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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Smariot</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Smariot"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Smariot"/>
	<updated>2026-04-07T04:07:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Roach.png&amp;diff=220041</id>
		<title>File:Roach.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Roach.png&amp;diff=220041"/>
		<updated>2015-07-30T22:29:49Z</updated>

		<summary type="html">&lt;p&gt;Smariot: Smariot uploaded a new version of &amp;amp;quot;File:Roach.png&amp;amp;quot;: Redrew my old roach, now with transparency, shading, and less puke yellow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Roach&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Pumpstack.gif&amp;diff=128529</id>
		<title>File:Pumpstack.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Pumpstack.gif&amp;diff=128529"/>
		<updated>2010-09-30T23:00:49Z</updated>

		<summary type="html">&lt;p&gt;Smariot: uploaded a new version of &amp;quot;File:Pumpstack.gif&amp;quot;:&amp;amp;#32;Added some annotations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A visual demonstration of the creation of a pump stack.&lt;br /&gt;
&lt;br /&gt;
Created with Inkscape and The GIMP.&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=128526</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=128526"/>
		<updated>2010-09-30T22:37:39Z</updated>

		<summary type="html">&lt;p&gt;Smariot: /* Pump stack */ Added a new image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will desalinate and become drinkable. However if the water then touches any natural water or tiles, smoothed or not, it will immediately be undrinkable again. So it is important to pump into a reservoir that is made entirely of constructed material. Please note that the block/tile underneath the reservoir-side of the pump also needs to be a construction.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown in the infobox above &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you must use {{L|magma-safe}} materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts will burst into flames the instant the pump is activated, and magma-unsafe stone {{L|block}}s melt after a short time.&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* Pumps do not pump up 1/7 liquid.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (as with a cave-in or magma cooling into obsidian) the pump will still run but not pump any fluid.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the same z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-magma-safe parts can cause an entire magma pump stack to spontaneously disassemble.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the {{L|magma sea}}) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative {{l|waterfall}} (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a Dwarven Atom-Smasher with the top layer of the Pump Stack to create a &amp;quot;vaccuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Pumpstack.gif&amp;diff=128525</id>
		<title>File:Pumpstack.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Pumpstack.gif&amp;diff=128525"/>
		<updated>2010-09-30T22:28:14Z</updated>

		<summary type="html">&lt;p&gt;Smariot: A visual demonstration of the creation of a pump stack.

Created with Inkscape and The GIMP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A visual demonstration of the creation of a pump stack.&lt;br /&gt;
&lt;br /&gt;
Created with Inkscape and The GIMP.&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Black_bronze&amp;diff=128339</id>
		<title>v0.31:Black bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Black_bronze&amp;diff=128339"/>
		<updated>2010-09-28T23:27:10Z</updated>

		<summary type="html">&lt;p&gt;Smariot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Black Bronze|color=5:6:0|color1=6:4:0|color2=7:7:1|color3=6:6:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metal crafter|Metal crafting}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 {{L|Copper}} {{L|bar}}s&lt;br /&gt;
* 1 {{L|Silver}} {{L|bar}}&lt;br /&gt;
* 1 {{L|Gold}} {{L|bar}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 11&lt;br /&gt;
}}{{av}}{{Quality|Fine|11:04, 19 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Unlike regular {{L|bronze}} or {{L|bismuth bronze}}, '''black bronze''' cannot be used to create {{L|weapon}}s or {{L|armor}}, so is strictly for arts and {{L|crafts}}, {{L|statue}}s, {{L|furniture}} and the like.  Black bronze cannot be {{L|Smelter|smelt}}ed directly from {{L|ore}}, but only from {{L|bar}}s of pure {{L|metal}}s.  The {{L|Item value|value}} of a bar of black bronze is equal to the average value of its components - creating this alloy does not increase the total value of the material, unlike some {{L|alloy}}s (2 {{L|copper}} bars at 2☼ each + 1 {{L|silver}} bar at 10☼ + 1 {{L|gold}} bar at 30☼ = 44☼/4 bars = 11☼/bar of black bronze.)&lt;br /&gt;
&lt;br /&gt;
Black bronze does not count toward mandates involving {{L|bronze}} items.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=127717</id>
		<title>v0.31:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=127717"/>
		<updated>2010-09-17T07:25:18Z</updated>

		<summary type="html">&lt;p&gt;Smariot: /* No Needs Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
Raw files are located in the raw/objects directory&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as gems, adamantine, or flux. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
Instructions for use*:&lt;br /&gt;
&lt;br /&gt;
1) Open creature_standard.txt&lt;br /&gt;
2) Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
3) Delete those stats and replace with the new set.&lt;br /&gt;
4) Done.&lt;br /&gt;
&lt;br /&gt;
*Notepad++ is recommended for altering raw files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves?&lt;br /&gt;
&lt;br /&gt;
Go into the creature_standard file and add the [SPEED:1] in somewhere in the top section of the entry.(or SPEED:0 if you're up to some psychedelic light speed traveling)&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.&lt;br /&gt;
&lt;br /&gt;
(WARNING! Editing this may cause the game/computer to go haywire and force you to close dwarf fortress!)&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again.&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
'''WARNING!''' These changes may cause your game/computer to go haywire and force you to close Dwarf Fortress! Potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate_accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below is notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  You can also utilize this code with the Castes, if you want to specify what parts of your society get what.  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
Please note that in v31.03 of Dwarf Fortress, most of the mental attributes and Skill_Rate's learning speed is broken.  This should change after the Merge, since Toady will be able to correct bugs and fully implement the Soul system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
 * ATTRIBUTE Token&lt;br /&gt;
 * cost to improve     &lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0:0:0:0:0:0:0]                       unattainable&lt;br /&gt;
&lt;br /&gt;
0:100:200:300:400:450:500]           ---&lt;br /&gt;
&lt;br /&gt;
0:400:600:750:800:900:1100]           --&lt;br /&gt;
&lt;br /&gt;
150:600:800:900:1000:1100:1500]        -&lt;br /&gt;
&lt;br /&gt;
450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
&lt;br /&gt;
700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
&lt;br /&gt;
1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
&lt;br /&gt;
5000:5000:5000:5000:5000:5000:5000]  max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Furthermore, I believe that it is capped at 5,000%. Default is 100, but creatures with Slow Learner tag will get half of that.  The skill acceleration doesn't work currently, which is believed to be a bug.  The information here is a placeholder until that is corrected.&lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:8:16]&lt;br /&gt;
 * % of improvement points you get&lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
ex&lt;br /&gt;
[PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
[MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No More skill loss===&lt;br /&gt;
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
    [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
    [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
    [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[DF2010:Utilities#Runesmith|Runesmith]] can also remove species easily.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Be advised that when you use this cheat on a creature that wears armor, it'll leave behind piles of armor and weapons on the edges of your map.  If you think this would be an easy way to get &amp;quot;free&amp;quot; clothes and armor, it isn't.  Since the creature will die in an explosion of pink gas, that explosion will degrade the armor it was wearing.  So far, I've seen plant and leather based clothes and armor go from virtually being untouched to completely disintegrated.  Mostly however, it will leave behind tattered piles.  One good thing, it appears that metal based armor is untouched from the gas explosion as are the weapons.  It might be possible to trade away the damaged armor, but I'm not sure how well the trader will respond to getting traded tattered rags.  Or, if you have a lava incinerator, you can toss it in there as well.&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
	[PERMITTED_REACTION:(reaction)]&lt;br /&gt;
	[PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickle silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_FOOD]&lt;br /&gt;
[NAME:produce food]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:(plant name {from raws}):PLANT]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to DF2010 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and &amp;quot;dfprospector,&amp;quot; which tells you what minerals are available on the map.&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Loom&amp;diff=127655</id>
		<title>v0.31:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Loom&amp;diff=127655"/>
		<updated>2010-09-16T07:21:25Z</updated>

		<summary type="html">&lt;p&gt;Smariot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:05, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Loom&lt;br /&gt;
|key=o&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Weaver|Weaving}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Weaver|Weaving}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Adamantine}} strands&lt;br /&gt;
* {{L|Cave spider}} {{L|silk}} {{L|Cloth|thread}}&lt;br /&gt;
* {{L|Giant cave spider}} {{L|silk}} {{L|Cloth|thread}}&lt;br /&gt;
* {{L|Phantom spider}} {{L|silk}} {{L|Cloth|thread}}&lt;br /&gt;
* {{L|Pig tail}} {{L|Cloth|thread}}&lt;br /&gt;
* {{L|Rope reed}} {{L|Cloth|thread}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Cloth}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Loom''' is used to turn {{L|thread}}s into {{L|cloth}}. The command to collect {{L|Web|spider webs}} is also set here. The Loom's functions are automated by default so any weavers will automatically collect spider webs and weave thread into cloth (if you have any). You can change this behavior in the &amp;quot;set workshop orders&amp;quot; submenu of the orders menu ({{k|o}} - {{k|W}}). Since one loom only generates one &amp;quot;Collect silk&amp;quot; job, multiple looms are recommended if you intend to harvest a large quantity of silk.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
&lt;br /&gt;
:*{{L|Textile industry}}&lt;br /&gt;
:*{{L|Captured creatures#Other uses|Silk farms}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=121147</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=121147"/>
		<updated>2010-07-11T12:06:38Z</updated>

		<summary type="html">&lt;p&gt;Smariot: /* Not to be confused with... */ (forgot to sign my rather pointless contribution)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;br /&gt;
::Then I may or may not be on to something here! The 'god of blood' would certainly be an appropriate description for the player at times, and offer a simple explanation for the game mechanics... --[[User:Jackard|Jackard]] 16:08, 15 January 2008 (EST)&lt;br /&gt;
::: That's an interesting theory. I came on here looking for answers because I can't tell if Armok is the god of the dwarves or the god of their enemies. Or if he's just a dick god that everyone serves unwillingly. [[User:Lymojo|Lymojo]] 18:22, 20 May 2009 (UTC)Lymojo&lt;br /&gt;
::::It is the collective sentience of the game, out to destroy civilization as we know it.--[[User:Zchris13|Zchris13]] 19:06, 20 May 2009 (UTC)&lt;br /&gt;
:::::When the dwarves prosper, you're Armok.  You take the credit for the randomly-generated rain, for inept goblins wearing plentiful iron, for elves too stupid to realize that you're harvesting their trees.  But when a dwarf is possessed by the spirit of the mountain, isn't that spirit also Armok?  When a dwarf dwells on a carving of a giant cave spider, becoming more and more unhappy, and then ''snaps'' when they stub their toe, isn't that rage the boiling blood of Armok?  When a noble demands crystal glass and gets a magma bath for their unzwerglich request, is that a conspiracy of the oppressed dwarves, or have they taken it upon themselves to be the judging hand of Armok?  I think the game engine and the player together are Armok, shaping the dwarves together as a hammer and an anvil shape steel.  --[[User:Jurph|Jurph]] 16:34, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pronounciation ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;arm_ok&amp;quot; I know nothing of programming, but I assume it's short for &amp;quot;okay&amp;quot;. So would we pronounce &amp;quot;Armok&amp;quot; as &amp;quot;Arm-Okay&amp;quot;? - [[User:Met|Met]] 06:34, 7 June 2009 (UTC)&lt;br /&gt;
:&amp;quot;Should&amp;quot;? There is no &amp;quot;should&amp;quot;.  It's a made-up word, so unless Toady (who made it up) wants to lay down the pronunciation guide (and perhaps more importantly, unless you're using VOI to actually speak to other players), it's up to each to suit themselves and/or their friends.  I've always gone with the simple arm-awk, but whatever.--[[User:Albedo|Albedo]] 08:11, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not to be confused with... ==&lt;br /&gt;
&lt;br /&gt;
Armok, god of blood; not to be confused with [http://amarok.kde.org/ Amarok], god of music. --[[User:Smariot|Smariot]] 12:06, 11 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=121146</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=121146"/>
		<updated>2010-07-11T12:03:24Z</updated>

		<summary type="html">&lt;p&gt;Smariot: /* Not to be confused with... */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;br /&gt;
::Then I may or may not be on to something here! The 'god of blood' would certainly be an appropriate description for the player at times, and offer a simple explanation for the game mechanics... --[[User:Jackard|Jackard]] 16:08, 15 January 2008 (EST)&lt;br /&gt;
::: That's an interesting theory. I came on here looking for answers because I can't tell if Armok is the god of the dwarves or the god of their enemies. Or if he's just a dick god that everyone serves unwillingly. [[User:Lymojo|Lymojo]] 18:22, 20 May 2009 (UTC)Lymojo&lt;br /&gt;
::::It is the collective sentience of the game, out to destroy civilization as we know it.--[[User:Zchris13|Zchris13]] 19:06, 20 May 2009 (UTC)&lt;br /&gt;
:::::When the dwarves prosper, you're Armok.  You take the credit for the randomly-generated rain, for inept goblins wearing plentiful iron, for elves too stupid to realize that you're harvesting their trees.  But when a dwarf is possessed by the spirit of the mountain, isn't that spirit also Armok?  When a dwarf dwells on a carving of a giant cave spider, becoming more and more unhappy, and then ''snaps'' when they stub their toe, isn't that rage the boiling blood of Armok?  When a noble demands crystal glass and gets a magma bath for their unzwerglich request, is that a conspiracy of the oppressed dwarves, or have they taken it upon themselves to be the judging hand of Armok?  I think the game engine and the player together are Armok, shaping the dwarves together as a hammer and an anvil shape steel.  --[[User:Jurph|Jurph]] 16:34, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pronounciation ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;arm_ok&amp;quot; I know nothing of programming, but I assume it's short for &amp;quot;okay&amp;quot;. So would we pronounce &amp;quot;Armok&amp;quot; as &amp;quot;Arm-Okay&amp;quot;? - [[User:Met|Met]] 06:34, 7 June 2009 (UTC)&lt;br /&gt;
:&amp;quot;Should&amp;quot;? There is no &amp;quot;should&amp;quot;.  It's a made-up word, so unless Toady (who made it up) wants to lay down the pronunciation guide (and perhaps more importantly, unless you're using VOI to actually speak to other players), it's up to each to suit themselves and/or their friends.  I've always gone with the simple arm-awk, but whatever.--[[User:Albedo|Albedo]] 08:11, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not to be confused with... ==&lt;br /&gt;
&lt;br /&gt;
Armok, god of blood; not to be confused with [http://amarok.kde.org/ Amarok], god of music.&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Roach.png&amp;diff=120830</id>
		<title>File:Roach.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Roach.png&amp;diff=120830"/>
		<updated>2010-07-07T15:25:17Z</updated>

		<summary type="html">&lt;p&gt;Smariot: uploaded a new version of &amp;quot;File:Roach.png&amp;quot;:&amp;amp;#32;While using Dwarf Fortress's rendition of a roach is clever, it's unrecognizable, so I took the liberty of giving it recognizable shape. I kept the colour theme, so if it's really bothersome, just try to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Roach, as seen in DF&lt;/div&gt;</summary>
		<author><name>Smariot</name></author>
	</entry>
</feed>