2009-01-05T21:21:02Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Bone Value List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Underground bones ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried an experiment with keeping bones &amp;quot;inside&amp;quot;, and [[forbidden|forbade]] some turtle bones in my outside refuse pile, which I then built a roof over. Those bones persisted long after other bones, shells and vermin corpses had disappeared. ''However'', I've just reloaded that game and the turtle bones are no longer there. They certainly lasted from mid-winter to mid-spring though.&lt;br /&gt;
:: So in conclusion: Either or both of being &amp;quot;inside&amp;quot; or forbidden makes bones last longer; There is the possibility that such bones will disappear on reloading the game. --[[User:Raumkraut|Raumkraut]] 04:03, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Severed limbs ==&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
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:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
::Made some tests: dropped kittens from very high. Result is always a corpse, four legs, head and tail. after rotting they leave 5 separate bones, two in a stack (body), and, strangely, no skull (no idea why, maybe bug). So, that's a way to farm bones!--[[User:Dorten|Dorten]] 08:10, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;br /&gt;
::Well, that exactly fits my experience - should we put a note in the article? Saves all the hauling of goblins and ''accidently'' died elves ;). They also rot faster outside..--[[User:Koltom|Koltom]] 13:23, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bones ==&lt;br /&gt;
Is it possible to use dwarven bones for any kind of crafting? --[[User:AlexFili|AlexFili]] 06:30, 17 June 2008 (EDT)&lt;br /&gt;
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:If you edit the raws. Otherwise, if you get a fell mood. Otherwise, nope. --[[User:Savok|Savok]] 11:13, 17 June 2008 (EDT)&lt;br /&gt;
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::Yeah, I think I'll modify the code. I think it makes sense if you use dwarven bones to make weapons; I mean come on, they're already dead so that harm is already done. Besides, dwarves don't care about using goblin bones, so why not dwarf bones?! :) --[[User:AlexFili|AlexFili]] 05:08, 18 June 2008 (EDT)&lt;br /&gt;
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:::Anyone know what I need to modify in order to allow dwarf bones to be used in boneworking? --[[User:AlexFili|AlexFili]] 05:52, 18 June 2008 (EDT)&lt;br /&gt;
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== crossbows ==&lt;br /&gt;
&lt;br /&gt;
The [[crossbow]] page seems certain that the material of a crossbow only affects damage output if it's being used as a hammer. Bolts are affected as by material. &lt;br /&gt;
--[[User:Strangething|Strangething]] 11:55, 17 June 2008 (EDT)&lt;br /&gt;
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:The [[crossbow]] page is right. --[[User:Savok|Savok]] 08:13, 18 June 2008 (EDT)&lt;br /&gt;
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== bonecarn ==&lt;br /&gt;
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I don't see this ever coming up in normal unmodded gameplay, but can creatures with the [BONECARN] tag eat things(armor, bolts, crafts) made from bone?&lt;br /&gt;
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:I don't think so. I'd imagine that anything made out of bone is a seperate kind of item, and so not edible. --[[User:AlexFili|AlexFili]] 04:49, 19 June 2008 (EDT)&lt;br /&gt;
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== Bone Value List ==&lt;br /&gt;
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Having a listing of notable bone type values here would be pretty convenient, if it can be set up. Or does it exist somewhere else and it either isn't linked from the Bone page or I missed it somehow? - [[User:E-mouse|E-mouse]] 20:15, 8 October 2008 (EDT)&lt;br /&gt;
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:I was just thinking of putting one these together, ordered by most bones returned. I guess I'll go ahead and start compiling info. --[[User:Sinergistic|Sinergistic]] 16:21, 5 January 2009 (EST)&lt;br /&gt;
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== Fish bones? ==&lt;br /&gt;
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Do bones come from fish or not?  Will I still get the bones if I cook the fish?  Also, how do pearls work? [[User:Gairabad|Gairabad]] 16:21, 8 November 2008 (EST)&lt;br /&gt;
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:Fish, when eaten, will leave behind one bone.  Cooking will destroy the bones, which I feel is a bug.  I believe pearls are not yet implemented.--[[User:Maximus|Maximus]] 16:53, 8 November 2008 (EST)&lt;br /&gt;
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:Fish ''meat'', however, leaves behind nothing.  (The traders sometimes sell it -- for instance, &amp;quot;longnose gar meat&amp;quot;, as distinct from &amp;quot;longnose gar&amp;quot;.)  And raw fish (&amp;quot;raw longnose gar&amp;quot;) can't be eaten until it's cleaned at a fishery.--[[User:Maximus|Maximus]] 16:56, 8 November 2008 (EST)&lt;br /&gt;
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== Origin of bones ==&lt;br /&gt;
It's not entirely clear where bones come from.  I know they come from corpses and severed limbs.  I don't know whether they come from chunks or remains.  It would be great if this information was put here as well as under the Refuse page.  (For the record--I think remains is just things like rats, and I think they never drop bones, right?  That would mean that if you want to make a 'rot stuff into bones' stockpile, you want a refuse stockpile with all corpses and all body parts but *NO* Item Types?) --[[User:Sowelu|Sowelu]] 17:34, 26 November 2008 (EST)&lt;br /&gt;
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:You are correct - bones come only from corpses, severed body parts, and the eating of things such as turtle. Chunks are mainly flesh with little to no bone, so yeah. --[[User:GreyMario|GreyMaria]] 17:45, 26 November 2008 (EST)&lt;br /&gt;
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::Roght. Add fish and raw fish from 'item types' and you're set. Chunks are produced from butchery as waste, at the same time this produces bones (so 'meat' has no bones, either). --[[User:Navian|Navian]] 17:48, 26 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10103</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10103"/>
		<updated>2009-01-05T05:47:33Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Noble demands */&lt;/p&gt;
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&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
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There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
&lt;br /&gt;
I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
&lt;br /&gt;
I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10102</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10102"/>
		<updated>2009-01-05T05:47:23Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Noble demands */&lt;/p&gt;
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&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
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There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
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:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
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I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
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&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
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I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1754</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1754"/>
		<updated>2009-01-05T04:33:07Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: /* Doors for wagons? */&lt;/p&gt;
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&lt;div&gt;== General Discussion ==&lt;br /&gt;
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The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
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Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
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: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
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: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
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I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
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The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
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::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
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I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
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So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
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:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
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:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
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== Doors for wagons? ==&lt;br /&gt;
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When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
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: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
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:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
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:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
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:: I've found Edwards comment to be untrue in 40d. I can build a 'wall' of doors across a pathway bigger than 2 tiles. Removing the 'supporting' walls that allowed me to place the door in the first place does not deconstruct the door. After the 'supporting' wall is removed, I can still lock/unlock/petlock the door, and I can also connect it to a lever. Removing the walls that the door requires also leave the door standing and operable (I can lock/unlock/connect). --[[User:Sinergistic|Sinergistic]] 23:33, 4 January 2009 (EST)&lt;br /&gt;
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== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
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Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
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:It says something akin to &amp;quot;(Dwarf) has admired own fine door lately.&amp;quot;  Most &amp;quot;Own (item)&amp;quot; messages are happier than just &amp;quot;a(n) (item)&amp;quot;.  I'd say it's reasonable to assume, though I haven't done any research here.  Not sure how one would.--[[User:Dadamh|Dadamh]] 08:34, 30 May 2008 (EDT)&lt;br /&gt;
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==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
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Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
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:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.&lt;br /&gt;
--[[User:Umiman|Umiman]]&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lever-linked doors and lockpickers ==&lt;br /&gt;
&lt;br /&gt;
If a door is linked to a lever, can a lock picking enemy open it? --[[User:Strangething|Strangething]] 23:40, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors unable to be constructed from a diagonal. ==&lt;br /&gt;
&lt;br /&gt;
I had a setup like this&lt;br /&gt;
{{qd|cols=3&lt;br /&gt;
|X|X|X&lt;br /&gt;
|X|D|X&lt;br /&gt;
|f|F|f&lt;br /&gt;
|f|f|f&lt;br /&gt;
|F|f|f}}&lt;br /&gt;
&lt;br /&gt;
X= wall&lt;br /&gt;
D=door waiting to be built&lt;br /&gt;
f=farmer's workshop waiting to be built&lt;br /&gt;
F=farmer's workshop waiting to be built&lt;br /&gt;
&lt;br /&gt;
the door kept getting canceled because they couldn't reach it apparently &lt;br /&gt;
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)&lt;br /&gt;
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)&lt;br /&gt;
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms? ==&lt;br /&gt;
Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)&lt;br /&gt;
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Rooms not including door? ==&lt;br /&gt;
&lt;br /&gt;
Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to &amp;quot;Internal.&amp;quot; However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:&lt;br /&gt;
&lt;br /&gt;
:::Dining Hall  [door 1]   Office   [door 2]  Bedroom&lt;br /&gt;
&lt;br /&gt;
:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.   --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'm using something like the &amp;quot;Living Pods&amp;quot; [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46773</id>
		<title>User talk:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46773"/>
		<updated>2009-01-05T04:08:43Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:GreyMario|signature police]] might come after you!--[[User:Destor|Destor]] 22:25, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ah, I see. I've been reading the wiki for a while now, and the one constant is people getting on other peoples cases for not singing, so I figured I was better safe than sorry :) &lt;br /&gt;
&lt;br /&gt;
:Gracias for the inservice, I'll keep it in mind if I ever edit anything again. --[[User:Sinergistic|Sinergistic]] 22:49, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::In case that was unclear, you tried to sign in the &amp;quot;summary&amp;quot; box that appears below the edit part, you don't have to do that. Sorry if I made that unclear, but it's kinda late. Maybe I should just go to bed...--[[User:Destor|Destor]] 23:02, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::No, you made perfect sense. Only sign on talk pages. I kinda figured it out for my self when I went back to 'recent changes' page and saw it didn't work. I then noticed that is automatically tags your name onto the change. Also, indulging your desire to sleep is important. Good night. --[[User:Sinergistic|Sinergistic]] 23:08, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46771</id>
		<title>User talk:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46771"/>
		<updated>2009-01-05T03:49:20Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:GreyMario|signature police]] might come after you!--[[User:Destor|Destor]] 22:25, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ah, I see. I've been reading the wiki for a while now, and the one constant is people getting on other peoples cases for not singing, so I figured I was better safe than sorry :) &lt;br /&gt;
&lt;br /&gt;
Gracias for the inservice, I'll keep it in mind if I ever edit anything again. --[[User:Sinergistic|Sinergistic]] 22:49, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sinergistic&amp;diff=46769</id>
		<title>User:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sinergistic&amp;diff=46769"/>
		<updated>2009-01-05T03:24:31Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: New page: Hello, I registered and braved the extremely complicated captcha in order to reorganize the Gems page into an alphabetized listing instead of whatever kind of listing it had before. Yey! I...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, I registered and braved the extremely complicated captcha in order to reorganize the Gems page into an alphabetized listing instead of whatever kind of listing it had before. Yey! I don't need to text search the page anymore!&lt;br /&gt;
&lt;br /&gt;
--[[User:Sinergistic|Sinergistic]] 22:24, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23017</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23017"/>
		<updated>2009-01-05T03:22:31Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
:Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Went ahead and did it, since it was getting on my nerves as well. --[[User:Sinergistic|Sinergistic]] 22:22, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game vs. Real Gem Locations ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one getting annoyed at some of the bizarre decisions made by Toady One with respect to gems?  Rubies and Sapphires are both produced in igneous rock, although generally mined from placer deposits because they are sparsely distributed.  Ruby forms in extrusive igneous, typically basalt.  Why they are found in Bauxite in the game I can't even begin to fathom, especially as Bauxite is only notable as an *aluminum* ore (although not within the technology level of the game).  Placer deposits should be gravels or the sedimentary compressions thereof (probably sand and/or sandstone in the game, although that's not quite right because the game doesn't handle riverine deposits at all - or we should have dwarves able to pan for gold/gems).&lt;br /&gt;
&lt;br /&gt;
And diamonds igniting when contacting magma is really funny considering Kimberlite is cooled magma that brought the diamonds up from the lower mantle.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 11:14, 3 December 2008 (EST)&lt;br /&gt;
:I don't know enough geology to say anything about the Rubies and Sapphires, but the Diamonds catching fire does actually make sense.  Diamonds are nothing but pure carbon, add a bit of oxygen and a good deal of heat and soon nothing will be left.  The Diamonds form slowly as the magma cools into Kimberlite, and the reason they don't combust when surrouned by warm stone is due to the lack of oxygen for the carbon to bond with and the massive pressure. --[[User:Alkyon|Alkyon]] 13:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Diamonds are much older than the Kimberlite deposits.  They don't form in the Kimberlite - they form in the upper mantle and are brought to/near the surface by the Kimberlite.  Most diamonds on the market are over 1 billion years old.  So the actual diamond survives magma temperatures for its trip to the surface.  Just because they're carbon doesn't mean that carbon is easily available for oxidation - at some temperature diamonds revert to graphite and then can burn, but that requires temperatures in excess of 1700 degrees C.  As magma (in-game) is between 1300-1400 deg C, it shouldn't cause diamonds to become graphite, and thus they shouldn't burn.  --[[User:Squirrelloid|Squirrelloid]] 14:00, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The thing that really gets to me is the adamantine.  [[User:Gairabad|Gairabad]] 18:22, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2830</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2830"/>
		<updated>2009-01-05T03:20:11Z</updated>

		<summary type="html">&lt;p&gt;Sinergistic: Alphabatized the lists. --~~~~ (If that doesn't work: My account is sinergistic name: Ira and the date is... Sunday, Jan 4th 2009)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|amber opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aventurine||3×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|banded agate||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bloodstone||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue jade||2×||{{Raw Tile|@|#00f|#00f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bone opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown jasper||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|carnelian||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cherry opal||10×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysocolla||2×||{{Raw Tile|@|#00f|#00f}}||Malachite, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoprase||2×||{{Raw Tile|@|#0f0|#0f0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|citrine||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear tourmaline||10×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|dendritic agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fortification agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gold opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gray chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jasper opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lace agate||2×||{{Raw Tile|@|#00f|#00f}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lapis lazuli||2×||{{Raw Tile|@|#00f|#00f}}||Igneous intrusive, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lavendar jade||2×||{{Raw Tile|@|#a0a|#a0a}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk quartz||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moonstone||2×||{{Raw Tile|@|#fff|#fff}}||Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morion||2×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss agate||2×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|onyx opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|onyx||2×||{{Raw Tile|@|#888|#888}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|picture jasper||3×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pineapple opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink jade||2×||{{Raw Tile|@|#f0f|#f0f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pipe opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|plume agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase||2×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pyrite||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|resin opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rock crystal||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rose quartz||3×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sardonyx||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sard||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|schorl||2×||{{Raw Tile|@|#888|#888}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|shell opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|smoky quartz||2×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sunstone||2×||{{Raw Tile|@|#ff0|#ff0}}||Basalt, Gneiss|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tiger iron||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tigereye||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tube agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|turquoise||2×||{{Raw Tile|@|#00f|#00f}}||Igneous extrusive, Kaolinite, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|variscite||2×||{{Raw Tile|@|#0a0|#0a0}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wax opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white jade||2×||{{Raw Tile|@|#fff|#fff}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wood opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow jasper||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|alexandrite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|almandine||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amethyst||20×||{{Raw Tile|@|#f0f|#f0f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aquamarine||20×||{{Raw Tile|@|#00f|#00f}}||Granite, Schist, Marble, Rhyolite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bandfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black opal||30×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black pyrope||20×||{{Raw Tile|@|#888|#888}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black zircon||20×||{{Raw Tile|@|#888|#888}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue garnet||30×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown zircon||20×||{{Raw Tile|@|#aa0|#aa0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cat's eye||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoberyl||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cinnamon grossular||20×||{{Raw Tile|@|#aa0|#aa0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|claro opal||20×||{{Raw Tile|@|#00f|#00f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear garnet||20×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear zircon||25×||{{Raw Tile|@|#fff|#fff}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|crystal opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|demantoid||30×||{{Raw Tile|@|#0a0|#0a0}}||Chromite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire opal||15×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|golden beryl||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|goshenite||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green jade||20×||{{Raw Tile|@|#0f0|#0f0}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green tourmaline||20×||{{Raw Tile|@|#0a0|#0a0}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green zircon||20×||{{Raw Tile|@|#0a0|#0a0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|harlequin opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|heliodor||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|honey yellow beryl||20×||{{Raw Tile|@|#aa0|#aa0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|indigo tourmaline||25×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jelly opal||15×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|kunzite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|levin opal||20×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|light yellow diamond||30×||{{Raw Tile|@|#fff|#fff}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|melanite||15×||{{Raw Tile|@|#888|#888}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morganite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|peridot||20×||{{Raw Tile|@|#0f0|#0f0}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pinfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink garnet||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink tourmaline||15×||{{Raw Tile|@|#f00|#f00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|precious fire opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|purple spinel||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red beryl||20×||{{Raw Tile|@|#f00|#f00}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red flash opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red grossular||20×||{{Raw Tile|@|#a00|#a00}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red pyrope||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red spinel||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red tourmaline||15×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red zircon||20×||{{Raw Tile|@|#a00|#a00}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rhodolite||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rubicelle||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tanzanite||20×||{{Raw Tile|@|#f0f|#f0f}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topazolite||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topaz||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tsavorite||30×||{{Raw Tile|@|#0a0|#0a0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|violet spessartine||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow grossular||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow spessartine||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow zircon||20×||{{Raw Tile|@|#ff0|#ff0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|emerald||40×||{{Raw Tile|@|#0a0|#0a0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|faint yellow diamond||40×||{{Raw Tile|@|#aa0|#aa0}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|ruby||40×||{{Raw Tile|@|#a00|#a00}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sapphire||40×||{{Raw Tile|@|#00a|#00a}}||Bauxite|| Small clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|black diamond||60×||{{Raw Tile|@|#888|#888}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|blue diamond||60×||{{Raw Tile|@|#00a|#00a}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|clear diamond||60×||{{Raw Tile|@|#fff|#fff}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|green diamond||60×||{{Raw Tile|@|#0a0|#0a0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|red diamond||60×||{{Raw Tile|@|#a00|#a00}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star ruby||60×||{{Raw Tile|@|#f00|#f00}}||Ruby|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star sapphire||60×||{{Raw Tile|@|#00f|#00f}}||Sapphire|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|yellow diamond||60×||{{Raw Tile|@|#ff0|#ff0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|¦|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|¦|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|¦|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  It's possible to make most furniture from glass, including [[Table]]s and [[Door]]s.  Glass windows can also be made at a glass furnace as an alternative to making windows from gems.  And [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s, can be made from glass.  Glass trap components have the same [[weapon]] [[damage]] as [[wood]] or [[silver]] (50%).  They're easier to make than metal weapons because you don't need ore.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create [[Cage]]s (called terrariums) out of, as well.  And Glass is the ''only'' material available for making aquariums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Sinergistic</name></author>
	</entry>
</feed>