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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=131742</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=131742"/>
		<updated>2010-11-16T17:40:58Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* Changes in 0.31.17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:46, 30 September 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in either a {{L|Site|town}} of your race or in a previous {{L|fortress}} you played on. You can receive {{L|quest}}s, venture into the wilderness to find {{L|caves}}, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|Fortress|fortresses}} and find whatever riches were left to be guarded by the {{L|creatures}} that sealed the fate of your {{L|fortress}}.&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide, or examine the detailed {{L|controls}} page. {{L|Site map}} may also prove useful.&lt;br /&gt;
&lt;br /&gt;
To jump right into things, see the [[DF2010:Adventure mode quick start|quick start guide]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes from 40d===&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast {{k|T}}ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
=== Changes in 0.31.17 ===&lt;br /&gt;
&lt;br /&gt;
When generating an adventurer you now have points to assign to {{L|attributes}} as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.&lt;br /&gt;
&lt;br /&gt;
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.&lt;br /&gt;
&lt;br /&gt;
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.&lt;br /&gt;
&lt;br /&gt;
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building will protect you from this.&lt;br /&gt;
&lt;br /&gt;
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as ▐ in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow ▐ in both the travel map and the mini-map.&lt;br /&gt;
&lt;br /&gt;
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.&lt;br /&gt;
&lt;br /&gt;
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.   At hero or demigod level, you start off with a maximum of two companions, with the max increasing by one for each quest you complete, topping off at 19 companions.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in {{L|skills}}. {{L|Dwarves}} cannot wear {{L|human}} sized {{L|armor}}, and are somewhat limited in the {{L|weapons}} they can wield due to their size. {{L|Elves}} have a slightly different set of {{L|skills}}. {{L|Humans}} are generally fairly well-balanced, and are the easiest to acquire quests from.  Additionally, human towns are the only places which have shops, which gives another means for upgrading equipment and getting food.  Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a {{L|weapon}}, you need to avoid having the most points spent in unarmored/{{L|wrestling}}. If you, for example, choose to start out with most points in {{L|swordsman}}, you will start out with a {{L|sword}}. When you have chosen your preferred set of {{L|skills}}, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.&lt;br /&gt;
&lt;br /&gt;
All the {{L|skills}} you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the {{L|skills}} you think you’re going  to use. The {{L|skills}} are pretty self explanatory but its recommended that you put at least a few points into {{L|shield user}} and into a type of weapon. Be warned that {{L|weapon}} {{L|skills}} generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for {{L|Swimming}}, otherwise you might end up drowning in a puddle.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
&lt;br /&gt;
==== Getting Quests ====&lt;br /&gt;
&lt;br /&gt;
If you chose human, you will start out in a human town or hamlet; the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  The buildings can be spaced rather far apart, so even when you get your @ on top of a ▐ it might take some wandering about to find a building.  Once you find a building, step through the door.  It should have multiple Ü's, each of which is a human.  Press {{K|k}} to talk to one, then select &amp;quot;Service&amp;quot; to get a quest.  You can do this multiple times to get several quests.&lt;br /&gt;
&lt;br /&gt;
Now that you have some quests, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
==== Traveling ====&lt;br /&gt;
&lt;br /&gt;
Getting to the quest sites and back would be extremely tedious if you had to move as your moving now.  Fortunately, there's a &amp;quot;quick travel&amp;quot; mode which can be activated by pressing {{K|T}}.  This will put you in a somewhat zoomed-out map, with the hamlet/town you're in represented by a cluster of ▐s, with your current location marked by a &amp;quot;@&amp;quot;.  Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  Move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
At this point the quest site might not be visible, or its symbol might be the same color as the surrounding terrain and thus hard to see.  If this is the case, then exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site.  Press {{K|T}} again to re-enter quick travel mode, and repeat the process until you get to the quest site.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Nighttime: survival and sleeping ====&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  If you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to a human habitation before nightfall and sleep the night away inside a building.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a human habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you (though if all your companions die and you can't reach the nearest human habitation before nightfall you're screwed).  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and  you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have too much {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs. &lt;br /&gt;
A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== Food and Drink ===&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
As of 31.17, the need to eat and drink has been removed pending further changes.&lt;br /&gt;
&lt;br /&gt;
=== Civilization? ===&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and are marked with an &amp;quot;H&amp;quot; on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an &amp;quot;M&amp;quot; on the automap.  There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an &amp;quot;H.&amp;quot;  There are two really large buildings - the &amp;quot;T&amp;quot;emple and the a fort-like building that is marked with &amp;quot;K.&amp;quot;  Temples tend to have two or three levels, and a pool of water, while the &amp;quot;K&amp;quot; buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress Mode}}!&lt;br /&gt;
&lt;br /&gt;
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find {{L|building|shops}}.  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
Note that if you steal anything that nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
{{L|Weapons}} and {{L|Armor#Shields and Bucklers|shields}} are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapons}} or {{L|Armor#Shields and Bucklers|Shields}} you would need to {{k|p}}ut your equipped weapon into your {{L|backpack}} and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Physical attributes are influenced by the skills selected in character generation, in the beginning ''and'' in maximum potential. Starting with fewer skill points spent will leave you a significantly weaker charater; choosing the &amp;quot;Play Now&amp;quot; option generates a character with no skills and the poorest attributes, for the most challenging playthrough.&lt;br /&gt;
&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|shift}}+{{k|A}}. Attacking a friendly creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}. Attacking a creature using this method, will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be... impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks will also land more or less squarely. Square and very square attacks will deal more damage {{verify}}. Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can also be attacked using a non-aimed attack. To make a non-aimed attacked, simply advance towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective, a single attack to the cranium with a weapon will usually put an end to the fight. Depending on the situation, it may be worth trying to take even a &amp;quot;Difficult&amp;quot; shot at the head.&lt;br /&gt;
&lt;br /&gt;
=== The Weapons ===&lt;br /&gt;
&lt;br /&gt;
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Non-weapon ===&lt;br /&gt;
&lt;br /&gt;
Besides your weapons you have two other major forms of attack: Wrestling and throwing.&lt;br /&gt;
&lt;br /&gt;
Wrestling: Wrestling can be performed by standing next to an enemy and pressing {{k|shift}}+{{k|A}} and then {{k|enter}} to switch to wrestling. You can wrestle any enemy.&lt;br /&gt;
&lt;br /&gt;
Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results.&lt;br /&gt;
&lt;br /&gt;
== Tips/FAQ ==&lt;br /&gt;
&lt;br /&gt;
'''Q1: How do I get past NPCs which are in my way?'''&lt;br /&gt;
&lt;br /&gt;
A: Press {{K|s}} to sit, then move to crawl between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q2: How do I find an entrance to the underworld?'''&lt;br /&gt;
&lt;br /&gt;
A: As of v0.31.17 quest monsters no longer live in caves, so you can't find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adventure Mode quick reference]]&lt;br /&gt;
*[[DF2010:Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=96948</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=96948"/>
		<updated>2010-04-21T18:38:43Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* Unhappy Thoughts */  Fixed a bit of table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will have different thoughts. In the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers. Thoughts have effects on the dwarf's happiness. &lt;br /&gt;
&lt;br /&gt;
The change in [[DF2010:status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.&lt;br /&gt;
Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[DF2010:bedroom|bedroom]] recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[DF2010:dining room|dining room]] lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Was near &amp;lt;sub&amp;gt;(how near?)&amp;lt;/sub&amp;gt; a constructed piece of furniture and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk which each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk which each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;(how do dwarfs make friends?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to bed recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger|thirst) lately&lt;br /&gt;
|Got hungry and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and hat to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the mud recently&lt;br /&gt;
|Could not find any bed for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]]&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaption]] and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Has a miscarriage recently&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|??? &amp;lt;sub&amp;gt;(present while another dwarf died? Seen the body of a dead dwarf?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Lost a friend to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a friend&lt;br /&gt;
|The body of a dead friend wasn't buried in a [[coffin]] fast enough &amp;lt;sub&amp;gt;(how fast do bodies need to be buried?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Frequently_Asked_Questions&amp;diff=96316</id>
		<title>v0.31:Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Frequently_Asked_Questions&amp;diff=96316"/>
		<updated>2010-04-20T18:30:53Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Remformatted for style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
==Beginner==&lt;br /&gt;
If you're just getting started with Dwarf Fortress you will probably find the {{L|Quickstart guide}} answers many of your questions.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
How does hunting work in the new version? I've made a hunter, he picked up a crossbow on his own and I've assigned him ammo in the military screen and still no luck. &lt;br /&gt;
*Hunting has bugs right now.  For workarounds see the {{L|hunting}} page.&lt;br /&gt;
&lt;br /&gt;
==Questions about the Military==&lt;br /&gt;
See the {{L|Military F.A.Q.}} and the {{l|Military}} pages for any questions you may have on this topic.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=96273</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=96273"/>
		<updated>2010-04-20T15:39:05Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* Mainspace redirect */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Broker_skills&amp;diff=94290</id>
		<title>v0.31:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Broker_skills&amp;diff=94290"/>
		<updated>2010-04-17T14:31:24Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
These are the skills used by the outpost {{L|broker}} to conduct {{L|trade}}s&lt;br /&gt;
&lt;br /&gt;
:* '''{{L|Conversationalist}}'''&lt;br /&gt;
:* '''{{L|Comedian}}'''&lt;br /&gt;
:* '''{{L|Flatterer}}'''&lt;br /&gt;
:* '''{{L|Intimidator}}'''&lt;br /&gt;
:* '''{{L|Judge of intent}}'''&lt;br /&gt;
:* '''{{L|Liar}}'''&lt;br /&gt;
:* '''{{L|Negotiator}}'''&lt;br /&gt;
:* '''{{L|Persuader}}'''&lt;br /&gt;
&lt;br /&gt;
{{L|Appraisal}} is also important for a broker to have, as it allows you to see the value of your goods and the trader's goods.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_wine&amp;diff=93782</id>
		<title>v0.31:Dwarven wine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_wine&amp;diff=93782"/>
		<updated>2010-04-16T14:13:05Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with '{{av}} {{elven}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rest&amp;diff=93781</id>
		<title>v0.31:Rest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rest&amp;diff=93781"/>
		<updated>2010-04-16T14:11:52Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=93778</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=93778"/>
		<updated>2010-04-16T14:05:22Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Removed bug template since bug list was removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your soldiers to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the {{l|Squads#Selecting_Squads.2FSoldiers|squad movement}} section on the {{l|squads}} page.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
===Inactive / no order===&lt;br /&gt;
&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=93750</id>
		<title>v0.31:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=93750"/>
		<updated>2010-04-16T12:56:58Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Fixed my formatting mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
A '''waterskin''' is a leather pouch used to transport liquids for drinking.  It is commonly used by {{l|military}} dwarves to carry {{l|water}} or {{l|alcohol}} with them on patrol, or to station.  It serves the same function as a {{l|flask}}.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterskin&amp;diff=93749</id>
		<title>v0.31 Talk:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterskin&amp;diff=93749"/>
		<updated>2010-04-16T12:56:20Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with 'I couldn't find the game data for this.  Is it not in the raws? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the game data for this.  Is it not in the raws? --[[User:StrongAxe|StrongAxe]] 12:56, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Olm&amp;diff=93465</id>
		<title>v0.31:Olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Olm&amp;diff=93465"/>
		<updated>2010-04-16T00:04:44Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page based on 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
::''A tiny amphibian, found in underground streams.''&lt;br /&gt;
An '''olm''' is a non-combative {{l|vermin}}, a small sightless amphibian commonly found in subterranean lakes or rivers. They are quite unlike their larger, dangerous cousins, the ''{{l|giant olms|giant olms}}'', which tend to pose a much &amp;quot;larger&amp;quot; threat. &lt;br /&gt;
&lt;br /&gt;
[[File:P anguinus2.jpg|Olm]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM]&lt;br /&gt;
	[DESCRIPTION:A tiny amphibian, found in underground streams.]&lt;br /&gt;
	[NAME:olm:olms:olm]&lt;br /&gt;
	[CASTE_NAME:olm:olms:olm]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:2:3]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Creatures]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Olm_man&amp;diff=93398</id>
		<title>v0.31:Olm man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Olm_man&amp;diff=93398"/>
		<updated>2010-04-15T20:52:47Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Added description and text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
::''An animal person with the head of the amphibious olm.  It lives underground near water.''&lt;br /&gt;
Olmmen are half {{l|human|man}} and half {{l|olm}}.  They live in and around underground water sources, and can be aggressive.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM_MAN]&lt;br /&gt;
	[COPY_TAGS_FROM:OLM]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]&lt;br /&gt;
	[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
	[GO_TO_END]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:olm man:olm men:olm man]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:olm woman:olm women:olm woman]&lt;br /&gt;
	[GO_TO_START]&lt;br /&gt;
	[NAME:olm man:olm men:olm man]&lt;br /&gt;
	[DESCRIPTION:An animal person with the head of the amphibious olm.  It lives underground near water.]&lt;br /&gt;
	[POPULATION_NUMBER:30:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[MAXAGE:60:80]&lt;br /&gt;
	[CREATURE_TILE:'o']&lt;br /&gt;
	[COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=93346</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=93346"/>
		<updated>2010-04-15T20:20:01Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* Request for deletion */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Extension request ==&lt;br /&gt;
&lt;br /&gt;
(mostly copied from [[User talk:senso]])&lt;br /&gt;
&lt;br /&gt;
A string manipulation extension would allow things to be dynamically created from raw files and other powerful templates. With the upcoming big change to creature structure in DF, something that pulls info directly from raw data would really help rework the creature pages. I've been looking through some extensions, and one of these would fit well (in order of preference)&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:MultiReplace&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:RegexParserFunctions&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:StringFunctions&lt;br /&gt;
The first one is a replacement function that can preform multiple replacements in one call (and it supports regex). The second one is a straightforward regex engine, and the last one is a collection of string manipulations. For my suggested purpose just one of the three would be enough, but none of them completely covers the tasks the of others. So, if possible, having all of them would be best. [[User:VengefulDonut|VengefulDonut]] 21:35, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Their functionality does overlap a lot. The differences are as follows: &lt;br /&gt;
*Multireplace can preform multiple replacements with one call, which the second one cannot. It can evaluate regular expressions for the replacement.&lt;br /&gt;
*RegexParserFunctions can preform a regex replacement. It can also be used for a regex search, which multireplace isn't meant for.&lt;br /&gt;
:Multireplace would be better suited for a template that generates diagrams. Regexparserfunctions could do this by nesting the function call many times, which I don't think is a good idea.&lt;br /&gt;
:Regexparserfunctions would be better suited for a template that pulls information from raw data files. Multireplace could do this by matching everything before and after the matchtext and cropping it, like so: '''(.*)(matchtext)(.*)=$2'''. However, to do this multireplace is effectively matching the entire page at once. [[User:VengefulDonut|VengefulDonut]] 22:50, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a possible alternative: http://www.mediawiki.org/wiki/Extension:RegexFunctions [[User:VengefulDonut|VengefulDonut]] 05:04, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archive Subdomain problem==&lt;br /&gt;
Sorry to bother, i sent an email to senso, but it seems that you are the new admin. Grats.&lt;br /&gt;
Yesterday i was surfing the archive [http://archive.dwarffortresswiki.net/index.php/Main_Page] and suddendly it started to redirect to a french blog. Now it redirect to the main wiki. (Actually every subdomain redirects to the main wiki, also invalid ones) Can you bring it back? I know that it's rarely used, but sometimes it's funny to build 2D nostalgia fortresses. --[[User:Tempus|Tempus]] 09:13, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact info? ==&lt;br /&gt;
&lt;br /&gt;
Thanks for stepping up.  Are you going to have an e-mail contact addy, for less public communication? --[[User:Albedo|Albedo]] 17:31, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
The favicon for the previous wiki seems not to have been copied over. [[User:VengefulDonut|VengefulDonut]] 18:36, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:http://web.archive.org/web/20071127071819/http://www.dwarffortresswiki.net/favicon.ico [[User:VengefulDonut|VengefulDonut]] 01:35, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You may want to watch this page ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress Wiki:Spamreport]] [[User:VengefulDonut|VengefulDonut]] 01:41, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short delay for new accounts? ==&lt;br /&gt;
&lt;br /&gt;
Some wikis have a policy of a short waiting period between the creation of a new user account and the ability to edit an article.  (On the main wiki, I believe this is 30 days.)  This delay achieves 3 things, but the only one I'm really concerned with is that it would ''seriously'' slow down bots and spammers.  As a side benefit, it also prevents confused newbies from editing before they have a feel for the wiki as a whole, and spontaneous, ill-considered or mean-spirited contributions from a variety of other less-than-serious sources, such as the occasional spur-of-the-moment vandal or the late-Saturday-night beer-goggled comedy writing team.  I think 1 week would be ample, but even a 48 or 72 hour period might slow the spam bots.  No editor who has a worthwhile contribution to make would resent 48 hours to consider their first effort.&lt;br /&gt;
&lt;br /&gt;
Just a thought.--[[User:Albedo|Albedo]] 02:09, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IP numbers instead of sig? ==&lt;br /&gt;
&lt;br /&gt;
When I was trying to use the standard &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; sig, IP numbers are coming up instead of the user/date.  See [[Talk:Furniture Industry]].  Don't know what's up wi'dat. --[[User:Albedo|Albedo]] 06:39, 27 September 2009 (UTC)&lt;br /&gt;
 Is it possible you were logged out at the time? I enabled&amp;lt;br /&amp;gt; anonymous edits for at least a trial period earlier today...&lt;br /&gt;
Okay, that must have been it - I had no notification that it wouldn't accept my edit, so... &amp;lt;br /&amp;gt;&lt;br /&gt;
Otoh, I, for one, do have a problem when a page gets edited by [[24.198.25.175]] - how do I respond on their talk page? More, don't some smaller ISP's still share IP numbers between users over time in the same area? So... who, exactly, made that edit? Everyone with that ISP?  Lastly, when keeping getting a feel for who is editing what, and their style, hard to mentally keep casual track of an IP addy.  Just one vote, but in this case, it's one of dissent.--[[User:Albedo|Albedo]] 18:30, 27 September 2009 (UTC)&lt;br /&gt;
:Well, you da boss. You may want to make a general announcement, perhaps on the &amp;quot;current events&amp;quot; page? It's rather jarring to see IP's instead of user:names, and I would never have guessed that their :talk page would work - might want to mention that, too, for all the other ignorants out there. (Also, if I never &amp;quot;don't log in&amp;quot; again, I'll never see any response to the one IP edit I did make, right? 2 user pages for each editor w/ a user:name? And even more if they (don't) log in from different locations/IP's? hrmmm...)--[[User:Albedo|Albedo]] 08:42, 28 September 2009 (UTC)&lt;br /&gt;
You're on 'er, yer honour. Sleeep gooood...--[[User:Albedo|Albedo]] 09:33, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==leave==&lt;br /&gt;
User AcpasNorol wants to leave the wiki (see edits). I think he was blocked before, are old spamaccounts still blocked?  --[[Special:Contributions/92.202.37.191|92.202.37.191]] 13:01, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Personal==&lt;br /&gt;
Thanks for cleaning up after me, including the formatting on the joining page. --[[User:The Architect|The Architect]]&lt;br /&gt;
&lt;br /&gt;
== Deletion Policy ==&lt;br /&gt;
&lt;br /&gt;
Redirects serve two purposes - links from other articles, and Searches. These fit under neither category, or none that also fit other policies (like singular/plural article names). And a lot depends on what links to them - since most of these were orphans (or effectively so, any reference only being a conversation re deletion) what are the odds of a search? &amp;lt;br /&amp;gt;&lt;br /&gt;
Re plurals - I guess on one hand once they're there, they might as well stay, but they do set a bad precedent, and they are serving no good purpose except as an undesirable crutch. &amp;lt;br /&amp;gt; &lt;br /&gt;
As far as &amp;quot;bizmuth bronze&amp;quot;, that's a terrible precedent imo - do we start allowing any and every misspelled word to be &amp;quot;redirected&amp;quot;? If it's regional (armour/armor) or a common confusion (adamantium/adamantine) I support it 100%, but misspellings? Bleh. Remind me to make a redirect page for the metals iorn and steal, and sliver and goaled, among others. Double bleh.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Personality modding]] was someone's pet project that was never started beyond posting the (almost blank) page, and abandoned and forgotten by late '07, not updated until [[user:I2amroy]] copied/pasted the entirety of the personality page onto it without further comment.  It had no links except on 2 user pages, one where we were recently wondering &amp;quot;WTF ''IS'' this?&amp;quot;, and another that's listed under &amp;quot;old forum links&amp;quot;. Since the page itself was 2 years old, and has nothing that the original didn't... I think it's another that could get trimmed without loss, as the odds of anyone typing in &amp;quot;personality modding&amp;quot; are slim to none.&amp;lt;br /&amp;gt;&lt;br /&gt;
So my position is &amp;quot;Lose 'em all, no one will ever miss them, and it's a cleaner site without&amp;quot; - but that's my opinion - the final policy is up to you.--[[User:Albedo|Albedo]] 18:19, 20 October 2009 (UTC)&lt;br /&gt;
 .... Er, I really meant if you still disagree, I'm more than willing to continue discussing what&amp;lt;br /&amp;gt; the appropriate course of action should be over any editorial policies we may have on this wiki.&lt;br /&gt;
Nah - I'm opinionated and vocal, but that's not the same as being always adamant in that opinion nor believing that means that I'm &amp;quot;right&amp;quot; (nor always spoiling for an argument/fight, some evidence to the contrary).  I've voiced my point and the reasons behind it, and I believe you've weighed that (Respect) - so if in your estimation it doesn't wash, that's all good by me. (In this case.) ;)  The policies are a collaboration as much as the content itself, and we've held to that process.  So, until next time... ;D  --[[User:Albedo|Albedo]] 23:57, 20 October 2009 (UTC)&lt;br /&gt;
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== graphic gone missing ==&lt;br /&gt;
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[[File:Pumpsnc4.png]], from the [[pump]] page, is MIA. I have no idea why or how, she gone.--[[User:Albedo|Albedo]] 09:52, 29 October 2009 (UTC)&lt;br /&gt;
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== Quote page - Karl's recent deletion constitutes vandalism ==&lt;br /&gt;
Karl is continually removing any and every quote I add to the quote page while leaving alone anything added by anyone else.  Ie, he's clearly attacking me rather than trying to improve the quote page.   This behavior is strikingly aberrant especially because he seems to be in favor of keeping any other quote no matter how bad.  &lt;br /&gt;
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I've acted in good faith to improve the quote page, and am trying to participate in a dialog about the other deleted quotes which I honestly don't feel belong on the page on their own merits.  He's judging quotes i've added solely on the basis that I added them.  He's also deleted other quotes i've added previously, and appends his recent changes summary with smilie faces as if he thinks he's being funny.  This amounts to vandalism pure and simple.  Needless to say, this is unacceptable behavior. &lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 16:29, 5 November 2009 (UTC)&lt;br /&gt;
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Addendum: My attempts to talk with him about it on his talk page caused him to merely delete my text with no response.  I hate to ask it, but i'm asking for administrative action - he's clearly incapable of separating personal from substantative differences.  --[[User:Squirrelloid|Squirrelloid]] 16:31, 5 November 2009 (UTC)&lt;br /&gt;
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The quote I removed was based on the way you remove them, they were not grade-A funny quote. A taste of your own Medicine. You judge quote based on your biased opinion, saying they need to be funny, which is not the case, it's written nowhere on the wiki. You try to impose your own twisted sense of humor on this wiki. The fact no one cares about the quote make it hard to add them back, even if me and corona wanted to have some back, you opposed your veto, saying it was hardly a consensus. &lt;br /&gt;
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You are by the way really condescending vs me and corona, talking about whining and all, did it ever occur to you that humor might be a personal taste ? &lt;br /&gt;
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Oh, and by the way, it's unnecessary to copy/paste your rant on multiple page. --[[User:Karl|Karl]] 16:44, 5 November 2009 (UTC)&lt;br /&gt;
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:As much as i hate to have a discussion with you on someone else's talk page&lt;br /&gt;
:First, the discussions, while on related issues, served different purposes.  Namely a referendum on the quotes talk page on those quotes versus talking with an administrator about the appropriateness of particular editing behavior.&lt;br /&gt;
:Second, you're applying a different standard to quotes I've added than to other quotes on that page, which means you're targetting them because I've added them.  Ie, exactly what I've said above.  I doubt anything which I add you would ever consider grade-A funny, solely because i've added it.&lt;br /&gt;
:Third, they certainly aren't quotes crafted by me - i've merely noticed them and decided they should be added.  They deserve to be judged on their own merits.  You're not hurting me by removing them because I added them, you're hurting the page, and you're penalizing the people whose material it was originally.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 16:49, 5 November 2009 (UTC)&lt;br /&gt;
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::This is stupid and childish. I suggest the two of you cease contact and stay away from the quote page. --[[User:Iban|Iban]] 07:20, 9 February 2010 (UTC)&lt;br /&gt;
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== Number of regex evaluations allowed per page ==&lt;br /&gt;
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The number-of-functions-per-page parameter in the regex parser functions extension defaults to 10. Limiting it to a small number isn't warranted since computation time is based more on the complexity of the expressions involved rather than the quantity. A higher limit would allow [[template:diagram]] to be used more than three times on a single page. I've compared the serve time of these two pages: [[User:VengefulDonut/g|a]] [[User:VengefulDonut/r|b]], and found the difference was usually about 0.003 seconds. Based on this, I don't think its use is dangerous. [[User:VengefulDonut|VengefulDonut]] 17:38, 10 November 2009 (UTC)&lt;br /&gt;
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:Hmm. If the ceiling is a few hundred, we probably won't bump into it. [[User:VengefulDonut|VengefulDonut]] 13:02, 11 November 2009 (UTC)&lt;br /&gt;
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::When you were testing [[template:diagram]], the limit you bumped into was the post-expand include size limit for templates. Templates are not allowed to generate more than 2MB of data on a single page. Since trying to display 2MB of data in one article is a bad idea anyway, this limit is very reasonable. If you want to see the include size, serve time, and other properties of an article, they get added as comments the page's html source when served. [[User:VengefulDonut|VengefulDonut]] 14:00, 16 November 2009 (UTC)&lt;br /&gt;
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== Cannot add new accounts ==&lt;br /&gt;
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The wiki will not allow new accounts to be created as the picture thing seems to be set up wrong&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
To help protect against automated account creation, please type the two words you see in the box below: &lt;br /&gt;
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This reCAPTCHA key isn't authorized for the given domain. More info &amp;lt;/pre&amp;gt;&lt;br /&gt;
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Please fix, I would like to set up and account versus being just an IP&lt;br /&gt;
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:I found this other site &amp;quot;http://www.dwarffortresswiki.net/&amp;quot; by googleing &amp;quot;Briess contact wiki&amp;quot; which looks very simular, and reCAPTCHA works on. That .net site did let me make an account and post the above message. Then it showed up on the .com site, and then the .com site let me log in. [[User:Larek|Larek]] 00:33, 12 November 2009 (UTC)&lt;br /&gt;
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::Well I still can't post on the .com site as each post seems to require the annoying reCAPTCHA thing (which doesn't work). But any thing I put on that other .net site, shows up on the orginal .com one very quickly. [[User:Larek|Larek]] 00:37, 12 November 2009 (UTC)&lt;br /&gt;
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:::Briess asked, The .com site is the First (and Second) hit on google when searching for &amp;quot;dwarven fortress wiki&amp;quot;  which is http://dwarf.lendemaindeveille.com  And yes I know that its &amp;quot;Dwarf Fortress&amp;quot; not &amp;quot;Dwarven Fortress&amp;quot;, is just that when I speak to others about DF &amp;quot;Dwarven&amp;quot; is usally said since it is Dwarfs that build that Fortress.&lt;br /&gt;
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::::Well I don't know what you have access to, and how lowlevel you can get on the webserver. But a Robots.txt that prevents google from indexing the .com site would fix my issue. &lt;br /&gt;
::::I can't find any trace of a 301 redirect on the .com site through IE6 or Netscpe. Also redirect checking tool http://www.internetofficer.com/seo-tool/redirect-check/ seems to think there is not redirect either. Hope this helps. [[User:Larek|Larek]] 15:17, 13 November 2009 (UTC)&lt;br /&gt;
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== Interwiki links to russian DF wiki ==&lt;br /&gt;
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We previously had the ability to create interwiki links to the corresponding page on the Russian DF wiki. It seems that this functionality has been broken. [[User:VengefulDonut|VengefulDonut]] 06:15, 15 November 2009 (UTC)&lt;br /&gt;
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:The russian wiki is at http://www.dfwk.ru/ [[User:VengefulDonut|VengefulDonut]] 14:01, 16 November 2009 (UTC)&lt;br /&gt;
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== Custom namespace on the wiki for DF mods? ==&lt;br /&gt;
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I'm one of the people working on the [http://www.bay12games.com/forum/index.php?topic=46472.0 Ark Project], a collaborative DF mod.  So far we've been using a [[User_talk:Lancensis|user talk page]] on the DF wiki for planning purposes, but we were thinking it'd be nice if there were a [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces custom namespace] called &amp;quot;Mod&amp;quot; on the wiki.  This would also help clean up the problem with [[:Category:Mods|mod pages in the Main namespace.]]&lt;br /&gt;
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As an aside, it might also be helpful to have a &amp;quot;Utility&amp;quot; namespace for [[Utilities|utilities]], which are in the same boat as mods.&lt;br /&gt;
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I noticed the DF wiki already has custom namespaces for bloodline games, so hopefully this isn't too much to ask.  Thanks!&lt;br /&gt;
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Oh, and apologies for contacting you via both this and a PM.  I sent the PM and then noticed you hadn't logged onto B12 forums in a while, so I didn't know if you'd get it.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:24, 12 January 2010 (UTC)&lt;br /&gt;
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Thanks a ton!  This'll be really helpful.  One thing though: the new namespaces don't seem to have [http://www.mediawiki.org/wiki/Help:Subpages subpages] enabled, and a lot of the people currently hosting mods on their talk pages are using subpages.  I know people can switch to using categories instead (we may do this), but it's something to consider.  Also, this is pure irrelevant nitpicking, but namespace names usually use the singular.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:08, 26 January 2010 (UTC)&lt;br /&gt;
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Awesome, thanks!&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:45, 27 January 2010 (UTC)&lt;br /&gt;
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== Could you mark me autoconfirmed? ==&lt;br /&gt;
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Hey, I don't know what the rule is for this, but if I'm not autoconfirmed when you see this, can you mark me as that?  The captcha is really annoying when I'm trying to develop the [[Dwarf_Fortress_2010]] page.  Thanks! [[User:Mason11987|Mason11987]] 22:25, 24 January 2010 (UTC)&lt;br /&gt;
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== Vandal ==&lt;br /&gt;
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[[User:173.19.42.186|This guy]] has been adding trash to a bunch of the creature pages. [[User:Quietust|Quietust]] warned him already on his [[User_talk:173.19.42.186|talk page]] for unconstructive edits to [[Scamps]] (one of these edits were undone by [[Special:Contributions/173.19.42.186|you yourself]]), but he continues to make edits to the [[gremlin]] page. ---[[User:Iban|Iban]] 11:08, 30 January 2010 (UTC)&lt;br /&gt;
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== Can I have admin rights? ==&lt;br /&gt;
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Hey.  I'm working on developing wiki pages for the new version of DF.  These pages are listed [[:Category:Dwarf_Fortress_2010|here]].  There is a lot to do for this and most people probably won't be too interested for a couple weeks after release.  I'm hoping to have something in place for structure, and also for new users before release.  In doing so I'm trying to rearrange some of the pages I've made and make them more useful.  I've done a few moves but I'm going to have a lot of move over redirects to do at some point and I need admin rights to make sure I clean up the mess I make.  I've been admin on a dozen or so wikis, and effectively ran [http://spore.wikia.com/wiki/SporeWiki sporewiki] for months myself.  If you give me admin rights you can feel free to monitor all my actions to make sure everything is kosher.  I just hate having to bother someone else to fix tiny things.  Thanks! [[User:Mason11987|Mason11987]] 17:11, 31 January 2010 (UTC)&lt;br /&gt;
:Just as a side comment, it's usually been my observation (from many different places) that directly asking for admin rights is a really good way to ensure that the answer will be &amp;quot;no&amp;quot;, especially for somebody who only registered on the wiki 1 week ago, but that's just me. --[[User:Quietust|Quietust]] 21:32, 31 January 2010 (UTC)&lt;br /&gt;
::I suppose on a forum or site where admin matters, but on wikis my experience is that if people have a reasonable use for the tools and don't look like they intend to screw anything up, then who cares?  But then again, that's only because everything is able to be undone so it's a zero risk situation.  I don't know why people would want to make a wiki and then restrict people who seem helpful from editing it easily, kinda counter-productive imo. [[User:Mason11987|Mason11987]] 03:01, 1 February 2010 (UTC)&lt;br /&gt;
:::I think Admin is the wrong word. These kinds of people are janitors or managers or something. Admins are people who also manage users, sometime you don't want a person to have access to. --[[User:Iban|Iban]] 03:16, 1 February 2010 (UTC)&lt;br /&gt;
::::Depends what environment you are familiar with.  On Mediawiki-based wikis (Wikipedia for example) the phrase &amp;quot;Admin&amp;quot; often refers to the user group that has a few powers like deleting pages, blocking users, protecting pages, editing system messages, because these are the default for the sysop group.  I really only have a desire to use the deleting pages power, but there is a lot of opportunity to work on the system messages here as well.  I posted this hear because even though the average person doesn't know that admin = person with a couple extra powers on a wiki, I assumed Briess (who is a bureaucrat) would know.  Admin is in Media-Wiki terminology correct, the person who manages users is a bureaucrat on wikis. [[User:Mason11987|Mason11987]] 06:05, 1 February 2010 (UTC)&lt;br /&gt;
:::::Wouldn't it be less problematic to just create Category:Deletion_requests or something?  Oh, we already have that at [[:Category:Deletion]].  I don't know if Briess knows about it though. --[[User:Footkerchief|Footkerchief]] 06:17, 1 February 2010 (UTC)&lt;br /&gt;
::::::Well I don't see any reason why it's problematic to just hit the button on the user rights page.  Just because some people seem to think that admin on a wiki should be like a reward system instead of a set of tools doesn't mean that's the right thing to do.  Especially when the two bureaucrats aren't even on here most days (or so it seems). [[User:Mason11987|Mason11987]] 08:25, 1 February 2010 (UTC)&lt;br /&gt;
:::::::I'm not inclined to make a decision about this just yet, give me a day or two to mull over it.  If you want to continue discussing this, please do by all means.  Also, I am aware of the deletion request page, and actually pruned it this last week. :) --[[User:Briess|Briess]] 10:36, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Sounds good, just remember that all sysop actions are revertible as well, as well as the decision to make someone a sysop.  You can always just mark deletion and then visit [http://dwarffortresswiki.net/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1 this page] once a day to make sure I wasn't deleting useful things. Most of what I intend to delete will be my own pages anyway, or redirect pages.  I read your comment on your deletion policy on albedo's talk page and that's pretty much my philosophy as well.  [[User:Mason11987|Mason11987]] 18:42, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Saw the wiki admin page and your note.  Sounds reasonable to me.  I'll fill one out when I get the chance (work has been VERY busy recently). [[User:Mason11987|Mason11987]] 11:32, 22 February 2010 (UTC)&lt;br /&gt;
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== Wİkimedia Commons ==&lt;br /&gt;
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I've been thinking that it would be nice to add some photos to the wiki, such as of trees, stones and animals, for example. Wikimedia commons would make an excellent source, since from what I gather the whole point of it is that the images are meant to be freely reused. However, apparently third party wikis such as this one can link to commons directly, if it's enabled. (see http://www.mediawiki.org/wiki/Manual:$wgForeignFileRepos and http://www.mediawiki.org/wiki/Manual:$wgUseInstantCommons) So is there any chance we could get that enabled? (Excuse me if this is already enabled, but unless I am mistaken it is not.)--[[User:Ar-Pharazon|Ar-Pharazon]] 01:07, 8 February 2010 (UTC)&lt;br /&gt;
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== Help with Bloodline Games ==&lt;br /&gt;
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I've started a couple of games ([[User:Melek|see my user page]]) but although lots of people seem interested from various discussion pages I'm guessing they're not watching that page to see that games are now being hosted. Is there any way for me to send emails to these interested parties or have someone who already has access to their emails to do it for me? I would like to get these games on the go and alot of people are interested on the Wiki without knowing about them! -- [[User:Melek|Melek]] 06:35, 9 February 2010 (UTC)&lt;br /&gt;
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== deletion not gone ==&lt;br /&gt;
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 Briess (Talk | contribs) deleted &amp;quot;File:Fireman.jpg&amp;quot;&lt;br /&gt;
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And yet, it's still there... http://dwarffortresswiki.net/index.php/File:Fireman.jpg&lt;br /&gt;
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(And you really should delete some of the older topics on this page. Sheesh.)    ; ) &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[Special:Contributions/75.62.155.145|75.62.155.145]] 09:44, 9 February 2010 (UTC)&lt;br /&gt;
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== Cannot login ==&lt;br /&gt;
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I can't login. :( bombcar&lt;br /&gt;
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== Policy on Labour/Labor, etc ==&lt;br /&gt;
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Some clever rabbit just took it upon himself to edit about 60 pages, changing every British-spelled word he could find to American spelling ( [[Special:Contributions/Thromordyn]] ). I &amp;quot;undid&amp;quot; all the colorful/colourful and favourite/favorite changes, but most are labor/labour and armour/armor - and that is less clear, so I wanted a policy call. &lt;br /&gt;
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The word &amp;quot;labor&amp;quot; only appears in indirect references within the game itself (such as in engravings, &amp;quot;The dwarves are laboring&amp;quot;), [[sphere]]s, and an obscure crime (&amp;quot;Conspiracy to Slow Labor&amp;quot;) according to the [[string dump]], and in the Article title on this wiki - nowhere else.  &lt;br /&gt;
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The term &amp;quot;armor&amp;quot; is a harder sell, as it's actually used in a couple places in the game interface (&amp;quot;armorsmith&amp;quot;, the 3 pieces of torso protection, and &amp;quot;{{k|v}}iew/preference/soldiering: &amp;quot;armor level&amp;quot;), but it could still fall under the same policy/philosophy.''&lt;br /&gt;
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Do we want to discourage editing of all references of [[labour]] to [[labor]] and [[armour]] to [[armor]], or encourage a single-minded &amp;quot;correct&amp;quot; spelling of that word?  Happy to do the undos if the former, just as happy to leave them be if the policy is the latter. (Imo so long as it's consistent on a given page either spelling should be perfectly acceptable and not changed, even within links to articles and despite the main article title, but that's just me.)''--[[User:Albedo|Albedo]] 04:41, 23 February 2010 (UTC)&lt;br /&gt;
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== Thumbnail generator is not working ==&lt;br /&gt;
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On the main page, I get:&lt;br /&gt;
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Error creating thumbnail: /usr/bin/convert: Unrecognized option (-thumbnail).&lt;br /&gt;
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--[[User:Bombcar|Bombcar]] 05:11, 23 February 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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The interwiki link to the russian wiki is pointing to the wrong domain. The correct one is http://www.dfwk.ru.[[User:VengefulDonut|VengefulDonut]] 18:01, 25 February 2010 (UTC)&lt;br /&gt;
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== N00b! ==&lt;br /&gt;
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So... whassup, boss?  If I have questions, do I ask here, or is there somewhere better? (And you'll want my e-mail.) Got a page you recommend to learn the behind-the-scenes code? And what's the story with the &amp;quot;new wiki engine&amp;quot; on the Home Page? Is that the Wagn engine you were talking about? (Would it be better to wait and use that with the new version, once that gets released? That could act as a filter for old information.) --[[User:Albedo|Albedo]] 16:35, 27 February 2010 (UTC)&lt;br /&gt;
:Speaking of &amp;quot;oopsies&amp;quot;, I dropped a typo on my e-mail addy in my Wagn account, so I need that deleted (&amp;quot;Albedo&amp;quot;) so I can re-apply correctly. thnx (And what do you think of a central page here for Wagn Q&amp;amp;A?) --[[User:Albedo|Albedo]] 07:30, 28 February 2010 (UTC)&lt;br /&gt;
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== Wagn ==&lt;br /&gt;
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What are the advantages of Wagn? My first impression of the thing is a less powerful and less attractive version of mediawiki. Most of the documentation I've found on it so far reads like sales copy. I will look into it more, but right now my opinion is that this is a Bad Idea. [[User:VengefulDonut|VengefulDonut]] 20:12, 27 February 2010 (UTC)&lt;br /&gt;
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:Err, I broke the wagn :/ [[User:VengefulDonut|VengefulDonut]] 20:15, 28 February 2010 (UTC)&lt;br /&gt;
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== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 8 March 2010 (UTC)&lt;br /&gt;
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== Thank you ==&lt;br /&gt;
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For your help on the Request for Adminship page.  Sorry for having &amp;quot;caused&amp;quot; it, anyways, but I'm sorry, I'm not gonna hide who I prefer to be just for politics.  Anyways, I just wanted to offer my thanks to you for that, whether I win or lose. --[[User:Aescula|Aescula]] 00:09, 1 March 2010 (UTC)&lt;br /&gt;
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== &amp;quot;Current version&amp;quot; namespace? ==&lt;br /&gt;
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I don't know if this is really what most people were thinking of doing.  I think most people were supporting using &amp;quot;Main&amp;quot; as the namespace for the up to date articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:37, 8 March 2010 (UTC)&lt;br /&gt;
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:Could things be moved en masse from &amp;quot;current version&amp;quot; to &amp;quot;main&amp;quot;?  I was thinking the process (for each page) would be:&lt;br /&gt;
:*Move article to 40d namespace (now there is a redirect, which is helpful for readers)&lt;br /&gt;
:*Edit article to have a &amp;quot;version&amp;quot;-type template, which will auto-link to the 40d article, and do categories and everything as desired.&lt;br /&gt;
:In this way users can always find the article they want at every point in the process.  doing moves to current version namespace, then back to main would break that w/double redirects, or broken redirects.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:48, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Err..  that was complete overkill. Easily 2/3 of the wiki is going to be unaffected by the release. This means manually shifting the correct things from old to current is at least twice as much work as shifting the correct things from current to old. Also, [http://df.magmawiki.com/index.php?title=Special:DoubleRedirects&amp;amp;limit=5000&amp;amp;offset=0 this] [[User:VengefulDonut|VengefulDonut]] 02:09, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The unaffected pages shouldn't have to be rewritten. Is it possible for you to just copy things? [[User:VengefulDonut|VengefulDonut]] 02:14, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What about copying over the entire wiki and putting it on another subdomain? We can stick interwiki links in as necessary. [[User:VengefulDonut|VengefulDonut]] 02:20, 8 March 2010 (UTC)&lt;br /&gt;
:Yeah, that's a ''good'' idea! (Because what we got now, just ain't right.)--[[User:Albedo|Albedo]] 07:26, 8 March 2010 (UTC)&lt;br /&gt;
::It seemed to work fine back when we had the 2D version wiki (which currently exists only on archive.org, and in a somewhat incomplete form), so I don't see why it wouldn't have worked here as well. It'd also have the advantage that existing links between pages would continue to work - as it is, any page in the 40d namespace will be full of links to other pages in the '''main''' namespace, which will be completely wrong once DF 2010 actually arrives and the main namespace pages stop being redirects to 40d. --[[User:Quietust|Quietust]] 14:03, 8 March 2010 (UTC)&lt;br /&gt;
:::Archiving the wiki in that form greatly increases the server resources required to host the wiki. --[[User:Briess|Briess]] 15:05, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This isn't really relevant to things, but I think seeing this will help deepen your often displayed love for mediawiki: [[:Category:Creatures]]. :D [[User:VengefulDonut|VengefulDonut]] 22:54, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there any chance we can get an explanation of what is happening with regards to the namespace changes?  Currently the Broken Redirects page is full of every page, but they're not actually broken.  I'm sure you're vividly aware of all this already, I'm just trying to figure out what I can be doing to help, but don't want to step on any toes. {{User:Syzgyn/Sig}} 17:05, 10 March 2010 (UTC)&lt;br /&gt;
:While some of those are indeed glitches, a fair amount are actually broken talk page redirects which will be fixed once I set my bot loose on them. --[[User:Quietust|Quietust]] 18:57, 10 March 2010 (UTC)&lt;br /&gt;
::The count has now gone from 1841 down to 1028. However, the Recent Changes list seems to have become quite confused as a result of all of these redirect changes, listing wildly inaccurate &amp;quot;bytes added/removed&amp;quot; counts for various pages as if it's comparing to very old versions - it would seem that whatever method was used to originally move the pages into the 40d namespace has caused some residual database corruption. --[[User:Quietust|Quietust]] 19:20, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fixing &amp;quot;Broken&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
So far, you've deleted a whole bunch of Broken pages which simply contained redirects to the 40d Talk namespace, but there's still a whole bunch of other Broken talk pages which contain actual data. If you're at all interested, I've got a wiki bot that could be used to rename all of those remaining pages (and optionally delete the redirects left behind). The bot itself is just a set of functions for interacting with MediaWiki (login, logout, load page, save page, move page, delete page) which get called by other scripts in whatever means is appropriate. I've used the bot on several other wikis and it works reasonably well - the is code hosted [http://kol.coldfront.net/thekolwiki/index.php/User:QuietBot here], on the wiki for which it was originally designed (what with being an admin who needed to do lots of bulk edits, moves, and deletes). With your approval, I'd be willing to run the bot myself on a separate wiki account; if not, you're free to do whatever you want with the code. --[[User:Quietust|Quietust]] 17:49, 8 March 2010 (UTC)&lt;br /&gt;
:Looks like I've run into a minor snag - this wiki seems to be configured to redirect on login (via [http://www.mediawiki.org/wiki/Manual:$wgRedirectOnLogin this setting]) rather than display the &amp;quot;Login successful&amp;quot; screen my bot expects, causing it to error out. Is there a way to disable that behavior for specific users (not sure if adding the user to the &amp;quot;Bots&amp;quot; usergroup will have that effect or not)? --[[User:Quietust|Quietust]] 19:16, 8 March 2010 (UTC)&lt;br /&gt;
&amp;lt;s&amp;gt;If either of you are going to run something that will generate more than 400 or so log entries, can I suggest that you ''first'' temporarily disable all users editing rights? We're losing any record of what's being done while this is going on as these waves of &amp;quot;fixes&amp;quot; push that down off the Recent Changes page.&amp;lt;/s&amp;gt; --[[User:Albedo|Albedo]] 20:36, 8 March 2010 (UTC)&lt;br /&gt;
:'''SCIENCE!''' (thx!)--[[User:Albedo|Albedo]] 21:42, 8 March 2010 (UTC)&lt;br /&gt;
It's chugging along quite nicely so far - I had to make a few fixes to the scripts so it'd work with this version of Mediawiki (some tags have extra attributes, some tags have attributes in different positions, and the Move result now appears in a different tag altogether), but it looks to be working now. --[[User:Quietust|Quietust]] 21:47, 8 March 2010 (UTC)&lt;br /&gt;
:All done - once [[Talk:Broken/40d\x3aMachine component]] is renamed (existing [[40d Talk:Machine component]] is in the way), all of the remaining &amp;quot;Talk:Broken/*&amp;quot; pages should consist entirely of redirects which can be safely deleted. --[[User:Quietust|Quietust]] 22:08, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Special:UncategorizedPages]] ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway you can include currentversion and 40d in this list? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 9 March 2010 (UTC)&lt;br /&gt;
:Any idea on this? Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:19, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki Glitch? ==&lt;br /&gt;
&lt;br /&gt;
Taking a brief look at [[Special:Statistics]], it claims that there are 1,210 edits in the Job queue, and that number doesn't seem to be decreasing, which seems a bit unusual - normally, anything in the job queue will be processed whenever somebody loads a page, causing the number to decrease to 0 fairly quickly. Either some jobs have gotten stuck in the queue (possibly as a result of the 40d namespace move), or the wiki's been configured to empty the job queue at an extremely low rate (which is how the KoL wiki behaves, but even there it only takes a few hours to process a thousand edits, while I'm pretty sure this one has been at 1,210 since at least yesterday). --[[User:Quietust|Quietust]] 19:27, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Captcha ==&lt;br /&gt;
&lt;br /&gt;
I suppose it was sort of silly of me to assume that confirmation worked the exact same way here as it does on Wikipedia. Admins there are able to give the auto-confirmation user right. Thanks for letting me know though. :) [[User:Emi|Emi]] 08:33, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mod warning template necessary on pages in the Modification namespace? ==&lt;br /&gt;
&lt;br /&gt;
[http://df.magmawiki.com/index.php?title=Modification:Ark_Project&amp;amp;curid=7866&amp;amp;diff=72952&amp;amp;oldid=62846 This revision] added the [http://df.magmawiki.com/index.php/Template:Mod mod template] to the Ark Project page.  Unless this is absolutely necessary, I'd like to remove it, since the namespace already makes it obvious that it's a mod.  Guidance please? --[[User:Footkerchief|Footkerchief]] 02:12, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On the topic of namespaces... ==&lt;br /&gt;
&lt;br /&gt;
Do you have a database dump of the &amp;quot;archive&amp;quot; (v0.23.130.23a) wiki? It'd be nice to be able to import all of its pages into a &amp;quot;23a&amp;quot; namespace so that it isn't necessary to go digging through archive.org (which is also outright missing a bunch of pages). --[[User:Quietust|Quietust]] 23:29, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
Is there someway we could get in a faster form of contact (maybe irc?) so we could test out the dynamic redirect system? I'm thinking I may want to spend a little more time in article.php though and maybe add some sort of magic word like variable that gets parsed before redirects. [[User:Emi|Emi]] 15:19, 16 March 2010 (UTC)&lt;br /&gt;
:Ah, what server though, I lurk on freenode since that's what Wikipedia uses. Also this wiki is in need of either some talkback templates or maybe liquidthreads, though that's still a little not quite ready as I recall. [[User:Emi|Emi]] 00:59, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about wiki dump ==&lt;br /&gt;
&lt;br /&gt;
Question for you here [http://www.bay12games.com/forum/index.php?topic=51064.0]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:12, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potential mod: Links within namespaces ==&lt;br /&gt;
&lt;br /&gt;
With a bit of hacking, I may have come up with a way of vastly simplifying the process of isolating content between different versions of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
[code hidden - Edit to view]&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
 includes/parser/parser.php&lt;br /&gt;
 -			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link) );&lt;br /&gt;
 +			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link), getNamespaceLinkDest($this-&amp;gt;mTitle-&amp;gt;getNamespace()) );&lt;br /&gt;
&lt;br /&gt;
 includes/Title.php&lt;br /&gt;
 			$m = array();&lt;br /&gt;
 			if ( preg_match( $prefixRegexp, $dbkey, $m ) ) {&lt;br /&gt;
 				$p = $m[1];&lt;br /&gt;
 -				if ( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) {&lt;br /&gt;
 +				if (( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) !== false) {&lt;br /&gt;
 					# Ordinary namespace&lt;br /&gt;
 					$dbkey = $m[2];&lt;br /&gt;
 					$this-&amp;gt;mNamespace = $ns;&lt;br /&gt;
 -----&lt;br /&gt;
 						# Do another namespace split...&lt;br /&gt;
 						continue;&lt;br /&gt;
 					}&lt;br /&gt;
 &lt;br /&gt;
 +					# Reset default namespace when dealing with interwiki links&lt;br /&gt;
 +					if ($firstPass)&lt;br /&gt;
 +						$this-&amp;gt;mDefaultNamespace = $this-&amp;gt;mNamespace = NS_MAIN;&lt;br /&gt;
 &lt;br /&gt;
 					# If there's an initial colon after the interwiki, that also&lt;br /&gt;
 					# resets the default namespace&lt;br /&gt;
 					if ( $dbkey !== '' &amp;amp;&amp;amp; $dbkey[0] == ':' ) {&lt;br /&gt;
&lt;br /&gt;
 LocalSettings.php (at the end)&lt;br /&gt;
 &lt;br /&gt;
 // Fill this array with source namespace =&amp;gt; default destination namespace mappings&lt;br /&gt;
 // For example, if 100/101 are 40d/40d Talk and 102/103 are 23a/23a Talk, the following would be used:&lt;br /&gt;
 // $wgNamespaceLinkDest = array(100 =&amp;gt; 100, 101 =&amp;gt; 100, 102 =&amp;gt; 102, 103 =&amp;gt; 102);&lt;br /&gt;
 $wgNamespaceLinkDest = array();&lt;br /&gt;
 &lt;br /&gt;
 // this probably ought to go in some other file, but I can't think of a good place to put it right now&lt;br /&gt;
 function getNamespaceLinkDest ($ns)&lt;br /&gt;
 {&lt;br /&gt;
 	global $wgNamespaceLinkDest;&lt;br /&gt;
 	if (isset($wgNamespaceLinkDest[$ns]))&lt;br /&gt;
 		return $wgNamespaceLinkDest[$ns];&lt;br /&gt;
 	else	return NS_MAIN;&lt;br /&gt;
 }&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
What this modification attempts to do is make it so that links from pages in specific namespaces will automatically point to specific other namespaces if no namespace is explicitly specified in the link; for example, putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; in 23a/23a_Talk would treat it as [[23a:Block|Block]], while putting it in 40d/40d_Talk would make it act like [[40d:Block|Block]]; putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; anywhere else would just treat it as [[Block]], and specifying &amp;lt;nowiki&amp;gt;[[40d:Block]]&amp;lt;/nowiki&amp;gt; would '''always''' link to the 40d namespace. Explicitly linking to the global namespace would have to be done as &amp;lt;nowiki&amp;gt;[[ :Block|]]&amp;lt;/nowiki&amp;gt; ('''with''' the space, otherwise it just strips it out), showing up as [[ :Block|Block]] - ideally, I'd prefer to just have it use &amp;lt;nowiki&amp;gt;[[:Block]]&amp;lt;/nowiki&amp;gt;, but getting that to work would require some additional voodoo (since the code in parser.php strips out the colon early, and trying to get rid of that logic would probably break other things).&lt;br /&gt;
&lt;br /&gt;
I should warn that I've only done limited testing with this - templates and category links still look okay, interwiki links appear to work (at least after modifying Title.php), and a cursory check suggests that images are also working, but it's possible it'll break ParserFunctions. This is the first time I've even delved into the MediaWiki source code, so it's possible I've missed something important; if somebody more familiar with the inner workings of MediaWiki could chime in and examine my code changes, I'd probably be comfortable with them being used here. --[[User:Quietust|Quietust]] 20:06, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;I think the implementation of this would be fantastic btw [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:25, 25 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:While I think some sort of solution is needed, I think there are potentially better ways, like perhaps adding a template that would be used like &amp;lt;nowiki&amp;gt;{{l|Block}}&amp;lt;/nowiki&amp;gt;. Ideally we should avoid modding the actual files where possible. Also, that set up would be just completely confusing to anyone new to editing this wiki if they had previous wiki experience. [[User:Emi|Emi]] 02:43, 25 March 2010 (UTC)&lt;br /&gt;
::In fact, I actually just created a template that does this, &amp;lt;nowiki&amp;gt;{{l|Emi|somepage}}&amp;lt;/nowiki&amp;gt; will result in {{l|Emi|somepage}} as we are currently in the User_talk namespace. The same code in the main space would make a link that looks like [[Emi]]. Also the template can be used like &amp;lt;nowiki&amp;gt;{{l|Emi}}&amp;lt;/nowiki&amp;gt; which will make {{l|Emi}}. It may not be the most elegant solution, but I think it's a much more straight forward one. [[User:Emi|Emi]] 02:58, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The problem is that existing inter-article links in the &amp;quot;other&amp;quot; namespaces don't point to their intended targets. [[User:VengefulDonut|VengefulDonut]] 03:38, 25 March 2010 (UTC)&lt;br /&gt;
::::I think the actual problem was a way to prevent people from having to write out large links. Quietust's bot can easily change the existing links. [[User:Emi|Emi]] 03:43, 25 March 2010 (UTC)&lt;br /&gt;
::::In other words, the template solution would still require editing '''every article''' in order to fix the links, something that would have to be done anyways. '''If''' my patch turns out to work, the only things that'll be necessary will be a cache purge and link table regen, at which point every single article will be fixed. Of course, that's still a pretty big &amp;quot;if&amp;quot;... --[[User:Quietust|Quietust]] 03:44, 25 March 2010 (UTC)&lt;br /&gt;
:::::Yes, it does require editing every article, but it's an easy thing for bots to do. The concern I have with your patch, is that it really affects the parser functions. You haven't tested it yet? If that's the case, I can toss it onto my test wiki to see what happens. [[User:Emi|Emi]] 03:56, 25 March 2010 (UTC)&lt;br /&gt;
::::::I didn't say it '''did''' affect ParserFunctions, just that I was concerned that it '''might'''. After a few tests, it is apparent that my worries were unfounded - it works just fine with them. --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:::::There aren't really THAT many pages.  About 3k in main, ~1k in 40d.  That's not really a big deal AFAIK. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 25 March 2010 (UTC)&lt;br /&gt;
:::If the bot can fix all of the existing links, then why do we need either of these solutions? Do you want to keep moving things around like this in the future? (I hope not) [[User:VengefulDonut|VengefulDonut]] 14:02, 25 March 2010 (UTC)&lt;br /&gt;
::::That's assuming I '''can''' write a bot to fix all of the appropriate links correctly (and leave all of the other links unmodified)... --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:Just added another minor patch (which I've also submitted to [https://bugzilla.wikimedia.org/show_bug.cgi?id=22940 WikiMedia bugzilla]) to Title.php to permit $wgNamespaceAliases to alias to the Main namespace (e.g. so &amp;quot;$wgNamespaceAliases['Main'] = NS_MAIN;&amp;quot; could be configured, permitting &amp;lt;nowiki&amp;gt;[[Main:ArticleName|]]&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[ :ArticleName|]]&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 14:37, 25 March 2010 (UTC)&lt;br /&gt;
::I just wrote a simple little python bot that can change the links, and discovered what our actual problem is going to be: scenarios like the link to &amp;quot;cheese&amp;quot; from [[40d:milk]]. If that link is changed to &amp;lt;nowiki&amp;gt;{{l|cheese}}&amp;lt;/nowiki&amp;gt; (which basically has the same end-linking effect as your mod) then we run into a problem with redirects. For instance the mainspace article named Cheese redirects to cv:Cheese maker. For everything to work properly, we have to have a 40d:cheese page that redirects to 40d:Cheese maker. Obviously that creates double redirect problems, so the link on 40d:milk has to be changed to &amp;lt;nowiki&amp;gt;{{l|cheese|cheese maker}}&amp;lt;/nowiki&amp;gt;. This poses a later problem; what if cheese gets its own article? This leaves us with two options: 1) Having crazy bots designed to take care of all of this for us. Or 2) Modding away the restriction on double redirects. Neither is a very good option. [[User:Emi|Emi]] 21:32, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess this discussion is over, then, given that we're apparently going with the {{tl|l}} template instead. --[[User:Quietust|Quietust]] 18:06, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Fix/Improve this page&amp;quot; template? ==&lt;br /&gt;
&lt;br /&gt;
I know it's out there somewhere, but I'll be damned if I can find/remember it.  Needed for [[ 40d:Making a labyrinth]]. Thanks, --[[User:Albedo|Albedo]] 20:57, 29 March 2010 (UTC)&lt;br /&gt;
:It's possible I'm projecting its existence into here from the RL wiki - meh. Thanks for looking.--[[User:Albedo|Albedo]] 20:07, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't upload? ==&lt;br /&gt;
&lt;br /&gt;
For some reason I can upload images.  It says that the file is empty, but it most definitely isn't &lt;br /&gt;
&amp;lt;pre&amp;gt;The file you uploaded seems to be empty. This might be due to a typo in the file name. &lt;br /&gt;
Please check whether you really want to upload this file. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:13, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And so it begins... ==&lt;br /&gt;
&lt;br /&gt;
..........................................................................................................................holy shit.--[[User:Albedo|Albedo]] 00:51, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
We need to change &amp;quot;DF2010&amp;quot; to whatever '''we''' decide is the new version number asap. Every view of that reinforces something that we don't want to see perpetuated. If the new version is 0.31.01, then I'd suggest we lose the last, and go with ver = '''0.31''' - sound right??? (duplicate question in [[version]]).--[[User:Albedo|Albedo]] 18:17, 2 April 2010 (UTC)&lt;br /&gt;
 I'm still waiting on ToadyOne for an &amp;quot;official&amp;quot; / blessed nickname&lt;br /&gt;
Yeah, just sent Three-toe a sim request. Might be 0.31.01 or just 31.01, or it might be 0.31 - wait'n see time. :P  --[[User:Albedo|Albedo]] 18:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Almost a week later, and still silence on the &amp;quot;official version number&amp;quot; front. I think it's time we Be Bold, and go with &amp;quot;31.01&amp;quot;, trusting that bug fixes will follow the same pattern and just add a letter to the end of that. More and more editors are using '''&amp;lt;nowiki&amp;gt;[[DF2010:_____]]&amp;lt;/nowiki&amp;gt;''' for links, and that's just digging a deeper hole.  If we can at least get them to use the '''&amp;lt;nowiki&amp;gt;{{L|_____}}&amp;lt;/nowiki&amp;gt;''' format, then even if 31.01 is wrong, it'll all still fall into place. Eh?--[[User:Albedo|Albedo]] 19:33, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Laughter is all we have left. I started going all Jack Baugher on that one, but then thought twice and stifled myself. (Speaking of which, I may do just that at some point - if you see me go over the line, '''please''' just delete/undo/whatever. I kneejerk sometimes at real morons, even if not approp.)  btw - I know SiteNotice is a bit long atm - beat those few Notices to New Editors into their sensibilities for the first few days, during the flood of over-enthusiasm and (understandable) ignorance, then reduce it back to something normal.--[[User:Albedo|Albedo]] 20:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Site announcement====&lt;br /&gt;
Most definitely ''not'' better, imo. See reasoning here: [[User_talk:Albedo#EmiBot_Notice]].--[[User:Albedo|Albedo]] 21:13, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Tokens ==&lt;br /&gt;
&lt;br /&gt;
Actually, those tokens all exist. They're in the executable, so it may be worthy to add a section detailing tokens still in the exe but may or may not be obselete. [[User:Dree12|Dree12]] 19:44, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Admin ==&lt;br /&gt;
&lt;br /&gt;
Neat, Thanks :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:29, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Default search categories wrong ==&lt;br /&gt;
&lt;br /&gt;
You seem to be a server administrator. The default search category selections doesn't include the new DF2010 namespace. There's a configuration variable you have to tweak in LocalSettings.php... I think.&lt;br /&gt;
&lt;br /&gt;
==Spoiler image==&lt;br /&gt;
&lt;br /&gt;
I was hoping to replace the current image on the main [[Template:Spoiler|spoiler template]] with one that would suit all versions - took a screenie of the intro video plus an ampersand and threw in some text from the new HFS big announcement. Figured in this case it'd be better to ask permission than be bold as it's a oft-used template. Largely an arbitrary move but I thought it would be nice. It has the exact same dimensions btw. --[[User:Retro|Retro]] 06:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[File:Spoiler2010.png]]&lt;br /&gt;
&lt;br /&gt;
==Special pages: Broken Links==&lt;br /&gt;
Good catch on [[Development arc]], missed that it was improperly capitalized, and only noticed the strange versioned redirect.&lt;br /&gt;
&lt;br /&gt;
I've basically cleared the Broken Links page out, except for two I don't know what to do with.  I can't figure out what 40d:Menu used to redirect to, and the 23a space is totally foreign to me.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 16:44, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Category Issues==&lt;br /&gt;
I posted on this on Albedo's talk page when I thought he was the editor most-likely to be online.  See [[User Talk:Albedo#Version Issue: Lists, Templates, etc...]].  Basically, we really shouldn't have different namespaces sharing the same categories, and should probably figure out a good way to handle this now rather than later.  (If there's a better place to have this discussion than admin talk pages, feel free to start one in an appropriate place or point me in the right direction!) --[[User:Squirrelloid|Squirrelloid]] 18:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Buzzard Bait==&lt;br /&gt;
I've taken a moment to calm down a bit. I'm still quite angry at you over this one. &lt;br /&gt;
&lt;br /&gt;
First, I made a goof, I uploaded a file that had my own desktop on it which just isn't necessary. In attempting to fix this I used the replace tool on the uploader. Instead of replacing as intended it instead created two new files, a copy of the original I wanted to replace, and the new file, and set the wrong file as the default AGAIN! So now there are three files, two with my desktop, one without. I look at the file list and try to revert to the correct file. instead of reverting, it again sets the wrong file as default, and creates a third copy of the file I don't want. GRR!!!!&lt;br /&gt;
&lt;br /&gt;
In flustration I leave a note for someone to please help, and soon notice someone drop a note in my talk page suggesting that the gadget is currently broken since he had a similar experience recently and suggests I just upload a clean copy to a different filename. &lt;br /&gt;
&lt;br /&gt;
I do so, which finally works. I felt bad about the mess I've created but it's not really my fault if your replace and revert tools are both BROKEN! I finish editing my personal page verifying that the new link works as I intended. It seems to be working.&lt;br /&gt;
&lt;br /&gt;
I take one last look before leaving and find that it is broken again. Investigating this, I find that you have come along and done a redirect that has instantly broken everything I just tried to fix, the corrected file is now GONE, the broken file is now back, the captions are borked up, and now I'm rather pissed off. I don't want to upload it again, so I'm going to go somewhere quiet and scream for a while. [[User:Doctorzuber|Doctorzuber]] 00:56, 5 April 2010 (UTC)&lt;br /&gt;
:Just as a side note thing or whatever, that was me who mentioned it was broken - not that I know the inner workings of the system, but when I tried to replace an image earlier repeatedly it refused to show anything but the original image despite cacheing the replacements and I had to just upload a new one from scratch. Hence my response to Doctorzuber. --[[User:Retro|Retro]] 01:08, 5 April 2010 (UTC)&lt;br /&gt;
::DrZ - you are hereby banned for 1 dwarf season for tantruming &amp;lt;''turns up fps''&amp;gt; - zzzzip! Okay, that's done - don't let it happen again. ; )  The cache seems to be lagging more than usual atm - try forcing a refresh (ctl+F5), that may be part of it - or not. If you have a file name/link I can take a look.--[[User:Albedo|Albedo]] 01:26, 5 April 2010 (UTC)&lt;br /&gt;
::: yea, well after spending what appears to be the better part of an hour arguing with the wiki page, finally getting it to work only to have briess come along and bork it all up again five seconds after I fixed it... Grr.... Sorry, I think I'm entitled to a little screaming at this point. &lt;br /&gt;
&lt;br /&gt;
:::As for the filenames those are Buzzard_Bait.png and Buzzard_Bait_2.png. 1 is a mess, and thanks to the redirect I can't even see it now. At one point there were 4 copies of 1, 3 wrong, one correct, but redirect wouldn't let me go to the correct one. When I created 2 it worked, for a few seconds, but now 2 redirects to one of the incorrect versions of 1 and I'm more or less stuck for now. [[User:Doctorzuber|Doctorzuber]] 01:34, 5 April 2010 (UTC)&lt;br /&gt;
::::Drzuber: http://df.magmawiki.com/index.php/File:Buzzard_Bait.png &amp;lt;-- what you're looking for? Or just add '_2' to the URL to get the other. As for redirects, if you want to go to the redirecting page scroll back up after getting redirected and click the 'redirected from &amp;lt;link&amp;gt;' smalltext under the page name to get sent there. Dunno if that helps at all but it's a nifty future reference tip. --[[User:Retro|Retro]] 01:47, 5 April 2010 (UTC)&lt;br /&gt;
::::: Nice try, but no. That's the file with my desktop still stuck on it, as for going back to 2 and avoiding the redirect it's been blanked so the file isn't there, even checked the history on it and there's nothing I can revert to.  [[User:Doctorzuber|Doctorzuber]] 01:56, 5 April 2010 (UTC)&lt;br /&gt;
:::::: I see you dropped by my page and my little issue is resolved finally, I have a few small questions for you that I left back at my page when you get around to looking at it, no hurry. Thanks much for your time. and feel free to delete this topic after you've seen it. [[User:Doctorzuber|Doctorzuber]] 03:28, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demonic fortress==&lt;br /&gt;
&lt;br /&gt;
Sorry about that, I didn't realize we were editing the same articles at the same time. Yeah, I didn't know the 'don't capitalize anything but the first letter' rule until a few days after I made that and was having redirect issues just before you did that. Good to see it's been properly moved. --[[User:Retro|Retro]] 00:35, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just thought of something ==&lt;br /&gt;
&lt;br /&gt;
Do we use some sort of caching system server side? Something like Squid perhaps? &lt;br /&gt;
&lt;br /&gt;
If so, I'm afraid our whole version migration process might have created a lot of load there. That is, memory usage-wise. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:58, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==40d:Armok==&lt;br /&gt;
&lt;br /&gt;
Can this page be removed from the 40d namespace? (or better, is it possible for regular editors to do this? would make it easier than running to you every time something like this comes up) --[[User:Retro|Retro]] 14:08, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== custom javascript ==&lt;br /&gt;
&lt;br /&gt;
Hey, is custom javascript enabled here? [http://meta.wikimedia.org/wiki/Help:User_style#JavaScript].  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:36, 9 April 2010 (UTC)&lt;br /&gt;
:nvm, got answer. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments ==&lt;br /&gt;
&lt;br /&gt;
Hi, would you care to comment on [[DF2010_Talk:Known_bugs_and_issues#Req_for_Comments_-_.27Buggy.27_template|this section]] before I go any further with it? Thanks. [[User:Garanis|Garanis]] 12:28, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pssst Briess ==&lt;br /&gt;
&lt;br /&gt;
Here's that thing we were talking about [http://pypi.python.org/pypi/RestrictedPython/ right here]. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:18, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: IRC ==&lt;br /&gt;
&lt;br /&gt;
That firewall must be really dumb then. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Search namespaces ==&lt;br /&gt;
&lt;br /&gt;
Currently, it looks like Search is only set to look at Main, Utility, Modification, 40d, and &amp;quot;Unused&amp;quot;; the namespaces for Bloodline, 23a, and DF2010 should also be added. --[[User:Quietust|Quietust]] 16:27, 14 April 2010 (UTC)&lt;br /&gt;
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== Request for deletion ==&lt;br /&gt;
&lt;br /&gt;
Is there a way we can mark a page as deletion requested, or otherwise bring it to moderator attention? --[[User:StrongAxe|StrongAxe]] 20:20, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=93306</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=93306"/>
		<updated>2010-04-15T18:42:30Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*who rates those articles?&lt;br /&gt;
**I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=93305</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=93305"/>
		<updated>2010-04-15T18:38:23Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as human quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of {{L|food}} in Dwarf Fortress. On maps with plentiful {{L|shrub}}s, {{L|animal}}s or bodies of {{L|water}}, {{L|plant gathering}}, {{L|hunting}} or {{L|fishing}} can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after {{L|cooking}}, of compact but valuable trade goods. {{L|Plants}} are also the only source of {{L|alcohol}} and {{L|dye}} other than {{L|trading}}. Some can be turned into {{L|clothing}}.&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
You cannot plant {{L|seed}}s on a bare rock floor, only on {{L|mud}} or {{L|soil}}. The easiest way to farm, by far, is to find some soil, which may be found on the surface or by digging into a layer of soil underground ''if'' there was a soil {{L|layer}} present on embark in one of the {{L|biome}}s. If soil is unavailable, you will need to set up an {{L|irrigation}} scheme to deposit {{L|water}} on the bare rock to create mud, which can then have {{L|farm plot}}s placed upon it. &lt;br /&gt;
&lt;br /&gt;
However, muddying rock for farming only works {{L|underground}}; above ground, it is deceptive (and may be considered a bug).  Above-ground rock floors ''can'' be muddied, and {{L|farm plot}}s ''can'' be built on them - also, if the farmplot overlaps even one tile of soil, they can even have seeds designated for planting - '''but''' the farmplot will ''never actually get planted with seeds'', and so will never become productive.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of {{L|plant}}s you want to grow. The starting {{L|seed}}s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor {{L|shrub}}s, which can then be planted. {{L|Caravan}}s will also usually bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
&lt;br /&gt;
Also, some biomes such as {{L|mountain}}s will not support outdoor farming, even when irrigated. You can build a farm on muddy ground, but no seed types will be available for planting there. If you wish to dig a secure outdoor farming area into your underground fort, make sure it's on a biome that supports outdoor farming. &lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
If you want a secure way to farm outdoor plants, consider building a greenhouse. This can be done by {{L|channel}}ing out a square area (or using a drained {{L|pond}}) and building {{L|floor}} tiles above it, preferably from {{L|glass}} {{L|block}}s (though any material will work, even raw stone, this is considered by many to be a bug). Alternatively, you can construct {{L|wall}}s around (and floors above) a section of any {{L|soil}} and create a secure farming area above ground, either built next to a cavern (and accessible via tunnel) or built in the middle of a plain (and accessible from beneath via {{L|stairs}}).&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a {{L|farm plot}}. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling {{L|farmer}}s will provide enough food to feed and &amp;lt;s&amp;gt;water&amp;lt;/s&amp;gt; booze 30 dwarves. The use of {{L|Exploit#Cooking_alcohol|boozecooking}} will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods or stock up for {{L|goblin}} {{L|siege}}s.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' {{L|season}}. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. The already planted seeds will mature normally and the rest of the plot will be planted with the newly designated crop. Some underground plants can only be planted during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will appear as &amp;quot;≈&amp;quot;. Once a square has been planted, its appearance will change to &amp;quot;═&amp;quot;. Once the square has been harvested, it will return to &amp;quot;≈&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or {{L|plump helmets}} underground, because they can be brewed and eaten both raw or cooked. Plump helmets are also one of the 2 fast growing plants ({{L|Pig tail}}s being the other but they can only be brewed, not eaten). {{L|Quarry bush}}es, {{L|cave wheat}} and {{L|sweet pod}}s require processing before they can be eaten and take longer to grow. {{L|Pig tail}}s and {{L|dimple cup}}s can produce cloth and dye respectively, so grow these later. {{L|Dimple cup}}s are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds {{L|quality}} levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later. &lt;br /&gt;
&lt;br /&gt;
As mentioned {{L|plump helmets}} and {{L|pig tail}}s grow faster, maturing in about 25 days, all other crops take about 42 days. Since a month has 28 days, you need to get your seeds in really quick to have 2 harvests per season of a slow growing crop, while 3 harvests of plump helmets per season are easier to manage. But don't worry too much if you fail - the seeds and &amp;quot;grow time&amp;quot; will even be carried over to the next season ''if'' the crop can grow in that season. Skill, {{L|Fertilizer|fertilizing}} or any other factor does not influence grow time, but will increase stack size instead.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with {{L|plant gathering}} to gather plants outside until you get some suitable plants, then brew them (or allow them to be eaten) to get the seeds. You may also {{L|trading|trade}} for outdoor seeds directly from a non-dwarven {{L|caravan}}, which can be a very effective way of getting a lot very quickly. &amp;lt;s&amp;gt;Hippies&amp;lt;/s&amp;gt; {{L|Elves}} are very good trading partner if you need above ground seeds, they even might trade you some of the more rare varietys. The biome the farm plot is in does not have an effect on the plants permitted in the plot.&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{k|z}} &amp;quot;'''fallow'''&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess {{L|potash}}, you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and squeeze it all into a single {{L|barrel}}. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' {{L|skill}} and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''Skill''': no particular skill is checked when harvesting. Only the {{L|grower}} skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''Fertilization''': fertilization increases yield significantly, potentially doubling output. The amount of [[potash]] needed to fully fertilize a field depends on its size. Using {{k|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. Underground farm plots cannot be fertilized unless they have first been [[irrigation|irrigated]]. The amount of potash required for a plot of a given size is:&lt;br /&gt;
:: '''(Size/4, rounded down) + 1'''*&lt;br /&gt;
:::''(* which means that plots of size 1-3 use 1, size 4-7 use 2, size 8-11 use 3, etc.)''&lt;br /&gt;
::Given this formula, the ratio of tiles fertilized per unit of potash approaches 4, but never reaches it.  The larger the plot, the better the ratio; and if the plot's size is one less than a multiple of 4 (11, 15, etc.) you get very high potash efficiency.&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
:''&amp;quot;...Yeah, even a novice farmer will get 6 of them once out of every 12,000,000 attempts.  I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck)...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{k|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest {{L|stockpile}}, even if they do not have the &amp;quot;food hauling&amp;quot; labor enabled, unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can {{L|fun|starve}} while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both {{L|stone}} and {{L|wood}} in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and {{L|bag}}s to store seeds and processed foods. Combat this by {{L|Cooking|cooking}} food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. {{L|Quarry bush|Leaves}}, {{L|sugar}}, and {{L|flour}} are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This is believed to mean:&lt;br /&gt;
* Your farmers do have the required seeds to plant this, ''but''&lt;br /&gt;
* There is not enough time left this season for the crop to grow before next season, ''and''&lt;br /&gt;
** This crop can not be grown next season, ''or''&lt;br /&gt;
** It is winter, because crops don't wrap around year to year.&lt;br /&gt;
See [[Talk:Farming#Red_crops |the discussion on the talk page]] for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Contaminant&amp;diff=93304</id>
		<title>v0.31:Contaminant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Contaminant&amp;diff=93304"/>
		<updated>2010-04-15T18:37:49Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
Contaminants are a new feature introduced with 0.31.01. There are five known types of contaminants in Dwarf Fortress which are '''mud''', '''blood''', '''(stone) dust''', '''vomit''', and '''snow'''. &lt;br /&gt;
&lt;br /&gt;
=Creating Mud=&lt;br /&gt;
Any time a tile is covered in {{l|water}} '''mud''' will be created on that tile. Mud is usually necessary before doing any kind of {{l|Agriculture|farming}}. &lt;br /&gt;
&lt;br /&gt;
=Tracking=&lt;br /&gt;
With the creating of this new contaminants system {{l|dwarf|dwarves}} and other {{l|creature|creatures}} that walk over contaminants can track them onto other tiles that they pass through. Dustings and spatterings which represent small amounts of a contaminant do not appear to be tracked around. Larger amounts of contaminants will be picked up by a dwarves left foot and can then be transferred to other tiles. &lt;br /&gt;
&lt;br /&gt;
=Flowing=&lt;br /&gt;
Water that {{l|flow|flows}} over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
:* adding 7/7 water on top of a pool of blood creates more pools of blood at the edge of the water as it moves and evaporates.&lt;br /&gt;
:* an overflowing reservoir that contains some blood creates blood everywhere the water flows.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Agriculture&amp;diff=93303</id>
		<title>v0.31:Agriculture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Agriculture&amp;diff=93303"/>
		<updated>2010-04-15T18:36:20Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Redirected to DF2010 Farming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Farming]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Migrating_group&amp;diff=93210</id>
		<title>v0.31:Migrating group</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Migrating_group&amp;diff=93210"/>
		<updated>2010-04-15T16:42:18Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In certain locations in {{L|adventure mode}}, you may come across a &amp;quot;Migrating Group&amp;quot;. One such location is near a recently {{L|abandon|abandoned}} {{L|fortress}}; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Migrating_group&amp;diff=93209</id>
		<title>v0.31 Talk:Migrating group</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Migrating_group&amp;diff=93209"/>
		<updated>2010-04-15T16:39:43Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whoa, didn't know this sort of thing was in the game now. Cool stuff. --[[User:Retro|Retro]] 23:35, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It was the last feature to be included in 40d. In this version, in Legends mode some refugees of a fortress I had abandoned were killed by demons while traveling! I still don't know how this happened. I found them in the wilderness with a adventurer, but didn't see any demon. [[Special:Contributions/187.20.112.65|187.20.112.65]] 23:40, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Needs to be moved to DF2010:Migrating Group --[[User:StrongAxe|StrongAxe]] 16:39, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(weapon)&amp;diff=93207</id>
		<title>v0.31:Pike (weapon)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(weapon)&amp;diff=93207"/>
		<updated>2010-04-15T16:31:03Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Redirected to main weapon page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Weapon]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Other_weapon&amp;diff=93206</id>
		<title>v0.31 Talk:Other weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Other_weapon&amp;diff=93206"/>
		<updated>2010-04-15T16:30:03Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with 'Since all weapons are usable now I propose we delete this page, and point everything to DF2010:Weapon. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since all weapons are usable now I propose we delete this page, and point everything to [[DF2010:Weapon]]. --[[User:StrongAxe|StrongAxe]] 16:30, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=93205</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=93205"/>
		<updated>2010-04-15T16:28:39Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Fixed contribution tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=93158</id>
		<title>v0.31:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=93158"/>
		<updated>2010-04-15T14:55:25Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
At the moment, it appears that Reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark (as opposed to selecting vague soldier/civilian specialties), with the same number of points for item selection. Dwarves left alive on abandon are nowhere to be found, and animals are all dead. Food items in barrels rot away for the reclaim.  Prepared meals tend to be scattered everywhere but are still dwarf-edible.&lt;br /&gt;
&lt;br /&gt;
Enemies that existed during abandonment will still be there if you reclaim the fortress immediate afterwords.  For some reason they will be set to friendly (Goblin ambushers set to friendly).&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=93152</id>
		<title>v0.31 Talk:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=93152"/>
		<updated>2010-04-15T14:46:16Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just encountered a SUPER fast moving vermin called &amp;quot;many rats&amp;quot;. Assume this is a bug [[User:Cpad|Cpad]]&lt;br /&gt;
: I just encountered a &amp;quot;many rats&amp;quot; as well. It does move really fast. [[User:Kataklistika|Kataklistika]] 05:41, 14 April 2010 (UTC)&lt;br /&gt;
:: You have a slight chance to disturb a crowd of certain creatures, namely social(?) vermin. They scatter when this happens. Has happened to me many times, and is a feature&lt;br /&gt;
&lt;br /&gt;
I've seen prepared rat brains, can someone please verify that vermin provide no food products? --[[User:StrongAxe|StrongAxe]] 14:46, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Vermin&amp;diff=93150</id>
		<title>v0.31:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Vermin&amp;diff=93150"/>
		<updated>2010-04-15T14:44:37Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Reformatted and added a verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Vermin''' are small {{L|creature}}s such as {{L|rat}}s, {{L|bat}}s, and {{L|lizard}}s which are difficult to see. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and {{L|creature}}s are that vermin:&lt;br /&gt;
# Do not attack and cannot be engaged in {{L|combat}} or trigger {{L|trap}}s &lt;br /&gt;
# Do not provide {{L|meat}}, {{L|bone}}s and other by-products of butchery{{verify}}&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or {{L|biome}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pike_(disambiguation)&amp;diff=93147</id>
		<title>v0.31 Talk:Pike (disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pike_(disambiguation)&amp;diff=93147"/>
		<updated>2010-04-15T14:15:18Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Explanation of polearm.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pikes are polearms (so are spears) [http://en.wikipedia.org/wiki/Polearm].  I'm fine with just calling it a weapon though. --[[User:StrongAxe|StrongAxe]] 14:15, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=93139</id>
		<title>v0.31 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=93139"/>
		<updated>2010-04-15T13:48:03Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* 2010 [TRAINABLE] animals */  Added list from raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been having trouble taming creatures, but other than that it seems like kennels haven't particularly changed.&lt;br /&gt;
&lt;br /&gt;
==2010 [TRAINABLE] animals==&lt;br /&gt;
&lt;br /&gt;
Since apparently [[Elephant|Elephants]] are now trainable, someone needs to compile a list of animals that can be trained into war animals and added to this page for easy listing [[Special:Contributions/68.161.167.37|68.161.167.37]] 13:35, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here you go, this is everything with the tags in the raws.  Note there are none with [TRAINABLE_WAR] --[[User:StrongAxe|StrongAxe]] 13:48, 15 April 2010 (UTC)&lt;br /&gt;
*[TRAINABLE]&lt;br /&gt;
**[CREATURE:DOG]&lt;br /&gt;
**[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
**[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
**[CREATURE:ELEPHANT]&lt;br /&gt;
**[CREATURE:LION]&lt;br /&gt;
**[CREATURE:LEOPARD]&lt;br /&gt;
**[CREATURE:JAGUAR]&lt;br /&gt;
**[CREATURE:TIGER]&lt;br /&gt;
**[CREATURE:CHEETAH]&lt;br /&gt;
**[CREATURE:MANDRILL]&lt;br /&gt;
**[CREATURE:GORILLA]&lt;br /&gt;
**[CREATURE:BEAR_POLAR]&lt;br /&gt;
**[CREATURE:LION_GIANT]&lt;br /&gt;
**[CREATURE:LEOPARD_GIANT]&lt;br /&gt;
**[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
**[CREATURE:TIGER_GIANT]&lt;br /&gt;
**[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
**[CREATURE:DRAGON]&lt;br /&gt;
*[TRAINABLE_HUNTING]&lt;br /&gt;
**[CREATURE:BAT_GIANT]&lt;br /&gt;
**[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(disambiguation)&amp;diff=93135</id>
		<title>v0.31:Pike (disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(disambiguation)&amp;diff=93135"/>
		<updated>2010-04-15T13:38:37Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Bolded pike to comply with style guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Pike''' may refer to &lt;br /&gt;
* A type of freshwater {{L|Pike (fish)|fish}}&lt;br /&gt;
* A type of {{L|Pike (weapon)|polearm}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pike&amp;diff=93133</id>
		<title>v0.31:Pike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pike&amp;diff=93133"/>
		<updated>2010-04-15T13:37:36Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Redirected to disambiguation page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Pike (disambiguation)]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(disambiguation)&amp;diff=93132</id>
		<title>v0.31:Pike (disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pike_(disambiguation)&amp;diff=93132"/>
		<updated>2010-04-15T13:37:17Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created with links to the weapon and the fish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Pike may refer to &lt;br /&gt;
* A type of freshwater {{L|Pike (fish)|fish}}&lt;br /&gt;
* A type of {{L|Pike (weapon)|polearm}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=93124</id>
		<title>v0.31 Talk:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=93124"/>
		<updated>2010-04-15T13:15:14Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with 'I've seen the human temples in DF2010 adventure mode, but I haven't been to a goblin tower temple yet.  Someone who has please verify. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've seen the human temples in DF2010 adventure mode, but I haven't been to a goblin tower temple yet.  Someone who has please verify. --[[User:StrongAxe|StrongAxe]] 13:15, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=93123</id>
		<title>v0.31:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=93123"/>
		<updated>2010-04-15T13:14:18Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with '{{av}} {{elven}}  A '''temple''' is a structure devoted to the worship of a {{L|deity}}.  They are located in {{L|Human}} towns and {{L|Goblin}} fortresses{{verify}}.  Priests ca…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to the worship of a {{L|deity}}.  They are located in {{L|Human}} towns and {{L|Goblin}} fortresses{{verify}}.  Priests can be found in temples, and will allow you to join their religion.  In a temple an adventurer can also converse({{K|k}}) with a deity, though the only response is silence.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:King&amp;diff=93101</id>
		<title>v0.31:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:King&amp;diff=93101"/>
		<updated>2010-04-15T12:20:13Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Redirected to monarch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Monarch]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=93100</id>
		<title>v0.31:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=93100"/>
		<updated>2010-04-15T12:19:36Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created the page with game data and description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
The monarch is the highest level {{L|noble}} that can come to a fortress.  Males are known as &amp;quot;king&amp;quot; and females are known as &amp;quot;queen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93099</id>
		<title>v0.31:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93099"/>
		<updated>2010-04-15T12:13:14Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Added category:metals, touched links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Steel''' is one of the best materials for building weapons and armor. A fortress with a good steel production is going to have a lot of wealth with merchants, as products made with steel have a very high value.&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} labor activated.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
The recipe for two steel bars is as follows: &lt;br /&gt;
*one {{L|pig iron}} {{L|bar}} &lt;br /&gt;
*one {{L|iron}} bar &lt;br /&gt;
*one {{L|flux}} material &lt;br /&gt;
*two {{L|fuel}} (one fuel for {{L|magma smelters}})&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:V0.31:Creatures&amp;diff=93097</id>
		<title>Category talk:V0.31:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:V0.31:Creatures&amp;diff=93097"/>
		<updated>2010-04-15T12:06:33Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with 'Is there any good reason I shouldn't just create the page?  The red link caused by the template is bothering me. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any good reason I shouldn't just create the page?  The red link caused by the template is bothering me. --[[User:StrongAxe|StrongAxe]] 12:06, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93096</id>
		<title>v0.31:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93096"/>
		<updated>2010-04-15T12:04:44Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Steel''' is one of the best materials for building weapons and armor. A fortress with a good steel production is going to have a lot of wealth with merchants, as products made with steel have a very high value.&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] labor activated.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
The recipe for two steel bars is as follows: &lt;br /&gt;
*one {{L|pig iron}} {{L|bar}} &lt;br /&gt;
*one {{L|iron}} bar &lt;br /&gt;
*one {{L|flux}} material &lt;br /&gt;
*two {{L|fuel}} (one fuel for [[magma smelters]])&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=93095</id>
		<title>v0.31:Troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=93095"/>
		<updated>2010-04-15T12:02:32Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo|name=Troll|symbol=T|color={{COLOR:0:0:1}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome= * [[Cavern]]&lt;br /&gt;
* Underground depth 1-3}}&lt;br /&gt;
&lt;br /&gt;
:''A huge humanoid monster with coarse fur, large tusks and horns.''&lt;br /&gt;
&lt;br /&gt;
'''Trolls''' are large, predatory, dangerous subterranean creatures, noted for their &amp;quot;terrifying features&amp;quot;.  They are BUILDINGDESTROYER:2's, and will path to your buildings simply for the joy of sheer destruction.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROLL]&lt;br /&gt;
	[DESCRIPTION:A huge humanoid monster with coarse fur, large tusks and horns.]&lt;br /&gt;
	[NAME:troll:trolls:troll]&lt;br /&gt;
	[CASTE_NAME:troll:trolls:troll]&lt;br /&gt;
	[CREATURE_TILE:'T'][COLOR:0:0:1]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][SLOW_LEARNER]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:&lt;br /&gt;
SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:AQUA]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:168:50000]&lt;br /&gt;
	[BODY_SIZE:20:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:700:0:900:0]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Combat_drills&amp;diff=92912</id>
		<title>v0.31:Combat drills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Combat_drills&amp;diff=92912"/>
		<updated>2010-04-15T00:27:24Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Dwarves that are part of a squad that is not currently ordered into &amp;quot;combat mode&amp;quot; (''kill {monster}/station {location}'') will now &amp;quot;Train&amp;quot; when they have nothing else to do.  If there is no one else to train with a Dwarf will initiate an &amp;quot;Individual Combat Drill&amp;quot;.  In order for this to happen you must have either a Barracks (zoned from a bed) or an Armory (zoned from a Weapons rack/Armor stand) and set it to &amp;quot;train&amp;quot; mode (using {{k|t}}).&lt;br /&gt;
&lt;br /&gt;
By default, all squads are set to 'Active/Train' alert, in which they are assigned to train the entire year. To change this, go to {{l|Scheduling|alert}} screen ({{k|m}} {{k|a}}), select the new alert you want to set, then use right arrow to switch to squad listing and press {{k|enter}} to change the alert for the highlighted squad. Alternatively, you can use {{k|s}} from the game main menu, then select the squad you want to edit via its assigned letter, and repeatedly press {{k|t}} to cycle through the alerts.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=92795</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=92795"/>
		<updated>2010-04-14T19:38:45Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as human quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on above ground without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is currently not possible to grow crops on unirrigated underground soil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|Clay&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||{{Raw Tile|▓|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Clay Loam&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loamy Sand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|▒|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Peat||{{Raw Tile|░|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay&amp;lt;sup&amp;gt;1,3&amp;lt;/sup&amp;gt;||{{Raw Tile|▒|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay Loam&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Loam&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|░|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||{{Raw Tile|▓|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt Loam||{{Raw Tile|▒|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|Pelagic Clay||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Siliceous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Calcareous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Sand}} (no color)||{{Raw Tile|░|#ffff00|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Black {{l|Sand}}||{{Raw Tile|▓|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Red {{l|Sand}}||{{Raw Tile|░|#ff0000|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|White {{l|Sand}}||{{Raw Tile|▓|#ffffff|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Yellow {{l|Sand}}||{{Raw Tile|▓|#ffff00|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Any soil listed in the upper part of the table does '''not''' count as {{l|sand}} for {{l|glass}}making, even if its name includes the word &amp;quot;sand.&amp;quot;''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventure mode}}.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These soil layers are '''not''' capable of supporting {{l|aquifer}}s.''{{verify}}&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be {{l|smooth}}ed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{verify}} Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|#880}} and {{Tile|~|#880}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow, while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|#880}} and {{Tile|~|#880}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=92794</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=92794"/>
		<updated>2010-04-14T19:37:03Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Added elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=92792</id>
		<title>v0.31:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=92792"/>
		<updated>2010-04-14T19:34:31Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as human and reformatted many links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is produced by {{L|designation|{{Key|d}}esignating}} {{L|tree|{{Key|t}}rees}} to be chopped down. Any {{L|dwarf}} with the {{L|wood cutting}} {{L|labor}} enabled and access to a {{L|battle axe}} will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar|calendar]], covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
{{L|Tree|Trees}} start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate outdoors {{L|soil}} and {{L|mud|muddy}} underground areas (underground areas will only start to sprout saplings once you have hit the {{L|caverns}}) to provide a slow (but steady) supply of wood.   Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as {{L|barrel|barrels}}) is often available from the {{L|elf|elven}}, {{L|dwarf|dwarven}} and {{L|human}} {{L|caravan|caravans}}.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your {{L|wood industry}}.  The {{L|wagon}} you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build {{L|bed|beds}}&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build {{L|water wheel|water wheels}} and {{L|windmill|windmills}}, as well as {{L|axle|axles}}&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer {{L|power}}.&lt;br /&gt;
*To build [[siege engine|siege engine]]s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using [[magma|magma]] to fuel your [[smelter|smelter]]s and [[forge|forge]]s and have access to [[bituminous coal|bituminous coal]] and [[lignite|lignite]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin|bin]], [[barrel|barrel]], [[bucket|bucket]], or [[cage|cage]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash|ash]] which is used in [[Glass_industry|glass making]], [[Soap|soap making]] and for fertilizing crops.&lt;br /&gt;
*All metalworks ([[smelter|smelter]]s, [[forge|forge]]s) and [[glass|glass]]works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or [[magma|magma]] (and [[charcoal|charcoal]] or [[coal|coal]] for [[steel|steel]]).&lt;br /&gt;
*Wooden training [[weapon]]s are useful for reducing [[sparring]] injuries among your military dwarves (and to get military training started shortly after embark should you feel the need).&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
*If you have [[magma|magma]] then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce [[charcoal|charcoal]] for [[steel|steel]].  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**([[Bituminous coal|Bituminous coal]] ''without'' magma triples the effective output of wood, [[lignite|lignite]] doubles it.)&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
Every different type of log (chestnut, ash, maple, tower cap, etc.) is functionally identical except for their weight.  The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree|tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and glumprong wood is the heaviest, with a density of 1200.  However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling|hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate|Temperate]] forest&lt;br /&gt;
*[[Tropical forest|Tropical forest]]&lt;br /&gt;
*[[Taiga|Taiga]]&lt;br /&gt;
*[[Flatland|Flatland]]&lt;br /&gt;
*[[Swamp|Swamp]]&lt;br /&gt;
*[[Desert|Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood Industry|Wood Industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status_icon&amp;diff=92786</id>
		<title>v0.31 Talk:Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status_icon&amp;diff=92786"/>
		<updated>2010-04-14T19:20:19Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: /* Status vs. Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Status vs. Icons==&lt;br /&gt;
*Shouldn't this article be just Status? The icon is just an indicator of a dwarf's status... [[User:Garanis|Garanis]] 19:23, 8 April 2010 (UTC)&lt;br /&gt;
**I agree.  It should be '''Status''' with a section on '''Status Icons'''.  Hopefully with pictures. --[[User:StrongAxe|StrongAxe]] 20:54, 8 April 2010 (UTC)&lt;br /&gt;
***I don't '''Status''' is a screen that is bound to the 'z' key in the default key bindings and has nothing to do with '''Status icons'''. [[User:Seraph|Seraph]] 19:20, 13 April 2010 (UTC)&lt;br /&gt;
****What about '''Creature Status''' or '''Status Effects'''.  Maybe we could also move the '''Status''' page to  '''Status Screen''' (Status could then redirect to whichever one people agreed upon? --[[User:StrongAxe|StrongAxe]] 19:20, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=92768</id>
		<title>v0.31:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=92768"/>
		<updated>2010-04-14T17:47:43Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as human quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is created from a {{L|wood|wood log}} at a {{l|wood furnace}} by a dwarf with the {{l|Wood burner|wood burning}} labor enabled. Ash is an intermediate good only used to make potash or {{l|lye}}.&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is created from ash or lye at an {{l|ashery}} by a dwarf with the {{l|potash maker|potash making}} labor enabled. It is used mainly for fertilizing crops.&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from potash at a {{l|kiln}} (uses 1 {{l|fuel}}) or {{l|magma kiln}} by a dwarf with the {{l|furnace operator}} labor enabled. Its sole use is in the manufacture of {{l|clear glass}} and {{l|crystal glass}} items.&lt;br /&gt;
&lt;br /&gt;
Ash, potash and pearlash are {{l|bar|bars}}, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ash is also a type of [[tree]].&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=92767</id>
		<title>v0.31:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=92767"/>
		<updated>2010-04-14T17:46:14Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Linked all &amp;quot;Temporate&amp;quot; 's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Rhesus macaque|symbol=m|color={{COLOR:7:0:0}}&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=Yes&lt;br /&gt;
|prepared intestines=1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|Shrubland}}&lt;br /&gt;
* {{L|Temperate}} {{L|Savanna}}&lt;br /&gt;
* {{L|Temperate}} {{L|Grassland}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized monkey found in woods and grassland.  It usually lives on roots and insects but can become a pest in civilized areas, roaming in large groups and begging for scraps.''&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It has been suggested by some that Rhesus Macaque meat cooked with {{L|dwarven syrup}} is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:MACAQUE_RHESUS]&lt;br /&gt;
	[DESCRIPTION:A medium-sized monkey found in woods and grassland.  It usually lives on roots and insects but can become a pest in civilized areas, roaming in large groups and begging for scraps.]&lt;br /&gt;
	[NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
	[CASTE_NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
	[CREATURE_TILE:'m'][COLOR:7:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:5TOES_FQ_FINGERS:5TOES_RQ_ANON:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:FACIAL_FEATURES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[BODY_SIZE:1:0:2500]&lt;br /&gt;
	[BODY_SIZE:2:0:5000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:30:40]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bolt&amp;diff=92752</id>
		<title>v0.31:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bolt&amp;diff=92752"/>
		<updated>2010-04-14T16:35:49Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{l|Ammunition}} for {{l|crossbow}}s. Can be made from {{l|wood}}, {{l|bone}}, certain {{l|metal}}s.&lt;br /&gt;
&lt;br /&gt;
Wooden bolts produce a {{l|stack}} of 25 per {{l|log}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Making bone bolts will take only one bone away from a stack and turn it into 5 bolts.&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=92751</id>
		<title>v0.31:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=92751"/>
		<updated>2010-04-14T16:35:21Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=92749</id>
		<title>v0.31:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=92749"/>
		<updated>2010-04-14T16:34:07Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Marked as human quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Dragon|symbol=D|color=rgb(0, 128, 0)||&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.''&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing [[:Category:Megabeasts|Megabeasts]]. Cannot fly. Immune to magma (and is not harmed by being immersed in it), and presumably immune to fire. Breathes out a jet of &amp;quot;dragonfire&amp;quot;, which can still injure things that are immune to normal fire (dragonfire is, however, a blockable attack if its victim is using a shield). Some creatures are immune to dragonfire {{verify}}. Dragons are the largest creatures in the game, and grow into their adult size of 25,000,000 after 1000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
As the above line states, Dragonfire can be blocked if the victim is using a shield, and it often will be.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
&lt;br /&gt;
Dragons can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Dragon, but if you can do it, you'll have a massively valuable pet.  You may have to watch out, though, as a Dragon can seriously damage a fortress with one blast of ill-timed dragonfire.  See {{L|fire}} for details.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. It is possible to equip Dragons, Hydras and Bronze Colossi with any armor type in the arena.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:DRAGON]&lt;br /&gt;
	[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[CASTE_NAME:dragon:dragons:draconic]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:80:10000:100000]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:WEALTH]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200000]&lt;br /&gt;
	[BODY_SIZE:1000:0:25000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GREEN:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:15]&lt;br /&gt;
		[COLDDAM_POINT:NONE]&lt;br /&gt;
		[HEATDAM_POINT:NONE]&lt;br /&gt;
		[IGNITE_POINT:NONE]&lt;br /&gt;
		[IF_EXISTS_SET_MELTING_POINT:55000]&lt;br /&gt;
		[IF_EXISTS_SET_BOILING_POINT:57000]&lt;br /&gt;
		[SPEC_HEAT:30000]&lt;br /&gt;
	Need to make sure blood and pus aren't solid at regular temperatures.&lt;br /&gt;
	[SELECT_MATERIAL:BLOOD]&lt;br /&gt;
	 [PLUS_MATERIAL:PUS]&lt;br /&gt;
		[MELTING_POINT:10000] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color&amp;diff=92744</id>
		<title>v0.31 Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color&amp;diff=92744"/>
		<updated>2010-04-14T16:31:46Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Created page with 'What is this page even supposed to be about?  The interface colors, the descriptive colors, or something else? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this page even supposed to be about?  The interface colors, the descriptive colors, or something else? --[[User:StrongAxe|StrongAxe]] 16:31, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Polar_bear&amp;diff=92677</id>
		<title>v0.31 Talk:Polar bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Polar_bear&amp;diff=92677"/>
		<updated>2010-04-14T14:34:09Z</updated>

		<summary type="html">&lt;p&gt;StrongAxe: Added text about verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added this based on what's in the raws (the [TRAINABLE] tag).  I haven't seen it in game yet.  Also Toady mentioned humans bringing War Polar Bears with sieges in one of the updates. --[[User:StrongAxe|StrongAxe]] 14:34, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>StrongAxe</name></author>
	</entry>
</feed>