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	<updated>2026-04-03T20:33:50Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=122199</id>
		<title>v0.31:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=122199"/>
		<updated>2010-07-22T01:04:36Z</updated>

		<summary type="html">&lt;p&gt;Xaque: prettified the table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  They are different than, but similar to {{L|Attributes}}.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in the dwarf's &amp;quot;thoughts and preferences&amp;quot; description page.&lt;br /&gt;
&lt;br /&gt;
They can affect which social skills a dwarf trains during conversation.&lt;br /&gt;
&lt;br /&gt;
Perhaps they affect positive/negative thoughts from social interactions (including &amp;quot;give food&amp;quot; and &amp;quot;give water&amp;quot; nursing tasks), and whether they choose to socialize.&lt;br /&gt;
Perhaps also how quickly they get frustrated from not being able to do things.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|-&lt;br /&gt;
! ACHIEVEMENT_STRIVING&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ACTIVITY_LEVEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ADVENTUROUSNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ALTRUISM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ANGER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ANXIETY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ARTISTIC_INTEREST&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ASSERTIVENESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! CAUTIOUSNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! CHEERFULNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! COOPERATION&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! DEPRESSION&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! DUTIFULNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! EMOTIONALITY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! EXCITEMENT_SEEKING&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! FRIENDLINESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! GREGARIOUSNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! IMAGINATION&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! IMMODERATION&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! INTELLECTUAL_CURIOSITY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! LIBERALISM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! MODESTY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! ORDERLINESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! SELF_CONSCIOUSNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! SELF_DISCIPLINE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! SELF_EFFICACY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! STRAIGHTFORWARDNESS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! SYMPATHY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! TRUST&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! VULNERABILITY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:World_token&amp;diff=122053</id>
		<title>v0.31:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:World_token&amp;diff=122053"/>
		<updated>2010-07-21T05:46:52Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''World tokens''' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. For information on generating worlds with particular geographic features, see {{L|Advanced world generation}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !!Arguments !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself. This will appear as the name of the parameter set when the option to create a world from preferences is chosen. &lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. Viable values are 17,33,65,129, and 257. Larger worlds take longer to generate.&lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year history generation ends, assuming no conflict with BEAST_END_YEAR. More years means more events in the history; requiring more computer memory. Some civilizations might die out from wars or megabeasts if the history runs long enough.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When history generation hits the first number value, it begins checking to see if the designated percent of megabeasts have been killed. If they have, world generation stops early. Megabeasts tend not to die during world generation unless they are killed by other megabeasts, so this will likely not be a concern. This tag can be ignored entirely by setting the percent value to -1. &lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature and elevation are percentages (0 to 100) while temperature is -1000 to 1000 and elevation is 1 to 400. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives one random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form. Increasing variance will result in a more &amp;quot;patchwork&amp;quot; world, with many small biomes. For this to work, the SUBREGION_MAX token must be edited as well. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.&lt;br /&gt;
&lt;br /&gt;
The weighted ranges affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.&lt;br /&gt;
&lt;br /&gt;
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters found near the bottom of preset world parameters.&lt;br /&gt;
|-&lt;br /&gt;
| TITAN_NUMBER&lt;br /&gt;
| &lt;br /&gt;
number&lt;br /&gt;
|This tag is responsible for the number of procedurally generated overland enemies known as {{L|Titan}}s. The number of {{L|forgotten beasts}} is unaffected by this tag.&lt;br /&gt;
|-&lt;br /&gt;
| TITAN_ATTACK_TRIGGER&lt;br /&gt;
| &lt;br /&gt;
number (population):number:number (created wealth)&lt;br /&gt;
|This tag governs the point at which your fortress becomes large enough to attract a titan's interest. &lt;br /&gt;
|-&lt;br /&gt;
| DEMON_NUMBER&lt;br /&gt;
| &lt;br /&gt;
number&lt;br /&gt;
|This tag is responsible for the number of types of procedurally generated {{L|demon}}s found when digging too deep. &lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| PARTIAL_OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. These oceans can form anywhere, even in landlocked zones.&lt;br /&gt;
|-&lt;br /&gt;
| COMPLETE_OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans surrounding a main continent on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. This tag is mainly used for island worlds. &lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanoes on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 to greatly limit map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation.  The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and and accessible in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 60000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them. Increasing the value of this tag can be a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_COUNT&lt;br /&gt;
| 0 to 5&lt;br /&gt;
| This determines the amount of cavern layers on your map. Setting this value to zero will remove caverns from your map entirely, which will remove the ability of dwarves to embark with underground plants. &lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_OPENNESS MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| The effects of openness are not completely verified yet, although it is suspected to relate to the number of open z-levels in caverns. &lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_PASSAGE_DENSITY MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| Passage density governs the appearance of caverns. Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.&lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_WATER MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This controls the percentage of caverns with water at the bottom. Even at 100, caverns will contain some ground, but each major cave will contain at least some water. At 0, there will be no water in the caverns which will affect underground plants which like to grow near water.&lt;br /&gt;
|-&lt;br /&gt;
| LEVELS_ABOVE_GROUND&lt;br /&gt;
| number&lt;br /&gt;
| This tag governs the number of open z-levels of the surface of the ground. Typically, this isn't important unless you plan on building a magnificently tall above-ground construction.&lt;br /&gt;
|-&lt;br /&gt;
| '''LEVELS_ABOVE_LAYER X where X is a number between 0 and 5.'''&lt;br /&gt;
| number&lt;br /&gt;
| Each of these tags controls the number of soil and stone layers between each cavern layer. For example, when X is one, the tag will govern the number of layers between the above ground and the first cavern layer. Note that &amp;quot;layers&amp;quot; in this sense does not translate directly into z-levels: soil and stone layers may be multiple z-levels deep. '''NEEDS EXPANDING AND CROSSOVER FROM ADVANCED WORLD GENERATION ARTICLE'''&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tissue_definition_token&amp;diff=122052</id>
		<title>v0.31:Tissue definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tissue_definition_token&amp;diff=122052"/>
		<updated>2010-07-21T05:27:44Z</updated>

		<summary type="html">&lt;p&gt;Xaque: not organized, but better than nothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered|08:43, 18 June 2010 (UTC)}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_NAME&lt;br /&gt;
|&lt;br /&gt;
*name&lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCARS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELATIVE_THICKNESS&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALING_RATE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Lower is faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VASCULAR&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PAIN_RECEPTORS&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONNECTS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_SHAPE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKENS_ON_STRENGTH&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTERIES&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUSCULAR&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONNECTIVE_TISSUE_ANCHOR&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SETTABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPLINTABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBORDINATE_TO_TISSUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COSMETIC&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STYLEABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FUNCTIONAL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_token&amp;diff=122050</id>
		<title>v0.31:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_token&amp;diff=122050"/>
		<updated>2010-07-21T05:16:47Z</updated>

		<summary type="html">&lt;p&gt;Xaque: these aren't really organized, but at least they're here now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered|08:43, 18 June 2010 (UTC)}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDER_PRESSURE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIVIDUAL_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*plural&lt;br /&gt;
| Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces &amp;quot;first upper front tooth&amp;quot; for example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOCKET&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_RELSIZE&lt;br /&gt;
| &lt;br /&gt;
*Size&lt;br /&gt;
| This command establishes the relative size of body parts within a creature.  The numbers have no absolute meaning or units.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xaque&amp;diff=49745</id>
		<title>User:Xaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xaque&amp;diff=49745"/>
		<updated>2009-08-01T01:01:30Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Projects ==&lt;br /&gt;
&lt;br /&gt;
World of Adventure: [http://www.mkv25.net/dfma/map-6588-olzulosmlo-worldofadventure]&lt;br /&gt;
&lt;br /&gt;
A Tale of Zombies: [http://www.bay12games.com/forum/index.php?topic=37077.0]&lt;br /&gt;
&lt;br /&gt;
Warhammer 40k Mod: [http://www.bay12games.com/forum/index.php?topic=37578.0]&lt;br /&gt;
&lt;br /&gt;
Misc:&lt;br /&gt;
*Find out the smelter tags to produce ivory, pearl, and coral.&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37017</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37017"/>
		<updated>2009-07-28T10:29:41Z</updated>

		<summary type="html">&lt;p&gt;Xaque: /* Flavor */ added CURRENCY_BY_YEAR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;menaces with rings of spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more advanced metals.&lt;br /&gt;
This also allows them to use stronger metals, such as steel. Currently only dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. &lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered, causing a [[siege]] event. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23657</id>
		<title>40d Talk:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23657"/>
		<updated>2009-06-20T19:46:37Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this true? I thought they could be cooked. [[User:Xaque|Xaque]] 01:50, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Chunks are worthless.[[User:Kefkakrazy|Kefkakrazy]] 01:19, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This page violates rule P.  Suggest putting the content on [[Chunk]] instead.--[[User:Draco18s|Draco18s]] 20:29, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Use : when answering other comments, helps readability quite a lot. --[[User:Mizipzor|Mizipzor]] 20:31, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Rule p violation resolved.--[[User:Soyweiser|Soyweiser]] 07:27, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Moved talk page to chunk as well. [[User:Jikor|Jikor]]&lt;br /&gt;
::I apologize for all the history changes I forgot to hit preview [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
Chunks are produced by unskilled butchers instead of some of the expected meat? [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
:No, chunks are produced, along with meat, by any butcher or slaughter task, regardless of skill.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
:: well, more skilled ''Axedwarves'' '''do''' produce more chunks *hehehe* --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where do chunks come under the refuse ordering? Obviously I have missed it as they never get hauled. --[[User:Gorfob|Gorfob]]&lt;br /&gt;
&lt;br /&gt;
:Probably under 'other' (o-r-k), but they should be hauled with either setting if you have designated a dump area ('i') ; either to the dump or the refuse pile. --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make tame animals eat them tbh.... [[User:Twiggie|Twiggie]] 08:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Depending on the type of chunk, it may actually decay into bones; possibly skull. I noticed a Ratman leg chunk (not sure on specifics, just recall &amp;quot;Leg&amp;quot;) near beginning of embarkation with my Woodcutter. The corpse decayed into bones (did not check amount specifically) and skull while the leg chunk decayed into a bone (again, did not check amount; assuming [1]).&lt;br /&gt;
&lt;br /&gt;
I'll be careful to take special note in the future to see if its purely humanoid or applies to animals as well. Also, I'm going to assume it's based upon what the chunk is of. A foot or hand chunk may decay into nothing, whilst arm, torso, lower body, etc may decay into bones (number may be based again on area chunk is made of). I can't remember if heads are considered chunks when decapitation occurs; if so I believe they decay into skull. --[[User:DracoG|DracoG]] 02:19, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Token ==&lt;br /&gt;
&lt;br /&gt;
Anyone know the token for using these in reactions? [[User:Xaque|Xaque]] 19:46, 20 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ethics&amp;diff=43659</id>
		<title>40d Talk:Ethics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ethics&amp;diff=43659"/>
		<updated>2009-06-18T13:06:57Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, here's a list of the various ethics tags that I got a friend to dump for me, as I couldn't find them anywhere. If anyone else wants to make this page more pretty and better formatted that would be good, I can't get the hang of wikis --[[User:Lord.Nagash|Lord.Nagash]] 20:18, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ethics ==&lt;br /&gt;
&lt;br /&gt;
Do ethics have any effect on the game besides looking pretty and starting wars? I tried to make a race that thought slavery was perfectly acceptable but it wouldn't take any civilians prisoner after pillaging/destroying. Do I need [ABUSE_BODIES]? --[[User:Squeegy|Squeegy]] 20:40, 3 November 2008 (EST)&lt;br /&gt;
: I'm guessing not all of these have been coded into the AI behaviors yet, with the exception of goblin snatchers and kobold thieves. All they probably do right now is spark wars through philosophical disagreements during worldgen. You know, an elf and a dwarf go for a drink, they get to talking about religion, slavery and sapient races, more drink is involved, arguments start, before you know it your civ is at war. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:19, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::What about lying, for example?  I don't believe there is any way to &amp;quot;lie&amp;quot; anywhere in the game, seemingly making this ethic option moot.  Worldgen stuff, maybe, but what possible impact could it have?  Can lies spark wars?  --[[User:Smartmo|Smartmo]] 22:10, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EAT_SAPIENT ==&lt;br /&gt;
&lt;br /&gt;
EAT_SAPIENT_KILL being set to acceptable will allow you to butcher creatures from intelligent creatures (elves, humans, goblins, kobolds) that you kill. EAT_SAPIENT_OTHER allows you to butcher intelligent corpses that are killed by someone else. I'm still trying to collect info on the other tags. [[User:Xaque|Xaque]] 13:06, 18 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xaque&amp;diff=49744</id>
		<title>User:Xaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xaque&amp;diff=49744"/>
		<updated>2009-06-12T23:36:21Z</updated>

		<summary type="html">&lt;p&gt;Xaque: Created page with '== Projects ==  A Tale of Zombies: [http://www.bay12games.com/forum/index.php?topic=37077.0]  Adding custom changes to Neoadept's Zombie mod  Find out the smelter tags to produce...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Projects ==&lt;br /&gt;
&lt;br /&gt;
A Tale of Zombies: [http://www.bay12games.com/forum/index.php?topic=37077.0]&lt;br /&gt;
&lt;br /&gt;
Adding custom changes to Neoadept's Zombie mod&lt;br /&gt;
&lt;br /&gt;
Find out the smelter tags to produce ivory, pearl, and coral.&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_definition_token&amp;diff=49742</id>
		<title>40d Talk:Item definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_definition_token&amp;diff=49742"/>
		<updated>2009-06-12T19:01:55Z</updated>

		<summary type="html">&lt;p&gt;Xaque: Created page with '== HARD_MAT == Does anyone know exactly what this tag does? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HARD_MAT ==&lt;br /&gt;
Does anyone know exactly what this tag does? [[User:Xaque|Xaque]] 19:01, 12 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11552</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11552"/>
		<updated>2009-03-23T03:59:04Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f00&lt;br /&gt;
| skill      = Mechanic&lt;br /&gt;
| speciality = Mechanic&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = Mechanics&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Mechanisms&lt;br /&gt;
* Machine construction&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Link up lever/pressure plate&lt;br /&gt;
* Load Trap&lt;br /&gt;
| workshop   = [[Mechanic's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|#F00|#000}} A '''mechanic''' is a [[dwarf]] with a degree of [[skill]] in the mechanics job. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics skill enabled is capable of constructing [[mechanic's workshop]]s, [[mechanism]]s and all other [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by building [[mechanism]]s in the [[workshop]]. A dwarf with a high skill in mechanics is able to construct mechanisms and link up objects faster than a novice. A dwarf with a high mechanics skill is also more likely to produce high [[quality]] mechanisms at the workshop which can be used for improving trap damage.&lt;br /&gt;
&lt;br /&gt;
Building a mechanism at the [[mechanic's workshop]] is worth 30 [[skill point]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanics also gain an unknown amount of experience from reloading [[Trap|stone-fall trap]]s.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11551</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11551"/>
		<updated>2009-03-23T03:58:25Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f00&lt;br /&gt;
| skill      = Mechanic&lt;br /&gt;
| speciality = Mechanic&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = Mechanics&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Mechanisms&lt;br /&gt;
* Machine construction&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Link up lever/pressure plate&lt;br /&gt;
* Load Trap&lt;br /&gt;
| workshop   = [[Mechanic's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|#F00|#000}} A '''mechanic''' is a [[dwarf]] with a degree of [[skill]] in the mechanics job. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics skill enabled is capable of constructing [[mechanic's workshop]]s, [[mechanism]]s and all other [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by building [[mechanism]]s in the [[workshop]]. A dwarf with a high skill in mechanics is able to construct mechanisms and link up objects faster than a novice. A dwarf with a high mechanics skill is also more likely to produce high [[quality]] mechanisms at the workshop which can be used for improving trap damage.&lt;br /&gt;
&lt;br /&gt;
Building a mechanism at the [[mechanic's workshop]] is worth 30 [[skill point]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanics also gain an unknown amount of experience from reloading [[stone-fall trap]]s.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30484</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30484"/>
		<updated>2009-03-08T23:42:01Z</updated>

		<summary type="html">&lt;p&gt;Xaque: /* Civilization Forge Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30483</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30483"/>
		<updated>2009-03-08T23:41:25Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/Civilization_Forge Wiki page]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2510</id>
		<title>40d:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2510"/>
		<updated>2009-03-07T18:09:09Z</updated>

		<summary type="html">&lt;p&gt;Xaque: /* Windmill tower */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via wind on the surface of a fortress map.  The power produced by each windmill depends on your fortress location.&lt;br /&gt;
&lt;br /&gt;
== When it works ==&lt;br /&gt;
&lt;br /&gt;
A windmill generates power under the following conditions:&lt;br /&gt;
# Its center tile is outside.&lt;br /&gt;
# The map has wind.&lt;br /&gt;
#* Some maps have strong wind (40 power per windmill), some have weak wind (20 power), and some have no wind at all.&lt;br /&gt;
# It is not connected to frozen machinery, such as a screw pump or water wheel in ice.&lt;br /&gt;
&lt;br /&gt;
When all of these conditions are met, the windmill will produce power at its center square and transmit it downwards.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To place a windmill, it must either be supported by machinery from below or on a stable foundation (floor). In either case, the build site must be reachable, either from one of the tiles the windmill is being built on or from adjacent surrounding tiles.&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
==== Standard windmill ====&lt;br /&gt;
# Build the windmill.&lt;br /&gt;
# Excavate a path under it to the center of its base, 1 [[z-level]] down.&lt;br /&gt;
# Add a vertical [[axle]], [[gear assembly]] or machine there, which will have power. A floor between the windmill and this is fine.&lt;br /&gt;
&lt;br /&gt;
==== Windmill tower ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;windmill tower&amp;quot; option is useful if you can't dig below your windmill (if, for example, there is a room or underground river there).&lt;br /&gt;
&lt;br /&gt;
# Build a 3&amp;amp;times;3 platform (or 8-tile ring) out of floors one level above the ground floor.&lt;br /&gt;
# Leave the center tile as ''open space'' (this is optional, as power will somehow go through the floor).&lt;br /&gt;
# Directly beneath the center of the future windmill, on the ground floor, build a gear assembly.&lt;br /&gt;
# Build the windmill on top of the platform.&lt;br /&gt;
# Connect this assembly to horizontal axles, and power your machines.&lt;br /&gt;
# If desired, remove excess floors/stairs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The game will not let you build over an open space unless there's a machine or gear assembly underneath it on the floor below.&lt;br /&gt;
&lt;br /&gt;
==== Sunken windmill ====&lt;br /&gt;
&lt;br /&gt;
You can build windmills underground if the central square in the windmill is &amp;quot;outside&amp;quot; (channel the roof away above it).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Windmill farm ====&lt;br /&gt;
Several windmills can be linked together via gear assemblies and axles.  The first windmill needs a gear assembly beneath it.  After that, each windmill will require one gear assembly beneath it and two axles to connect to the next windmill.  All windmills produce normal power for the map, but remember that gears and axles will use power produced by the windmills, meaning you'll lose moderate amounts of power connecting your farm together.&lt;br /&gt;
&lt;br /&gt;
==== Hanging windmill ====&lt;br /&gt;
# Build building you want powered and up stairs with one tile between them.&lt;br /&gt;
# Build down stairs above the up stairs.&lt;br /&gt;
# Build windmill directly over building that needs or transfers power.&lt;br /&gt;
# (optional) remove the stairs.&lt;br /&gt;
This option has one main weakness: It can't be used to power gear assemblies that are linked to levers/pressure plates, because as soon as the assembly turns off it stops supporting the windmill which falls down.&lt;br /&gt;
&lt;br /&gt;
== Using the power ==&lt;br /&gt;
&lt;br /&gt;
Getting power out of a hanging windmill is straightforward. As long as the machinery it's hanging on is a vertical axle, gear assembly, or screw pump, it will be powered.&lt;br /&gt;
&lt;br /&gt;
Windmills with stable foundations are harder. A vertical axle or gear assembly beneath the center tile should always be powered, but the actual behavior seems buggy or non-intuitive; if it doesn't work, try re-building the machinery below the windmill.&lt;br /&gt;
&lt;br /&gt;
== Construction Examples ==&lt;br /&gt;
&lt;br /&gt;
See [[Machinery/Examples]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2832</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2832"/>
		<updated>2009-03-04T21:21:01Z</updated>

		<summary type="html">&lt;p&gt;Xaque: chrysocollas are cyan, not blue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aventurine|value=3×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=banded agate|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bloodstone|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue jade|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown jasper|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=carnelian|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysocolla|value=2×|color={{Raw Tile|@|#0ff|#0ff}}|fwhere=Malachite, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoprase|value=2×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=citrine|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear tourmaline|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=dendritic agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fortification agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gray chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lace agate|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lapis lazuli|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous intrusive, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lavendar jade|value=2×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk quartz|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moonstone|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morion|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss agate|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=picture jasper|value=3×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink jade|value=2×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=plume agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pyrite|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rock crystal|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rose quartz|value=3×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sardonyx|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sard|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=schorl|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=smoky quartz|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sunstone|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Basalt, Gneiss|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tiger iron|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tigereye|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tube agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=turquoise|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous extrusive, Kaolinite, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=variscite|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white jade|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow jasper|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=alexandrite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=almandine|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=amethyst|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aquamarine|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Granite, Schist, Marble, Rhyolite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black pyrope|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black zircon|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue garnet|value=30×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown zircon|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cat's eye|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoberyl|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cinnamon grossular|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear garnet|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear zircon|value=25×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=demantoid|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Chromite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=golden beryl|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=goshenite|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green jade|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green tourmaline|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green zircon|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=heliodor|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=honey yellow beryl|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=indigo tourmaline|value=25×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=kunzite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=light yellow diamond|value=30×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=melanite|value=15×|color={{Raw Tile|@|#888|#888}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morganite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=peridot|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink garnet|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink tourmaline|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=purple spinel|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red beryl|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red grossular|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red pyrope|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red spinel|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red tourmaline|value=15×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red zircon|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rhodolite|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rubicelle|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tanzanite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topazolite|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topaz|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tsavorite|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=violet spessartine|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow grossular|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow spessartine|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow zircon|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=emerald|value=40×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=faint yellow diamond|value=40×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=ruby|value=40×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sapphire|value=40×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=black diamond|value=60×|color={{Raw Tile|@|#888|#888}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=blue diamond|value=60×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=clear diamond|value=60×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=green diamond|value=60×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=red diamond|value=60×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star ruby|value=60×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Ruby|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star sapphire|value=60×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sapphire|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=yellow diamond|value=60×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|¦|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|¦|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|¦|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  It's possible to make most furniture from glass, including [[Table]]s and [[Door]]s.  Glass windows can also be made at a glass furnace as an alternative to making windows from gems.  And [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s, can be made from glass.  Glass trap components have the same [[weapon]] [[damage]] as [[wood]] or [[silver]] (50%).  They're easier to make than metal weapons because you don't need ore.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create [[Cage]]s (called terrariums) out of, as well.  And Glass is the ''only'' material available for making aquariums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2745</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2745"/>
		<updated>2009-03-04T19:07:09Z</updated>

		<summary type="html">&lt;p&gt;Xaque: anhydrite is actually light gray when mined out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined or [[cave in|collapsing]]. Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal]] [[bar]]s when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: Stone that is not an [[ore]] or a gem. Few of these have a use outside of items and structures. ([[Obsidian]] is one exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[metal ore]]s or [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
There are four types of stone layers (all others are [[soil]]). The type of layer is the primary indicator of what kind of [[ore]] you will find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some veins and pockets of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the [[biome]]s on the embark screen.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Siltstone]]&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Flint]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Chalk]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}} [[Granite]]&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Gabbro]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Rhyolite]]&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Felsite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Slate]]&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as pockets and veins inside their respective stone layers (see above). When your miners encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone occurs in these forms:&lt;br /&gt;
&lt;br /&gt;
* Large cluster - An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  These average 750 stones each.&lt;br /&gt;
* Vein - A sinuous line of the material crosses the block.  These average 100 stones each.&lt;br /&gt;
* Small cluster - A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.  These average 5 stones each and do not span more than three tiles in each direction.&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s. The types of stone listed here that do not link to their own article are generic.{{version|0.28.181.40d}}''&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;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alabaster Alabaster]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alunite Alunite]||All [[Igneous extrusive layer|Igneous extrusive]], Kaolinite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}||[http://en.wikipedia.org/wiki/Anhydrite Anhydrite]||Gypsum, Satinspar, Alabaster, Selenite||Single&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[[Bauxite]]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Borax Borax]||Gypsum, Rock salt||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Brimstone Brimstone]||All [[Igneous extrusive layer|Igneous extrusive]], Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}||[[Calcite]]||Limestone, Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Chromite Chromite]||Olivine||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}||[http://en.wikipedia.org/wiki/Cinnabar Cinnabar]||All [[Igneous extrusive layer|Igneous extrusive]], Shale, Quartzite||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}||[http://en.wikipedia.org/wiki/Cobaltite Cobaltite]||All Igneous All [[Metamorphic layer|Metamorphic]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Cryolite Cryolite]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[[Graphite]]||Gneiss, Quartzite, Marble, Schist||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Gypsum Gypsum]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Hornblende Hornblende]||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Ilmenite Ilmenite]||[[Gabbro]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Jet_(lignite) Jet]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[http://en.wikipedia.org/wiki/Kaolinite Kaolinite]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}||[[Kimberlite]]||[[Gabbro]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}||[[Lignite]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Marcasite Marcasite]||Kaolinite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Mica Mica]||All [[Metamorphic layer|Metamorphic]], Granite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}||[http://en.wikipedia.org/wiki/Microcline Microcline]||All Stone||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Olivine Olivine]||[[Gabbro]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orpiment Orpiment]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orthoclase Orthoclase]||All [[Igneous intrusive layer|Igneous intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Periclase Periclase]||Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Petrified_wood Petrified wood]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Pitchblende Pitchblende]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}||[http://en.wikipedia.org/wiki/Puddingstone_(rock) Puddingstone]||Conglomerate||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Pyrolusite Pyrolusite]||All Igneous ||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Realgar Realgar]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Rutile Rutile]||All [[Metamorphic layer|Metamorphic]], Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Saltpeter Saltpeter]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Satinspar Satinspar]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Selenite Selenite]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Serpentine Serpentine]||Olivine||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Stibnite Stibnite]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Sylvite Sylvite]||Rock salt||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Talc Talc]||Dolomite||Large clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Merperson&amp;diff=45413</id>
		<title>40d Talk:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Merperson&amp;diff=45413"/>
		<updated>2009-03-02T21:50:43Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is an interesting discussion going on (and will probably resume once the forums come back) about how to trap and butcher Merpeople. It is the basis of an interesting ethics argument. I, personal, find it hilarious, but you may not. check it out. (i would link it but for the moment the forums are down)--[[User:Jackrabbit|Jackrabbit]] 19:02, 27 October 2008 (EDT)&lt;br /&gt;
:Bunch of hypocrites if you ask me - they wouldn't be having an ethics argument if it was Carp. [[User:Random832|Random832]] 23:10, 27 October 2008 (EDT)&lt;br /&gt;
:Here is the link to that discussion: http://www.bay12games.com/forum/index.php?topic=25967.0 [[User:Xaque|Xaque]] 16:50, 2 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23197</id>
		<title>40d:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23197"/>
		<updated>2009-02-28T04:26:11Z</updated>

		<summary type="html">&lt;p&gt;Xaque: wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although there is no exact game definition of '''fish''', for simplicity we call anything that may be ''[[Fishing|fished]]'' a ''fish''. Technically, the game treats these as [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The {{k|z}}-status' ''stocks'' screen defines certain (dead) creatures as fish/raw fish. These are subject to [[rotting]]/[[wear]]).&lt;br /&gt;
&lt;br /&gt;
Certain larger creatures are also typically defined as fish even though they are treated as regular [[creature]]s by the game, for instance [[carp]]. They may not be caught by fisherdwarves. These larger fish can interrupt dwarves, attack, and come in [[skeletal]] and [[zombie]] varieties (which can move on land).&lt;br /&gt;
&lt;br /&gt;
[[Olm]]s are the only water vermin that cannot be fished.&lt;br /&gt;
&lt;br /&gt;
== List of catchable fish ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Tile&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||{{Tile|☼|#090|#000}}||Any pool||Amphibious, pet value 10, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||{{Tile|∙|#880|#000}}||Savage pool||Amphibious, pet value 20, summer only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|Mussel||{{Tile|m|#fff|#000}}||Any ocean, lake, and river||Leaves pearl, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Oyster||{{Tile|o|#fff|#000}}||Any ocean||Leaves pearl, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Salmon||{{Tile|α|#f00|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Clownfish||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish||{{Tile|~|#880|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey||{{Tile|~|#088|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Bat ray||{{Tile|ò|#fff|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Thornback ray||{{Tile|ò|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Spotted ratfish||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Herring||{{Tile|α|#0ff|#000}}||Temperate and arctic ocean||Wielded to cut down trees (just kidding)&lt;br /&gt;
|-&lt;br /&gt;
|Shad||{{Tile|α|#0ff|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Anchovy||{{Tile|α|#fff|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Steelhead trout||{{Tile|α|#00f|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hake||{{Tile|α|#fff|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Seahorse||{{Tile|α|#080|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|White-spotted puffer||{{Tile|α|#ccc|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sole||{{Tile|α|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Mackerel||{{Tile|α|#ccc|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish||{{Tile|Ω|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish||{{Tile|α|#880|#000}}||Tropical pool, lake, and river||Amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Clown loach||{{Tile|α|#ff0|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Banded knifefish||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Char||{{Tile|α|#555|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow trout||{{Tile|α|#0f0|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Sailfin molly||{{Tile|α|#080|#000}}||Temperate lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Guppy||{{Tile|α|#00f|#000}}||Tropical lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Perch||{{Tile|α|#fff|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Cave fish||{{Tile|α|#fff|#000}}||Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster||{{Tile|¥|#fff|#000}}||Subterranean water||Has shell, cookable live, no bones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of large fish ==&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* Various sharks&lt;br /&gt;
** [[Great white shark]]&lt;br /&gt;
** [[Frill shark]]&lt;br /&gt;
** [[Spiny dogfish]]&lt;br /&gt;
** [[Spotted wobbegong]]&lt;br /&gt;
** [[Whale shark]]&lt;br /&gt;
** [[Basking shark]]&lt;br /&gt;
** [[Nurse shark]]&lt;br /&gt;
** [[Shortfin mako shark]]&lt;br /&gt;
** [[Longfin mako shark]]&lt;br /&gt;
** [[Tiger shark]]&lt;br /&gt;
** [[Bull shark]]&lt;br /&gt;
** [[Blacktip reef shark]]&lt;br /&gt;
** [[Whitetip reef shark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
** [[Hammerhead shark]]&lt;br /&gt;
** [[Angelshark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
&lt;br /&gt;
=== River and lake ===&lt;br /&gt;
&lt;br /&gt;
* [[Longnose gar]]&lt;br /&gt;
* [[Carp]]&lt;br /&gt;
* [[Tigerfish]]&lt;br /&gt;
* [[Pike]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] for a list containing other aquatic critters&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=44001</id>
		<title>40d Talk:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=44001"/>
		<updated>2008-08-14T02:25:50Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No animals at all, what about polar bears? I'm thinking about starting up an Inuit fortress soon, any tips for glacier would be appreciated.&lt;br /&gt;
::I've seen animals on a glacier, don't worry. But you'd be well advised to bring a couple dozen dogs anyway, they ARE rare, and usually bad-tempered.--[[User:Zombiejustice|Zombiejustice]] 14:05, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also there are plenty of stones and ores, glaciers are quite ore rich.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do rivers in glacier zones ever melt? Just curious... [[User:Xaque|Xaque]] 22:25, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18576</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18576"/>
		<updated>2007-11-08T18:18:26Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]] and [[metal]].  A cage made of glass is called a terrarium. Cages can hold an unlimited number of [[animals]] at once. Placing animals in a cage can reduce lag and reduce [[traffic]] in your hallways.&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* A [[jail]], where you designate its location to be used for [[justice]], and a [[sherriff]] will detain any unruly dwarves.&lt;br /&gt;
* Animal restraining device, where you simply plant it and allocate any animals you want in it. Particularily handy for keeping track of mating animals. Just throw all the animals of one type in a cage and let them sit. Soon stray deer fawns will be all over your fortress&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22978</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22978"/>
		<updated>2007-11-07T14:42:41Z</updated>

		<summary type="html">&lt;p&gt;Xaque: New page: So... What's the difference between large gems and cut gems? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold_bulb&amp;diff=15915</id>
		<title>40d:Kobold bulb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold_bulb&amp;diff=15915"/>
		<updated>2007-11-05T02:31:08Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kobold Bulb'''&lt;br /&gt;
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The kobold bulb is a rare plant found only in marshy areas. It serves little purpose except to make an alchemical substance of unknown use called [[Gnomeblight]]. Whether it even has seeds is unknown.&lt;br /&gt;
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&amp;lt;br /&amp;gt;Value: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;Alchemical product: Gnomeblight. Value of 100.&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All.&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siltstone&amp;diff=17188</id>
		<title>40d:Siltstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siltstone&amp;diff=17188"/>
		<updated>2007-11-04T02:43:54Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A brown colored stone.&lt;br /&gt;
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[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11377</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11377"/>
		<updated>2007-11-03T02:19:41Z</updated>

		<summary type="html">&lt;p&gt;Xaque: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
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&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
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Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
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I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
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--&lt;br /&gt;
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I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;br /&gt;
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== Verification question ==&lt;br /&gt;
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Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)&lt;br /&gt;
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== -X level depots ==&lt;br /&gt;
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Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)&lt;br /&gt;
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== Trading with elves ==&lt;br /&gt;
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Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xaque</name></author>
	</entry>
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