https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Eagle0600&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T10:19:18ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.31:Civilisation&diff=89709v0.31:Civilisation2010-04-11T11:54:14Z<p>Eagle0600: British spelling redirect to article.</p>
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<div>#REDIRECT [[DF2010:Civilization]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&diff=89708v0.31:Kobold2010-04-11T11:53:17Z<p>Eagle0600: Typo</p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{CreatureInfo|name=Kobold<br />
|symbol=k|color={{COLOR:6:0:0}}<br />
|biome=* {{L|Civilization}}<br />
}}<br />
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''<br />
<br />
{{gamedata|[CREATURE:KOBOLD]<br />
[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]<br />
[NAME:kobold:kobolds:kobold]<br />
[CASTE_NAME:kobold:kobolds:kobold]<br />
[CREATURE_TILE:'k'][COLOR:6:0:0]<br />
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]<br />
[LOCKPICKER][TRAPAVOID][FLEEQUICK]<br />
[CAN_LEARN][LIKES_FIGHTING]<br />
[UTTERANCES]<br />
[BONECARN]<br />
[CANOPENDOORS]<br />
[PREFSTRING:mischief]<br />
[PERSONALITY:ANXIETY:50:75:100]<br />
[PERSONALITY:TRUST:0:25:50]<br />
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500] ++<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500] ---<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500] ---<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[MAXAGE:150:170]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:12]<br />
[EQUIPS]<br />
[NOCTURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[MANNERISM_FINGERS:finger:fingers]<br />
[MANNERISM_NOSE:nose]<br />
[MANNERISM_EAR:ear]<br />
[MANNERISM_HEAD:head]<br />
[MANNERISM_EYES:eyes]<br />
[MANNERISM_MOUTH:mouth]<br />
[MANNERISM_HAIR:hair]<br />
[MANNERISM_KNUCKLES:knuckles]<br />
[MANNERISM_LIPS:lips]<br />
[MANNERISM_CHEEK:cheek]<br />
[MANNERISM_NAILS:nails]<br />
[MANNERISM_FEET:feet]<br />
[MANNERISM_ARMS:arms]<br />
[MANNERISM_HANDS:hands]<br />
[MANNERISM_TONGUE:tongue]<br />
[MANNERISM_LEG:leg]<br />
[MANNERISM_WALK]<br />
[MANNERISM_SIT]<br />
[MANNERISM_BREATH]<br />
[MANNERISM_POSTURE]<br />
[MANNERISM_STRETCH]<br />
[MANNERISM_EYELIDS]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]<br />
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]<br />
[APP_MOD_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]<br />
[TLCM_NOUN:eyes:PLURAL]}}<br />
[[Category:Creatures]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&diff=89707v0.31:Kobold2010-04-11T11:52:20Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{CreatureInfo|name=Kobold<br />
|symbol=k|color={{COLOR:6:0:0}}<br />
|biome=* {{L|Civilisation}}<br />
}}<br />
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''<br />
<br />
{{gamedata|[CREATURE:KOBOLD]<br />
[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]<br />
[NAME:kobold:kobolds:kobold]<br />
[CASTE_NAME:kobold:kobolds:kobold]<br />
[CREATURE_TILE:'k'][COLOR:6:0:0]<br />
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]<br />
[LOCKPICKER][TRAPAVOID][FLEEQUICK]<br />
[CAN_LEARN][LIKES_FIGHTING]<br />
[UTTERANCES]<br />
[BONECARN]<br />
[CANOPENDOORS]<br />
[PREFSTRING:mischief]<br />
[PERSONALITY:ANXIETY:50:75:100]<br />
[PERSONALITY:TRUST:0:25:50]<br />
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500] ++<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500] ---<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500] ---<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[MAXAGE:150:170]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:12]<br />
[EQUIPS]<br />
[NOCTURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[MANNERISM_FINGERS:finger:fingers]<br />
[MANNERISM_NOSE:nose]<br />
[MANNERISM_EAR:ear]<br />
[MANNERISM_HEAD:head]<br />
[MANNERISM_EYES:eyes]<br />
[MANNERISM_MOUTH:mouth]<br />
[MANNERISM_HAIR:hair]<br />
[MANNERISM_KNUCKLES:knuckles]<br />
[MANNERISM_LIPS:lips]<br />
[MANNERISM_CHEEK:cheek]<br />
[MANNERISM_NAILS:nails]<br />
[MANNERISM_FEET:feet]<br />
[MANNERISM_ARMS:arms]<br />
[MANNERISM_HANDS:hands]<br />
[MANNERISM_TONGUE:tongue]<br />
[MANNERISM_LEG:leg]<br />
[MANNERISM_WALK]<br />
[MANNERISM_SIT]<br />
[MANNERISM_BREATH]<br />
[MANNERISM_POSTURE]<br />
[MANNERISM_STRETCH]<br />
[MANNERISM_EYELIDS]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]<br />
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]<br />
[APP_MOD_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]<br />
[TLCM_NOUN:eyes:PLURAL]}}<br />
[[Category:Creatures]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&diff=89706v0.31:Kobold2010-04-11T11:51:43Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{CreatureInfo|name=Kobold|symbol=k|color={{COLOR:6:0:0}}|biome={{L|Civilisation}}}}<br />
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''<br />
<br />
{{gamedata|[CREATURE:KOBOLD]<br />
[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]<br />
[NAME:kobold:kobolds:kobold]<br />
[CASTE_NAME:kobold:kobolds:kobold]<br />
[CREATURE_TILE:'k'][COLOR:6:0:0]<br />
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]<br />
[LOCKPICKER][TRAPAVOID][FLEEQUICK]<br />
[CAN_LEARN][LIKES_FIGHTING]<br />
[UTTERANCES]<br />
[BONECARN]<br />
[CANOPENDOORS]<br />
[PREFSTRING:mischief]<br />
[PERSONALITY:ANXIETY:50:75:100]<br />
[PERSONALITY:TRUST:0:25:50]<br />
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500] ++<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500] ---<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500] ---<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[MAXAGE:150:170]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:12]<br />
[EQUIPS]<br />
[NOCTURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[MANNERISM_FINGERS:finger:fingers]<br />
[MANNERISM_NOSE:nose]<br />
[MANNERISM_EAR:ear]<br />
[MANNERISM_HEAD:head]<br />
[MANNERISM_EYES:eyes]<br />
[MANNERISM_MOUTH:mouth]<br />
[MANNERISM_HAIR:hair]<br />
[MANNERISM_KNUCKLES:knuckles]<br />
[MANNERISM_LIPS:lips]<br />
[MANNERISM_CHEEK:cheek]<br />
[MANNERISM_NAILS:nails]<br />
[MANNERISM_FEET:feet]<br />
[MANNERISM_ARMS:arms]<br />
[MANNERISM_HANDS:hands]<br />
[MANNERISM_TONGUE:tongue]<br />
[MANNERISM_LEG:leg]<br />
[MANNERISM_WALK]<br />
[MANNERISM_SIT]<br />
[MANNERISM_BREATH]<br />
[MANNERISM_POSTURE]<br />
[MANNERISM_STRETCH]<br />
[MANNERISM_EYELIDS]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]<br />
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]<br />
[APP_MOD_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]<br />
[TLCM_NOUN:eyes:PLURAL]}}<br />
[[Category:Creatures]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&diff=89705v0.31:Kobold2010-04-11T11:49:27Z<p>Eagle0600: Changing data to info pulled from latest raws.</p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{CreatureInfo|name=Kobold|symbol=k|color={{COLOR:6:0:0}}}}<br />
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''<br />
<br />
{{gamedata|[CREATURE:KOBOLD]<br />
[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]<br />
[NAME:kobold:kobolds:kobold]<br />
[CASTE_NAME:kobold:kobolds:kobold]<br />
[CREATURE_TILE:'k'][COLOR:6:0:0]<br />
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]<br />
[LOCKPICKER][TRAPAVOID][FLEEQUICK]<br />
[CAN_LEARN][LIKES_FIGHTING]<br />
[UTTERANCES]<br />
[BONECARN]<br />
[CANOPENDOORS]<br />
[PREFSTRING:mischief]<br />
[PERSONALITY:ANXIETY:50:75:100]<br />
[PERSONALITY:TRUST:0:25:50]<br />
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500] ++<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250] +<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500] -<br />
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +<br />
[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500] ---<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0] unattainable<br />
[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE]<br />
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500] ---<br />
[BODY_SIZE:0:0:1000]<br />
[BODY_SIZE:1:168:5000]<br />
[BODY_SIZE:12:0:20000]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]<br />
[APP_MOD_IMPORTANCE:500]<br />
[SET_BP_GROUP:BY_CATEGORY:EYE]<br />
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:eyes:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:LIP]<br />
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:lips:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:NOSE]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:nose bridge:SINGULAR]<br />
[SET_BP_GROUP:BY_CATEGORY:EAR]<br />
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[APP_MOD_NOUN:ears:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:TOOTH]<br />
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]<br />
[APP_MOD_NOUN:teeth:PLURAL]<br />
[SET_BP_GROUP:BY_CATEGORY:SKULL]<br />
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:NECK]<br />
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]<br />
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]<br />
[SET_BP_GROUP:BY_CATEGORY:HEAD]<br />
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[APP_MOD_IMPORTANCE:700]<br />
[MAXAGE:150:170]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[BABY:1]<br />
[CHILD:12]<br />
[EQUIPS]<br />
[NOCTURNAL]<br />
[HOMEOTHERM:10067]<br />
[SWIMS_LEARNED][SWIM_SPEED:2500]<br />
[MANNERISM_FINGERS:finger:fingers]<br />
[MANNERISM_NOSE:nose]<br />
[MANNERISM_EAR:ear]<br />
[MANNERISM_HEAD:head]<br />
[MANNERISM_EYES:eyes]<br />
[MANNERISM_MOUTH:mouth]<br />
[MANNERISM_HAIR:hair]<br />
[MANNERISM_KNUCKLES:knuckles]<br />
[MANNERISM_LIPS:lips]<br />
[MANNERISM_CHEEK:cheek]<br />
[MANNERISM_NAILS:nails]<br />
[MANNERISM_FEET:feet]<br />
[MANNERISM_ARMS:arms]<br />
[MANNERISM_HANDS:hands]<br />
[MANNERISM_TONGUE:tongue]<br />
[MANNERISM_LEG:leg]<br />
[MANNERISM_WALK]<br />
[MANNERISM_SIT]<br />
[MANNERISM_BREATH]<br />
[MANNERISM_POSTURE]<br />
[MANNERISM_STRETCH]<br />
[MANNERISM_EYELIDS]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]<br />
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]<br />
[APP_MOD_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]<br />
[TLCM_NOUN:eyes:PLURAL]}}<br />
[[Category:Creatures]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&diff=89704v0.31 Talk:Kobold2010-04-11T11:46:55Z<p>Eagle0600: /* Description */ new section</p>
<hr />
<div>== Discussions ==<br />
=== Weapons ===<br />
:In 40d Kobolds were limited to just copper weapons. However, for 2010 I've encountered Kobolds having Iron, Bismuth Bronze, and even Steel weapons when they arrive in ambush parties. I'm sure this is because the [MINOR_METAL] token has been removed from their racial entity under the entity_default.txt. Can anyone confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)<br />
<br />
=== Lock picking ===<br />
:Kobolds have the [LOCKPICKER] token but sometimes during an ambush they'll just mill around outside a locked door. I've actually only had them pick one out of four of my forbidden doors to get to the occupant inside the room. Does anyone have more info or can you confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)<br />
<br />
== Description ==<br />
<br />
Changing description back to the one pulled from the latest release.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=User_talk:Bronzebeard&diff=89703User talk:Bronzebeard2010-04-11T11:46:21Z<p>Eagle0600: /* Kobolds */ new section</p>
<hr />
<div>Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.<br><br />
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.<br />
* To tell us who you are when you talk, please sign your posts on discussion pages by typing <code><nowiki>--~~~~</nowiki></code> after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.<br />
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.<br />
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.<br />
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.<br />
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.<br />
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!<br />
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.<br />
<div align=center><div style="width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center">''"You have been processed! Go forth, now, and edit!" --[[User:Savok|Savok]]''</div></div><br />
<br />
== Creative writing ==<br />
<br />
:'''''Satyrs''' (or "''goatmen''" -- half man, half goat) are traditionally regarded as [[evil]], cunning [[humanoid]]s. With menacing (although rather human) faces, goat-like ears, sporting two back-bent horns on their heads and being half-covered in thick, dark fur (particularly on their arms and legs), they make for understandingly unwelcome guests. They revel in being thieves or tricksters, and, by extension, mischief in general (though they've not actually been reported to steal from [[fortress]]es).''<br />
<br />
Hi. This is nice writing, and the page certainly needed ''something''. Unfortunately, about 80% of this is based off mythology and not Dwarf Fortress, and so is, to use the technical term, "wrong", with the important in-game information lacking entirely. Not evil (in fact, clearly marked "good"), not a thief (so why mention it?), and benign. Not mentioned (but visible at a glance in the file, on that same page) are that they are found in good biomes, they are not aggressive and can be extremely dangerous opponents if engaged.<br />
<br />
You're clearly a solid writer, you just need to pull from the game rather than pure creativity. The vast majority of the wiki articles are, whenever possible, based on the game files, and if not then on independently verified and repeatable observation. Not myth, not creativity - there's certainly some room for "color", but not if/when it is counter-productive to informing newbs. You'll get the feel for it. Readya later, --[[User:Albedo|Albedo]] 05:17, 13 September 2009 (UTC)<br />
<br />
:Duly noted. You've my thanks, as well as my apologies ''(I realize I took my liberties with it but felt urged to add, as you put,'' something ''there)''. --[[User:Bronzebeard|Bronzebeard]] 20:07, 13 September 2009 (UTC)<br />
<br />
::NP, all good - I made similar mistakes w/ my first editing efforts, so I'm hardly in a position to stress (at least, not without being a complete hypocrite, ahem). In some (role playing) games, a "Winter Wolf" is ''quite'' unnatural - a glance at the game files shows it's just a wolf in cold weather climes, unlike, say, [[fire imp]]s, [[iron man|iron men]] or [[grimeling]]s, which have more than one "unnatural" trick up their sleeve. Skim over [[creature token]]s for a bit more info on those tags and what they mean. --[[User:Albedo|Albedo]] 20:18, 13 September 2009 (UTC)<br />
<br />
== Gametext? ==<br />
<br />
Since you've formatted your userpage akin to DF's thoughts and preferences, might I direct you to [[Template:Gametext]]? I spent some time fooling around with this last night to get my userpage looking just so. --[[User:Rowenlemmings|Rowenlemmings]] 20:46, 13 September 2009 (UTC)<br />
<br />
:Why, thank you! After fiddling around with the code for a bit, I think I got it ([[User:Bronzebeard]]). However, it's proven a little trickier than what I've cracked up; it won't let me begin any further header, below (maybe I'm missing some end statement to it, or something >.>). --[[User:Bronzebeard|Bronzebeard]] 21:42, 13 September 2009 (UTC)<br />
<br />
::Fixed. That <nowiki><!--</nowiki>''text goes here''<nowiki>--></nowiki> markup is a comment, so you'd left an open begin-comment markup at the end of the template. I deleted the last <nowiki><!--</nowiki> and it shows the rest of the page now. --[[User:Rowenlemmings|Rowenlemmings]] 21:46, 13 September 2009 (UTC)<br />
<br />
:::Hah. I've to thank you a second time! I'm, with all due honesty, a noob at wiki editing (starting... just yesterday). By the way, thank you<sup>(2)</sup>. --[[User:Bronzebeard|Bronzebeard]] 21:58, 13 September 2009 (UTC)<br />
<br />
== Kobolds ==<br />
<br />
The Kobold description fit exactly with the raw files. Why did you change it? --[[User:Eagle0600|Eagle0600]] 11:46, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=Pump_stack&diff=89702Pump stack2010-04-11T11:37:44Z<p>Eagle0600: Redirected page to DF2010:Screw pump#Pump Stack</p>
<hr />
<div>#REDIRECT [[cv:Screw_pump#Pump_Stack]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Crop&diff=89664v0.31:Crop2010-04-11T08:46:10Z<p>Eagle0600: Edited for new template</p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
:''(This article is about farmable plants. If you want information about trees, see {{L|Tree}}.)''<br />
<br />
{{plant table head}}<br />
<!--Blank row template is: {{plant table row|name=|tile=|color=|color2=|seasons={{seasons3||||}}|biome=|align=|value=|drink=|drinkv=|eat=|cook=|prod=|prodv=}}--><br />
{{plant table row|name=Plump helmet|tile=♠|color=5|biome=Wet cavern|value=4|drink=Dwarven<br /> wine|drinkv=10|eat=y|cook=y}}<br />
{{plant table row|name=Pig tail|tile=τ|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven<br /> ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}<br />
{{plant table row|name=Cave wheat|tile=τ|color=7/1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven<br /> beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}<br />
{{plant table row|name=Sweet pod|tile=Φ|color=4/1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven<br /> rum|drinkv=10|eat=p|cook=p|prod=Dwarven sugar (m)<br />Dwarven syrup (l)|prodv=20☼<br />100<sup>1</sup>}}<br />
{{plant table row|name=Quarry bush|tile=♣|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)|prodv=25}}<br />
{{plant table row|name=Muck root/4|tile=τ|color=0/1|biome=Wetland/Wet|value=1|drink=Swamp<br />whiskey|drinkv=5|eat=y|cook=y}}<br />
{{plant table row|name=Bloated tuber/4|tile=Φ|color=6|biome=Wetland/Dry|value=2|drink=Tuber<br /> beer|drinv=10|eat=y|cook=y}}<br />
{{plant table row|name=Kobold bulb/4|tile=Φ|color=0/1|biome=Wetland/Wet|value=5|prod=Gnomeblight (e)|prodv=100}}<br />
{{plant table row|name=Prickle berry|tile=:|color=2|biome=Not freezing/Dry|value=1|drink=Prickle<br />berry wine|drinkv=5|eat=y|cook=y}}<br />
{{plant table row|name=Wild strawberry|tile=:|color=4|biome=Not freezing/Dry|value=4|drink=Strawberry<br />wine|drinkv=10|eat=y|cook=y}}<br />
{{plant table row|name=Longland grass|tile=τ|color=6/1|biome=Not freezing/Dry|value=4|drink=Longland<br />beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}<br />
{{plant table row|name=Valley herb/4|tile=ÿ|color=2/1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=25|cook=y|prod=Golden salve (l)|prodv=100}}<br />
{{plant table row|name=Rat weed|tile=τ|color=2|biome=Not freezing/Wet|value=1|drink=Sewer<br /> brew|drinkv=5|eat=y|cook=y}}<br />
{{plant table row|name=Fisher berry|tile=:|biome=Not freezing/Wet|value=4|drink=Fisher<br />berry wine|drinkv=10|eat=y|cook=y}}<br />
{{plant table row|name=Rope reed|tile=ƒ|color=2|biome=Not freezing/Wet|value=4|drink=River<br /> spirits|prod=Rope reed thread (p)|prodv=2}}<br />
{{plant table row|name=Dimple cup|tile=♥|color=1/1|biome=Wet cavern|value=4|prod=Dimple dye (m)|prodv=20}}<br />
{{plant table row|name=Blade weed|tile=τ|color=2|biome=Not freezing/Dry|value=4|prod=Emerald dye (m)|prodv=20}}<br />
{{plant table row|name=Hide root|tile=τ|color=6|biome=Not freezing/Dry|value=1|prod=Redroot dye (m)|prodv=10}}<br />
{{plant table row|name=Sliver barb|tile=τ|color=0/1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter<br /> cruor|drinkv=5|prod=Sliver dye (m)|prodv=20}}<br />
{{plant table row|name=Sun berry|tile=:|color=6/1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}<br />
{{plant table row|name=Whip vine|tile=§|color=3/1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}<br />
|}<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. [[DF2010_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
<br />
To get the products/extracts from the plants they have to be processed, in the following {{L|workshop}}s, using the following {{L|labor}}s:<br />
:*'''m''': mill ({{L|cave wheat}}, {{L|sweet pod}}, {{L|longland grass}}, {{L|whip vine}}, {{L|dimple cup}}, {{L|blade weed}}, {{L|hide root}}, {{L|sliver barb}}): At {{L|quern}} or {{L|millstone}}, using {{L|milling}}.<br />
:*'''b''': process to bag ({{L|quarry bush}}): At {{L|farmer's workshop}}, using {{L|plant processing}}.<br />
:*'''l''': process to barrel ({{L|sweet pod}}): At farmer's workshop, using plant processing.<br />
:*'''p''': process plant ({{L|pig tail}}, {{L|rope reed}}): At farmer's workshop, using plant processing.<br />
:*'''v''': process to vial ({{L|valley herb}}): At farmer's workshop, using plant processing.<br />
:*'''e''': extract plant essence ({{L|kobold bulb}}): At {{L|still}}, using {{L|plant gathering}}.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:Plant_table_row&diff=89663Template:Plant table row2010-04-11T08:45:46Z<p>Eagle0600: Allowing for multicoloured biome entries</p>
<hr />
<div><noinclude><br />
{{plant table head}}<br />
</noinclude><br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{#if:{{#titleparts:{{{name|}}}|1|1}}|{{#ifexist:{{NAMESPACE}}:{{#titleparts:{{{name|}}}|1|1}}|{{L|{{#titleparts:{{{name|}}}|1|1}}}}|{{#titleparts:{{{name|}}}|1|1}}}}|?}}{{#if:{{#titleparts:{{{name|}}}|1|2}}|<sup>{{#titleparts:{{{name|}}}|1|2}}</sup>}}<br />
|style="border:1px #AAA solid;padding:0.2em; background:black;"|{{tile|{{{tile|?}}}|{{color2|{{{color|7}}}|{{{color2|}}}}}}}<br />
|{{{seasons|{{seasons3|1|1|1|1}}}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{BiomeColor|{{{biome|}}}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{aligncolor|{{{align|All}}}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{{value|4}}}☼<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{{drink|''None''}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{#if:{{{drink|}}}|{{{drinkv|10}}}☼|—}}<br />
|style="border:1px #AAA solid;padding:0.2em; background:{{#switch:{{{eat|n}}}|y=rgb(144, 255, 144)|n=rgb(255, 144, 144)|#default=rgb(238, 220, 130)}}"|{{#switch:{{{eat|n}}}|y=Yes|n=No|p=Pr<sup>3</sup>|#default={{{eat|}}}}}<br />
|style="border:1px #AAA solid;padding:0.2em; background:{{#switch:{{{cook|n}}}|y=rgb(144, 255, 144)|n=rgb(255, 144, 144)|#default=rgb(238, 220, 130)}};"|{{#switch:{{{cook|n}}}|y=Yes|n=No|p=Pr<sup>3</sup>|{{{cook|}}}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{{prod|''None''}}}<br />
|style="border:1px #AAA solid;padding:0.2em;"|{{#if:{{{prod|}}}|{{{prodv|}}}☼|—}}<noinclude><br />
|}<br />
</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:BiomeColor2&diff=89656Template:BiomeColor22010-04-11T08:41:01Z<p>Eagle0600: </p>
<hr />
<div><includeonly>{{#if:{{{1|}}}|{{#switch:{{{1|}}}|#default={{{1|}}}|Wet cavern=<span style="color:teal">Wet cavern</span>|Wetland=<span style="color:#246">Wetland</span>|Temperate grassland=<span style="color:green">Temperate grassland</span>|Underground cavern|Subterranean cavern=<span style="color:#975">Underground cavern</span>}}{{#if:{{{2|}}}|&nbsp;{{BiomeColor3|{{{2|}}}}}}}{{#if:{{{3|}}}|{{BiomeColor3|{{{3|}}}}}}}{{#if:{{{4|}}}|{{BiomeColor3|{{{4|}}}}}}}{{#if:{{{5|}}}|{{BiomeColor3|{{{5|}}}}}}}|''None''}}</includeonly><noinclude>See BiomeColor3 for subtypes.</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:BiomeColor&diff=89651Template:BiomeColor2010-04-11T08:38:14Z<p>Eagle0600: Created page with '<noinclude>The purpose of this template is to parse single-parameter input to Template:BiomeColor2</noinclude> <includeonly>{{BiomeColor2|{{#titleparts:{{{1|}}}|1|1}}|{{#titl…'</p>
<hr />
<div><noinclude>The purpose of this template is to parse single-parameter input to [[Template:BiomeColor2]]</noinclude><br />
<includeonly>{{BiomeColor2|{{#titleparts:{{{1|}}}|1|1}}|{{#titleparts:{{{1|}}}|1|2}}|{{#titleparts:{{{1|}}}|1|3}}|{{#titleparts:{{{1|}}}|1|4}}|{{#titleparts:{{{1|}}}|1|5}}}}</includeonly></div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:BiomeColor2&diff=89648Template:BiomeColor22010-04-11T08:32:59Z<p>Eagle0600: Created page with '{{#if:{{{1|}}}|{{#switch:{{{1|}}}|#default={{{1|}}} |Wet cavern=<span style="color:teal">Wet cavern</span> |Wetland=<span style="color:#246">Wetland</span> |Temperate grassland=…'</p>
<hr />
<div>{{#if:{{{1|}}}|{{#switch:{{{1|}}}|#default={{{1|}}}<br />
<br />
|Wet cavern=<span style="color:teal">Wet cavern</span><br />
|Wetland=<span style="color:#246">Wetland</span><br />
|Temperate grassland=<span style="color:green">Temperate grassland</span><br />
|Underground cavern|Subterranean cavern=<span style="color:#975">Underground cavern</span><br />
<br />
}}{{#if:{{{2|}}}|&nbsp;{{BiomeColor3|{{{2|}}}}}}}{{#if:{{{3|}}}|{{BiomeColor3|{{{3|}}}}}}}{{#if:{{{4|}}}|{{BiomeColor3|{{{4|}}}}}}}{{#if:{{{5|}}}|{{BiomeColor3|{{{5|}}}}}}}|''None''}}<br />
<br />
<noinclude>See BiomeColor3 for subtypes.</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:BiomeColor3&diff=89645Template:BiomeColor32010-04-11T08:27:46Z<p>Eagle0600: Created page with '{{#switch:{{{1|}}} |#default=({{{1|}}}) |Good=<span style="color:yellow">(Good)</span> |Evil=<span style="color:purple">(Evil)</span> |Savage=<span style="color:red">(Savage)</sp…'</p>
<hr />
<div>{{#switch:{{{1|}}}<br />
|#default=({{{1|}}})<br />
|Good=<span style="color:yellow">(Good)</span><br />
|Evil=<span style="color:purple">(Evil)</span><br />
|Savage=<span style="color:red">(Savage)</span><br />
|Benign=<span style="color:#4f8">(Benign)</span><br />
|Wet=<span style="color:#246">(Wet)</span><br />
|Dry=<span style="color:brown">(Dry)</span><br />
}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Plants&diff=89622v0.31:Plants2010-04-11T07:51:07Z<p>Eagle0600: Naming conventions do not apply to redirect pages. Their sole purpose is to redirect to pages that ARE correctly named.</p>
<hr />
<div>#REDIRECT [[DF2010:Crop]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=User_talk:Iffonox&diff=89607User talk:Iffonox2010-04-11T07:23:47Z<p>Eagle0600: </p>
<hr />
<div>You don't need to mark a page for deletion to break that redirect chain. Just move the proper page yourself. --[[User:Eagle0600|Eagle0600]] 06:46, 11 April 2010 (UTC)<br />
<br />
<br />
Also, you don't neat to link <nowiki>{{L|X|Xs}}</nowiki>, just <nowiki>{{L|X}}s</nowiki>. Seriously, it's easier to edit. --[[User:Eagle0600|Eagle0600]] 07:23, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=User_talk:Iffonox&diff=89606User talk:Iffonox2010-04-11T07:23:28Z<p>Eagle0600: </p>
<hr />
<div>You don't need to mark a page for deletion to break that redirect chain. Just move the proper page yourself. --[[User:Eagle0600|Eagle0600]] 06:46, 11 April 2010 (UTC)<br />
Also, you don't neat to link <nowiki>{{L|X|Xs}}</nowiki>, just <nowiki>{{L|X}}s</nowiki>. Seriously, it's easier to edit. --[[User:Eagle0600|Eagle0600]] 07:23, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Trading&diff=89605v0.31:Trading2010-04-11T07:19:24Z<p>Eagle0600: SORELY NEEDED link neatening.</p>
<hr />
<div>{{av}}<br />
{{Building|name=Trade depot|key=D<br />
|job= <br />
1 of:<br />
* {{L|Broker}} noble<br />
* None (See description)<br />
|construction=<br />
3 of<br />
* {{L|Block}}<br />
* {{L|Metal bar}}<br />
* {{L|Stone}}<br />
* {{L|Wood}}<br />
|construction_job=<br />
* {{L|Architecture}}<br />
* and 1 of:<br />
** {{L|Metalsmithing}}<br />
** {{L|Masonry}}<br />
** {{L|Carpentry}}<br />
|purpose=<br />
Trade goods with merchants.<br />
}}<br />
<br />
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}}{{Verify}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive {{L|anvil}} to bring 50 extra units of {{L|alcohol|booze}} or purchase additional skills for the expedition party.{{version|0.31.1}} <!-- New players can {{L|Your_first_fortress#Trading|look here}} for advice on trading with the first caravan. --><br />
<br />
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - "''Trader requested at Depot"''). As a {{L|profession}}, the term usually only applies to those merchants, and to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.<br />
<br />
== Trade Depot ==<br />
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}). There must be at least 10 spaces between the Depot and the edge of the map.{{version|0.31.2010}}<br />
<br />
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from {{L|thief|thieves}} and {{L|goblin}}s.<br />
<br />
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.<br />
<br />
Do not build two Trade Depots however, as then neither will work properly.{{Verify}}<br />
<br />
Everything that is on your map belongs to you, except:<br />
<br />
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}<br />
* the items that are in trade wagons or on merchant animals{{Verify}}<br />
* the items that are on the trade depot (they belong to nobody until they are moved out of it){{Cn}<br />
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a {{L|Cheating|little hint}}: when the merchants have finished unloading, remove the depot...{{Cn}<br />
<br />
=== Move Goods to/from Depot ===<br />
{{K|g}}: This command becomes active when a caravan arrives on your map. This screen menu is similar to the {{L|stock}}s menu ({{K|z}} - Stocks). This is where you select what items you want to trade with the caravan. If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option. The move to depot screen will not show things that violate an export {{L|mandate}}. By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your {{L|mayor}} has a mandate banning the export of iron, this screen will hide bins that contain iron items. By changing this option, all iron items will be shown.{{Verify}}<br\> <br\>After selecting items and exiting the screen, {{L|job}}s will be queued to move the items to the depot. All dwarves, regardless of {{L|labor}} settings, can move goods to the depot.{{version|0.31.2010}} Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING]. <br\><br\>Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.{{version|0.31.2010}} If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the {{L|Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems}} in the depot.{{version|0.31.2010}}<br />
<br />
=== No trader needed at depot or Trader requested at depot ===<br />
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.{{version|0.31.2010}}<br />
<br />
=== Only broker may trade or Anyone may trade ===<br />
{{K|b}}: This setting determines who will perform the trade. If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better {{L|appraiser}} than the broker, the broker's appraisal skill is still used.<br />
<br />
=== Trade ===<br />
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.{{version|0.31.2010}}<br />
<br />
==Trading==<br />
{{:Trading/Flowchart}}<br />
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed. Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit. Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items.{{version|0.31.2010}} The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.{{version|0.31.2010}}<br />
<br />
<s>A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers.</s><!-- Inexperienced broker, first trade, 10% profit margin was all that was needed wih elves. --> With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}<br />
<br />
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}<br />
<br />
=== Trading cue colors ===<br />
<br />
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.{{version|0.31.2010}}<br />
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.{{version|0.31.2010}}<br />
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.{{Verify}}<br />
* Items in green have just been gifted to the caravan and they will not trade it back.{{version|0.31.2010}}<br />
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.{{Verify}}<br />
<br />
=== Merchant mood ===<br />
If your broker has Novice or better {{L|Judge of Intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. {{version|0.31.2010}}<br />
<br />
* (trader) seems ecstatic with the trading<br />
* (trader) seems very happy about the trading<br />
* (trader) seems pleased with the trading<br />
* (trader) seems willing to trade (Default, at least for humans)<br />
* (trader) seems to be rapidly losing patience<br />
* (trader) is not going to take much more of this<br />
* (trader) is unwilling to trade<br />
<br />
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. {{version|0.31.2010}}<br />
<br />
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.{{version|0.31.2010}}<br />
<br />
=== Seizing items ===<br />
<br />
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's. If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are "laundered" by decoration or used to create other goods. Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}<br />
<br />
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}<br />
<br />
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}<br />
<br />
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}<br />
<br />
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}<br />
<br />
===Offering items===<br />
<br />
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}}<br />
<br />
'''''Note:''' There are currently{{v|0.28.181.DF2010}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' ("''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)"''<br />
<br />
=== Miscellaneous Trading Advice ===<br />
<br />
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.{{version|0.31.2010}}<br />
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.{{version|0.31.2010}} <br />
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.{{version|0.31.2010}}<br />
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}<br />
<br />
== Caravans ==<br />
Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year. Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}<br />
<br />
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}<br />
<br />
=== Wagons ===<br />
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.}}<br />
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen. Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.}}<br />
All races except elves and goblins will send {{L|wagon}}s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports. Unfortunately, wagons require paths that are three tiles wide to pass. If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. {{version|0.31.2010}}<br />
<br />
Wagons '''cannot''' cross {{L|stair}}s or {{L|door}}s (even if the doors span an area ordinarily wide enough for the wagon to pass). Obstructing {{L|boulder}}s must be smoothed ( {{K|d}} - {{K|s}} ), and {{L|tree}}s must be cut down ( {{K|d}} - {{K|t}} ). {{L|Shrub}}s do not obstruct wagons, and neither do {{L|ramp}}s, {{L|bridge}}s, {{L|road}}s, or {{L|floor}} tiles. (However, ramps covered by a {{L|hatch}} do obstruct.) The impassable tiles of {{L|workshop}}s and other buildings will obstruct, but the passable tiles of those buildings will not. Any buildings which are normally passable, including {{L|restraint}}s and {{L|trap}}s, will not obstruct wagons either, nor will creatures, whether restrained or free.{{version|0.31.2010}}<br />
<br />
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any {{L|soil}} tiles that make up part of the path. Ramps must be used to adjust {{L|z-level}} elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.{{Verify}}<br />
<br />
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words "depot accessible" on the depot access screen.{{version|0.31.2010}}<br />
<br />
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot. If there is only one path they can take, they will take that path. You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.{{version|0.31.2010}}<br />
<br />
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]<br />
[NAME:wagon:wagons:wagon]<br />
[TILE:'W'][COLOR:6:0:0]<br />
[EQUIPMENT_WAGON][COMMON_DOMESTIC]<br />
[NOT_BUTCHERABLE]<br />
[HAS_RACEGLOSS:WOOD]<br />
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]<br />
[NOSMELLYROT]<br />
[BODY:WAGON]<br />
[SIZE:12]<br />
[ALL_ACTIVE]<br />
[NO_GENDER]<br />
[MATERIAL:WOOD:USE_RACEGLOSS]<br />
[TRADE_CAPACITY:15000]<br />
[MUNDANE]<br />
}}<br />
<br />
=== Liaisons ===<br />
{{L|Liaison}}s may be sent with caravans to speak to important dwarves. They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive). They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.{{version|0.31.2010}}<br />
<br />
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.{{version|0.31.2010}}<br />
<br />
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}<br />
<br />
=== Races ===<br />
The following races send caravans.<br />
<br />
==== {{L|Dwarves}}{{version|0.31.2010}} ====<br />
The dwarven caravan:<br />
* arrives in {{L|Calendar|autumn}}.<br />
* employs wagons to bring more goods.<br />
* typically carries {{L|food}}, {{L|alcohol|booze}}, {{L|leather}} and more. Dwarves alone may carry {{L|steel}} and steel goods.<br />
* tends to be well guarded.<br />
* sends a liaison who will speak with the {{L|Expedition leader}} (or {{L|Mayor}}) to negotiate prices.<br />
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}<br />
* will not cause sieges when repeatedly destroyed or lost.<br />
* is the only caravan to arrive during a fortress' first year.<br />
* always arrives regardless of embark location.<br />
* cannot have its goods seized from the trade menu.<br />
<br />
==== {{L|elf|Elves}}{{version|0.31.2010}} ====<br />
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.}}<br />
<br />
The elven caravan:<br />
* arrives in {{L|Calendar|spring}}.<br />
* does not send wagons.<br />
* typically carries {{L|cloth}}, {{L|Restraint|rope}}, various above ground {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en {{L|craft}}s & {{L|weapon}}s, large-sized clothing and {{L|armor}}, and may carry tame {{L|creature}}s (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).<br />
* tends to be unguarded.<br />
* does not accept some items in trade:<br />
<br />
Elven traders do not like to be offered any tree byproducts. Forbidden items include{{ver|0.28.181.DF2010}}: <br />
<br />
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}<br />
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable<br />
* Items {{L|decoration|decorated}} with any of the above materials<br />
* {{L|Obsidian}} shortswords (since they have wooden handles)<br />
* {{L|Soap}} (made with {{L|ash}})<br />
<br />
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately. Additionally you will be called uncouth, crude, and barbaric for suggesting it. Tragic incidents can befall name callers which if repeated can lead to {{L|siege|interesting times}} and even great {{L|fun}}!<br />
<br />
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.<br />
<br />
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an "elf kosher" way &mdash; and all dwarves know that elves have terrible memory.<br />
<br />
==== {{L|Human}}s{{version|0.31.2010}} ====<br />
The human caravan:<br />
* arrives in {{L|Calendar|summer}}.<br />
* employs wagons to bring more goods.<br />
* typically carries a very large quantity and variety of goods.<br />
* tends to be moderately guarded.<br />
* sends a liaison who will speak with the broker to negotiate prices.<br />
<br />
==== {{L|Goblin}}s{{Verify}} ====<br />
A goblin caravan may arrive if your civilization is at peace with the goblins.<br />
<br />
The goblin caravan:<br />
*will arrive every season, four times per year<br />
*does not send wagons<br />
*tends to be unguarded<br />
*brings mostly food and cloth<br />
*does not send a liaison or a guild representative<br />
*does not make import/export agreements<br />
<br />
----<br />
<br />
* All caravans <small>(goblins too?{{verify}})</small> carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.<br />
<br />
=== Destruction ===<br />
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.{{Verify}}<br />
<br />
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}}<br />
<br />
=== Caravan Delay ===<br />
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death. It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}<br />
<br />
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.<br />
<br />
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&diff=89586v0.31:Caverns2010-04-11T07:02:21Z<p>Eagle0600: Neatened links</p>
<hr />
<div>{{av}}<br />
{{human}}<br />
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures and plants. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers, the first one residing about 15 z-levels below the surface. Number, size and z-position can be altered in the world generation parameters.<br />
The caverns will usually have open map edges, allowing animals to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.<br />
<br />
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''<br />
<br />
== Layers and Types ==<br />
<br />
The cavern closest to the surface usually has few monsters (the occasional giant olm or toad) so it is pretty safe. The subsequent caverns will become increasingly fun, so don't dig too deep without making adequate preparation.<br />
<br />
Depending on your world generation settings, cavern layers may come in the following variations:<br />
<br />
'''Dry:''' Regular cave floors with no vegetation.<br />
<br />
'''Wet:''' The whole layer is {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant}}s. (These are very common)<br />
<br />
'''Aquatic:''' Major sections of the layer are filled with {{L|water}}, forming a gigantic underground sea, including {{L|fish}} and possibly camps of {{L|olmman|olmmen}} and other aquatic creatures.<br />
<br />
<br />
<br />
There are three layers of the actual cavern, beneath the third layer is the {{l|magma sea}}.<br />
<br />
They usually don't connect under normal circumstances. <br />
<br />
== Other Features ==<br />
<br />
'''Deep pits:''' deep pits are... deep pits, they go from one cavern level to the next, and they are a fixed shape, when they hit the next cavern level they end up 'merging' into it (''no other way to explain it''), and the top z-level, the z-level it hits the next cavern level, is un-muddied rough rock floor where the the normal space of the deep pit and the random rock spires of the cavern collide.<br />
<br />
'''Magma pipes:''' Magma pipes are tubes extending from the {{l|magma sea}} and their shape is fixed, it's really random if you find one, it could extend to the top cavern, or even just a few z-levels.<br />
<br />
== Dangers ==<br />
<br />
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.<br />
Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.<br />
<br />
<br />
== Vegetation ==<br />
<br />
Depending on whether they can support plants, caverns will, from the topmost to the deepest, feature the following vegetation:<br />
<br />
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, Tower-caps, and Fungi wood, it will very likely have a gigantic pool at the bottom level.{{verify}}<br />
<br />
'''Level two''': a level filled with, in addition to the above, Goblin-caps, Spore trees, Black-caps, and Tunnel tubes.<br />
<br />
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, Nether-caps, and Blood thorns. <br />
<br />
Plants from recently discovered layers will also start sprouting in your artificially muddied areas (but not on the already muddied areas that the caverns are generated with).<br />
<br />
<br />
== Benefits ==<br />
<br />
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.<br />
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.<br />
Also, underground caverns can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.<br />
<br />
== When should I start exploring? ==<br />
[[Image:Cavern.png|thumb|right|A cavern found underground.]]<br />
Likely the best time is when you get your first migrant wave, and have a military. As you can handle what tries to attack, and you don't have a siege to worry about, earlier is fine, but you will likely get a bunch of dwarves killed. The subsequent caverns will become increasingly ''fun'', so don't dig too deep without making adequate preparation.<br />
<br />
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&diff=89582v0.31:Starting build2010-04-11T07:00:18Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
<br />
'''''Your First Fortress?'''''<br />
::''If you are a new player looking for a solid basis to survive the first couple of months or years, check out the aptly named guide on {{l|your first fortress}}. It includes a basic starting build aimed at being fail-safe.''<br />
::''If you're trying to plan the future, try {{l|what should I build first}}?''<br />
::''If you're looking for specific, personalized examples of starting builds, see {{l|starting build design}}''<br />
<br />
----<br />
<br />
<br />
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.<br />
<br />
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.<br />
<br />
But one thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items. There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.<br />
<br />
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.<br />
<br />
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final "best" mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding "everything", some decisions will just have to be guesswork - and even later you never know "everything".<br />
<br />
<br />
__TOC__<br />
<br />
== Components of a Starting Build ==<br />
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful. Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements. Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}. <br />
<br />
=== Skills ===<br />
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take. At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than "5". With 7 starting dwarves, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last. <br />
<br />
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''. Adding +5 Levels is then Level '''5'''. This is true regardless of how many "points" a level costs when first buying skills at embark.)''<br />
<br />
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of "head start" they have, what they are good at when they first hit the ground. See {{l|experience}} for a discussion of increasing skills during game play.<br />
<br />
The considerations are several:<br />
<br />
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.<br />
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods<br />
:* Military vs economic needs<br />
:* Your goals vs "basic survival needs" to keep your fortress healthy and happy.<br />
:* Speed that a skill can be trained in game<br />
:* Demand for a skill during a game<br />
:* Whether quality or speed are significant considerations for tasks/final product<br />
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.<br />
:* & most importantly - ''your playstyle'' - what '''you''' think is "fun"!<br />
<br />
While there are some arguable "no-brainer" choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to. And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bonecarver}} is one way to go with (part of) a starting build. Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.<br />
<br />
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.<br />
<br />
=== Items ===<br />
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.<br />
<br />
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|carvan}} - barring {{L|losing|the unforeseen}}. In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it. <br />
<br />
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.<br />
<br />
:''(* "Wooden practice axes" cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can [[DIY]] quickly enough.)''<br />
<br />
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first. Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question. The trade-off is always a balance of cost savings vs. time savings when you first strike the earth. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.<br />
<br />
====Your civilization====<br />
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.<br />
<br />
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, "abandon" the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt. <br />
<br />
Every such re-start gives you a different mix of dwarves with different names, {{L |attributes}}, {{L |personalities}} and {{L |preference}}s, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.<br />
<br />
===Saving a starting mix===<br />
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.<br />
<br />
If you match skills to the {{l|preference}}s and {{L |personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.<br />
<br />
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. <br />
<br />
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''<br />
<br />
<br />
<br />
= "Play Now!" =<br />
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved. If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items. <br />
<br />
When you pick this option, you currently{{version|0.31.01}} start with:<br />
<br />
'''dwarves:'''<br />
:* one Adequate" {{l|Miner}} (+2 {{l|Experience|skill levels}}) <br />
& six dwarves with Novice (+1 skill level) in each of the following skills...<br />
:* {{l|Carpenter}}/ {{l|Bowyer}}<br />
:* {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}<br />
:* {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Woodcrafter}}/ {{l|Stonecrafter}}/ {{l|Bone carver|Bone Carver}}<br />
:* {{l|Fisherdwarf}}<br />
:* {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}<br />
<br />
:And one "Leader", with Novice in:<br />
:* {{l|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}<br />
::''plus'' Adequate in:<br />
:: {{l|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone Doctor}}, {{l|Suterer}}.<br />
<br />
:''(Note that that last dwarf has far more "levels" in starting skills (by twice!) for a single dwarf than are allowed by "Planning Carefully", below!)''<br />
<br />
<br />
'''Items'''<br />
:* 2 Copper [[pick]]s <br />
:* 2 Copper battle [[axe]]s<br />
:* 1 Iron [[anvil]] <br />
:* 60 units alcohol (20 each of 3 random types<sup>1</sup>, 12 free barrels)<br />
:* 5 ''each'' {{l|seed}}s<sup>2</sup> (& 6 bags)<br />
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 15 units of plump helmets (10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 5 pig tail fiber thread <br />
:* 5 pig tail fiber cloth <br />
:* 5 pig tail fiber bag <br />
:* 3 pig tail fiber ropes <br />
:* 3 wooden<sup>4</sup> buckets <br />
:* 3 wooden<sup>4</sup> splints <br />
:* 3 wooden<sup>4</sup> crutch <br />
:* 2 dogs (random sex)<br />
:* 2 cats (random sex)<br />
:* 1 random cow/ox/mule/horse (random sex)<br />
<br />
::''Notes:''<br />
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type. (A wider variety is usually better.)''<br />
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''<br />
:::3. ''A barrel can hold up to 10 dry items (or 5 wet). One of these barrels is only half full. ''<br />
:::4. ''All wooden items will be of 1 type of wood.''<br />
<br />
As a challenge for an experienced player, this is not an uncommon choice. But even as a starting player you can do much better if you choose the "'''Prepare for the journey carefully'''" option and do just that - prepare carefully, as described below...<br />
<br />
="Prepare for the Journey Carefully"=<br />
Good advice. This option allows you complete control over your starting mix of skills and beginning items. By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the "Play Now" mix, but all are optional and can be sold back and changed according to your preferences. Each item costs a number of "points" - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total. <br />
<br />
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)<br />
<br />
The point costs for the default items are listed below.<br />
<br />
::{|cellpadding="2" border="1"<br />
! Default Items !! Cost<br />(in "points") !! Comments<br />
|-<br />
| 2 Copper [[pick]]s || 88 (44 each) || for [[mining]]<br />
|-<br />
| 2 Copper battle [[axe]]s || 136 (68 each) || weapons and [[woodcutting]]<br />
|-<br />
| 1 Iron [[anvil]] || 100 || required for any<br /> metal working<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 5 of each underground seed<sup>2</sup> || | 30 6*5 (1 each) || 6 free bags<br />
|-<br />
| 15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 15 [[Plump helmet]]s || 60 (4 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 5 pig tail fiber thread || 60 (12 each) || <br />
|-<br />
| 5 pig tail fiber cloth || 70 (14 each) || <br />
|-<br />
| 5 pig tail fiber bag || 100 (20 each) || <br />
|-<br />
| 3 pig tail fiber ropes || 60 (20 each) || <br />
|-<br />
| 3 wooden<sup>4</sup> buckets || 30 (10 each) || medical<br />
|-<br />
| 3 wooden<sup>4</sup> splints || 30 (10 each) || medical<br />
|-<br />
| 3 wooden<sup>4</sup> crutch || 30 (10 each) || medical<br />
|-<br />
| No dogs, no cats || || <br />
|-<br />
|}<br />
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type. (A wider variety is usually better.)<br />
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.<br />
:3. A barrel can hold up to 10 dry items (or 5 wet). One of these barrels is only half full. <br />
:4. All wooden items will be of 1 type of wood.<br />
<br />
With the above items, your point pool starts at '''300''' (visible in the lower right corner). This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer. There is no quick and easy solution to this, but the possible options are infinite*. Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.<br />
<br />
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''<br />
<br />
=====Using the menu=====<br />
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any "new" items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.<br />
<br />
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.<br />
<br />
=== Skills ===<br />
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and "cost" is no longer a concern. All dwarves start with "No Skill" and the first additional skill level (Novice) costs 5 points. To buy the next level would cost 6, and so on. To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points. <br />
<br />
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.<br />
<br />
Each {{l|dwarf}} can (over time) learn any or all {{l|skills}}. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no "quality" in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.<br />
<br />
* For example inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants. This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.<br />
* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.<br />
* In nearly all {{l|workshop}}s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.<br />
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}.<br />
<br />
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type. (Certain jobs, such as building workshops, won't make your dwarves more experienced. But most will.) As the number of jobs they do increases, their skill will increase as well. Overall, "leveling up" the dwarves' skills quickly is a good game goal to set. Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and {{l|furniture}}. (Or it might {{l|losing|not}}.)<br />
<br />
Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.<br />
<br />
<br />
==== Which skills do I need, really? ====<br />
<br />
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.<br />
<br />
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:<br />
:{{l|Mining}} - to dig your fortress, and gain stone for projects. Only possible to avoid using if you're secretly an elf.<br />
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)<br />
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone. Possible to work around, but incredibly hard and annoying to do. <br />
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning<br />
:{{l|Brewing}} - all dwarves "need alcohol to get through the working day"<br />
:{{L|Butchery}} - to control the inevitable catsplosion. Killing your processor is not a good idea.<br />
:{{l|Mechanics}} - if you want traps, and most people will. Also needed for most machinery, now more essential than ever since irrigating is no longer optional.<br />
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} <br />
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}<br />
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.<br />
<br />
''Note! - Some new skills in 01.30.01 are unclear as to their use/need - Observer, Fighter, Leader and so on.''<br />
<br />
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as "highly desirable" starting skills for your dwarves. Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it. Mining is important but also fast to train, so one or two unskilled miners is usually ample. You will almost certainly have animals to butcher, but skill in {{l|butchery}} produces nothing of "quality" (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens). A minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).<br />
<br />
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them. Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[40d:experience|skill level]]. All of the above skills can be used untrained if you so choose, but you will use them.<br />
<br />
Ultimately the answer to "What skills do I need?" is "Whichever ''you'' want". Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.<br />
<br />
==== What considerations could inform my skill selection?====<br />
Every skill not listed in the preceeding section is only used if you want it to be, and the benefits of experience in skills vary considerably. Skills you choose have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills. You will often want some optional skills, often vastly more than something as useful and desirable as even masonry. For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.<br />
<br />
The following may influence your choices of skills:<br />
<br />
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up. Investing in some of these extensively in your initial dwarves can make those industries much less painful to start. For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job. <br />
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill. It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)<br />
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods. Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful. Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare. However, most food can be eaten raw, and so long as they are not starving there is life.<br />
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several. The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).<br />
<br />
====Generalist vs Specialist====<br />
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start. So you don't need an example of every skill. A skilled dwarf will produce a better {{l|quality}} product, and/or do it faster, but if that's rarely used, "faster" doesn't mean as much. Many jobs have no real "product", and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce "stuff", not "quality stuff", or may not be used very often, and/or not be used much after the first year of the fortress. There are as many opinions about balancing generalists with specialists as there are players.<br />
<br />
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.<br />
<br />
<!--<br />
NEEDS REWRITING ONCE WE HAVE THE NEW DATA<br />
<br />
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes. One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.<br />
--><br />
<br />
==== Combining Skills ====<br />
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus. There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done. Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.<br />
<br />
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance. So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone. Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.<br />
<br />
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those. A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.<br />
<br />
Many builds recommend combinations such as:<br />
<br />
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. <br />
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.<br />
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.<br />
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.<br />
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with. Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game. Or keep him a generalist, or combine with one of the other options.<br />
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.<br />
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.<br />
<br />
Not all combinations have to "look right" together. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. <br />
<br />
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.<br />
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.<br />
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. <br />
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills<br />
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.<br />
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.<br />
<br />
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.<br />
<br />
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.<br />
<br />
==== Combining Skills for Moods ====<br />
<br />
{{l|Strange mood}}s will create a Legendary skill of the "moodable" skill with the highest level, and moods take hold of dwarves with different professions at different rates. Some skills are "moodable" where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred. Usually this involves one "craft" skill and one "farmer" type skill, such as Armor/Cook, or Weapon/Brewer. This can take some manipulation, and is not of primary concern to many players.<br />
<br />
<br />
=====Matching skills to a dwarf's personal profile=====<br />
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s. This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).<br />
<br />
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some ("Is constantly active and energetic") are a clear sign.<br />
<br />
<br />
=== Items ===<br />
<br />
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}. So what is "needed" is up to what you think is "fun" vs. "too hard" etc. etc. etc.<br />
<br />
Some basics are recommended for all builds. Unless you plan to {{l|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime. Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.<br />
<br />
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer. The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives. Hopefully you'll have some food and brewing industry going by the first, or soon after.)''<br />
<br />
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a "1" (1, 11, 21, etc.), and alcohols in amounts ending in a "1" or "6". This is to maximize the number of free {{l|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel. More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities. (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)<br />
<br />
===== Items for moods =====<br />
When a dwarf is taken by a {{l|strange mood}}, they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress. Bringing along some of the harder to find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use "just in case", is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea. Just in case.<br />
<br />
===== Free Equipment =====<br />
<br />
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.<br />
<br />
<!--ANOTHER POINT THAT NEEDS MORE RESEARCH<br />
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher. Replace any of those skills with something civilian and they show up in street clothes.<br />
--><br />
<br />
<!--For DF2010<br />
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)<br />
--><br />
<br />
====Different starting cultures====<br />
Before actually hitting "embark", you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour. The only way to know which is "best" is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and "abandon game", and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)<br />
<br />
= Site considerations =<br />
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!<br />
<br />
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.<br />
<br />
=== General Surroundings ===<br />
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}). Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).<br />
<br />
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are "open" to the surface or not, until you are there in person.<br />
<br />
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}. Water is (almost) essential for any fortress. In Cold and Freezing climates streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever. Choose Temperate or tropical zones for an easier game.<br />
<br />
===Aquifers===<br />
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier. Consider bringing some stone for building, and ore for your first basic needs, may be critical.<br />
<br />
=== Mountains ===<br />
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats. You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.<br />
<br />
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|DIY}} weapons and tools.<br />
<br />
=== Wooded/Plains ===<br />
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifier}} being present. Make sure to check on embark.<br />
<br />
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. Fewer elevations means fewer exploitable z-levels. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials or ores. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?<br />
<br />
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes <NEED NEW TIME> in soil, and to Legendary in less than <DITTO>.<br />
<br />
=== Oceanside ===<br />
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. <br />
<br />
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.<br />
<br />
=== Desert, Glaciers, and Barren ===<br />
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock. {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.<br />
<br />
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained). Depending how much water vs. land, more starting wood and ores might be helpful. Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.<br />
<br />
<br />
==Sample starting builds==<br />
See {{l|starting build design}}<br />
<br />
<br />
{{Starting FAQ}}<br />
[[Category:Guides]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&diff=89581v0.31:Starting build2010-04-11T06:59:40Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
<br />
'''''Your First Fortress?'''''<br />
::''If you are a new player looking for a solid basis to survive the first couple of months or years, check out the aptly named guide on {{l|your first fortress}}. It includes a basic starting build aimed at being fail-safe.''<br />
::''If you're trying to plan the future, try {{l|what should I build first}}?''<br />
::''If you're looking for specific, personalized examples of starting builds, see {{l|starting build design}}''<br />
<br />
----<br />
<br />
<br />
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.<br />
<br />
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.<br />
<br />
But one thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items. There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.<br />
<br />
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.<br />
<br />
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final "best" mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding "everything", some decisions will just have to be guesswork - and even later you never know "everything".<br />
<br />
<br />
__TOC__<br />
<br />
== Components of a Starting Build ==<br />
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful. Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements. Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}. <br />
<br />
=== Skills ===<br />
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take. At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than "5". With 7 starting dwarves, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last. <br />
<br />
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''. Adding +5 Levels is then Level '''5'''. This is true regardless of how many "points" a level costs when first buying skills at embark.)''<br />
<br />
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of "head start" they have, what they are good at when they first hit the ground. See {{l|experience}} for a discussion of increasing skills during game play.<br />
<br />
The considerations are several:<br />
<br />
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.<br />
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods<br />
:* Military vs economic needs<br />
:* Your goals vs "basic survival needs" to keep your fortress healthy and happy.<br />
:* Speed that a skill can be trained in game<br />
:* Demand for a skill during a game<br />
:* Whether quality or speed are significant considerations for tasks/final product<br />
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.<br />
:* & most importantly - ''your playstyle'' - what '''you''' think is "fun"!<br />
<br />
While there are some arguable "no-brainer" choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to. And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bonecarver}} is one way to go with (part of) a starting build. Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.<br />
<br />
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.<br />
<br />
=== Items ===<br />
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.<br />
<br />
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|carvan}} - barring {{L|losing|the unforeseen}}. In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it. <br />
<br />
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.<br />
<br />
:''(* "Wooden practice axes" cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can [[DIY]] quickly enough.)''<br />
<br />
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first. Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question. The trade-off is always a balance of cost savings vs. time savings when you first strike the earth. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.<br />
<br />
====Your civilization====<br />
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.<br />
<br />
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, "abandon" the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt. <br />
<br />
Every such re-start gives you a different mix of dwarves with different names, {{L |attributes}}, {{L |personalities}} and {{L |preference}}s, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.<br />
<br />
===Saving a starting mix===<br />
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.<br />
<br />
If you match skills to the {{l|preference}}s and {{L |personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.<br />
<br />
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. <br />
<br />
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''<br />
<br />
<br />
<br />
= "Play Now!" =<br />
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved. If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items. <br />
<br />
When you pick this option, you currently{{version|0.31.01}} start with:<br />
<br />
'''dwarves:'''<br />
:* one Adequate" {{l|Miner}} (+2 {{l|Experience|skill levels}}) <br />
& six dwarves with Novice (+1 skill level) in each of the following skills...<br />
:* {{l|Carpenter}}/ {{l|Bowyer}}<br />
:* {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}<br />
:* {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Woodcrafter}}/ {{l|Stonecrafter}}/ {{l|Bone carver|Bone Carver}}<br />
:* {{l|Fisherdwarf}}<br />
:* {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}<br />
<br />
:And one "Leader", with Novice in:<br />
:* {{l|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}<br />
::''plus'' Adequate in:<br />
:: {{l|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone Doctor}}, {{l|Suterer}}.<br />
<br />
:''(Note that that last dwarf has far more "levels" in starting skills (by twice!) for a single dwarf than are allowed by "Planning Carefully", below!)''<br />
<br />
<br />
'''Items'''<br />
:* 2 Copper [[pick]]s <br />
:* 2 Copper battle [[axe]]s<br />
:* 1 Iron [[anvil]] <br />
:* 60 units alcohol (20 each of 3 random types<sup>1</sup>, 12 free barrels)<br />
:* 5 ''each'' {{l|seed}}s<sup>2</sup> (& 6 bags)<br />
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 15 units of plump helmets (10 + 5 units in 2 barrels<sup>3</sup>)<br />
:* 5 pig tail fiber thread <br />
:* 5 pig tail fiber cloth <br />
:* 5 pig tail fiber bag <br />
:* 3 pig tail fiber ropes <br />
:* 3 wooden<sup>4</sup> buckets <br />
:* 3 wooden<sup>4</sup> splints <br />
:* 3 wooden<sup>4</sup> crutch <br />
:* 2 dogs (random sex)<br />
:* 2 cats (random sex)<br />
:* 1 random cow/ox/mule/horse (random sex)<br />
<br />
::''Notes:''<br />
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type. (A wider variety is usually better.)''<br />
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''<br />
:::3. ''A barrel can hold up to 10 dry items (or 5 wet). One of these barrels is only half full. ''<br />
:::4. ''All wooden items will be of 1 type of wood.''<br />
<br />
As a challenge for an experienced player, this is not an uncommon choice. But even as a starting player you can do much better if you choose the "'''Prepare for the journey carefully'''" option and do just that - prepare carefully, as described below...<br />
<br />
="Prepare for the Journey Carefully"=<br />
Good advice. This option allows you complete control over your starting mix of skills and beginning items. By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the "Play Now" mix, but all are optional and can be sold back and changed according to your preferences. Each item costs a number of "points" - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total. <br />
<br />
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)<br />
<br />
The point costs for the default items are listed below.<br />
<br />
::{|cellpadding="2" border="1"<br />
! Default Items !! Cost<br />(in "points") !! Comments<br />
|-<br />
| 2 Copper [[pick]]s || 88 (44 each) || for [[mining]]<br />
|-<br />
| 2 Copper battle [[axe]]s || 136 (68 each) || weapons and [[woodcutting]]<br />
|-<br />
| 1 Iron [[anvil]] || 100 || required for any<br /> metal working<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 20 alcohol, random<sup>1</sup> || 40 (2 each) || 4 free barrels<br />
|-<br />
| 5 of each underground seed<sup>2</sup> || | 30 6*5 (1 each) || 6 free bags<br />
|-<br />
| 15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 15 [[Plump helmet]]s || 60 (4 each) || 2 free barrels<sup>3</sup><br />
|-<br />
| 5 pig tail fiber thread || 60 (12 each) || <br />
|-<br />
| 5 pig tail fiber cloth || 70 (14 each) || <br />
|-<br />
| 5 pig tail fiber bag || 100 (20 each) || <br />
|-<br />
| 3 pig tail fiber ropes || 60 (20 each) || <br />
|-<br />
| 3 wooden<sup>4</sup> buckets || 30 (10 each) || medical<br />
|-<br />
| 3 wooden<sup>4</sup> splints || 30 (10 each) || medical<br />
|-<br />
| 3 wooden<sup>4</sup> crutch || 30 (10 each) || medical<br />
|-<br />
| No dogs, no cats || || <br />
|-<br />
|}<br />
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type. (A wider variety is usually better.)<br />
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.<br />
:3. A barrel can hold up to 10 dry items (or 5 wet). One of these barrels is only half full. <br />
:4. All wooden items will be of 1 type of wood.<br />
<br />
With the above items, your point pool starts at '''300''' (visible in the lower right corner). This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer. There is no quick and easy solution to this, but the possible options are infinite*. Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.<br />
<br />
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''<br />
<br />
=====Using the menu=====<br />
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any "new" items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.<br />
<br />
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.<br />
<br />
=== Skills ===<br />
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and "cost" is no longer a concern. All dwarves start with "No Skill" and the first additional skill level (Novice) costs 5 points. To buy the next level would cost 6, and so on. To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points. <br />
<br />
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.<br />
<br />
Each {{l|dwarf}} can (over time) learn any or all {{l|skills}}. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no "quality" in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.<br />
<br />
* For example inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants. This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.<br />
* Inexperienced {{l|Miner|miners}} work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.<br />
* In nearly all {{l|workshop}}s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.<br />
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel|barrels}}, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}.<br />
<br />
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type. (Certain jobs, such as building workshops, won't make your dwarves more experienced. But most will.) As the number of jobs they do increases, their skill will increase as well. Overall, "leveling up" the dwarves' skills quickly is a good game goal to set. Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and {{l|furniture}}. (Or it might {{l|losing|not}}.)<br />
<br />
Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.<br />
<br />
<br />
==== Which skills do I need, really? ====<br />
<br />
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.<br />
<br />
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:<br />
:{{l|Mining}} - to dig your fortress, and gain stone for projects. Only possible to avoid using if you're secretly an elf.<br />
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)<br />
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone. Possible to work around, but incredibly hard and annoying to do. <br />
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning<br />
:{{l|Brewing}} - all dwarves "need alcohol to get through the working day"<br />
:{{L|Butchery}} - to control the inevitable catsplosion. Killing your processor is not a good idea.<br />
:{{l|Mechanics}} - if you want traps, and most people will. Also needed for most machinery, now more essential than ever since irrigating is no longer optional.<br />
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} <br />
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}<br />
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.<br />
<br />
''Note! - Some new skills in 01.30.01 are unclear as to their use/need - Observer, Fighter, Leader and so on.''<br />
<br />
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as "highly desirable" starting skills for your dwarves. Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it. Mining is important but also fast to train, so one or two unskilled miners is usually ample. You will almost certainly have animals to butcher, but skill in {{l|butchery}} produces nothing of "quality" (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens). A minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).<br />
<br />
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them. Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[40d:experience|skill level]]. All of the above skills can be used untrained if you so choose, but you will use them.<br />
<br />
Ultimately the answer to "What skills do I need?" is "Whichever ''you'' want". Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.<br />
<br />
==== What considerations could inform my skill selection?====<br />
Every skill not listed in the preceeding section is only used if you want it to be, and the benefits of experience in skills vary considerably. Skills you choose have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills. You will often want some optional skills, often vastly more than something as useful and desirable as even masonry. For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.<br />
<br />
The following may influence your choices of skills:<br />
<br />
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up. Investing in some of these extensively in your initial dwarves can make those industries much less painful to start. For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job. <br />
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill. It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)<br />
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods. Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful. Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare. However, most food can be eaten raw, and so long as they are not starving there is life.<br />
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several. The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).<br />
<br />
====Generalist vs Specialist====<br />
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start. So you don't need an example of every skill. A skilled dwarf will produce a better {{l|quality}} product, and/or do it faster, but if that's rarely used, "faster" doesn't mean as much. Many jobs have no real "product", and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce "stuff", not "quality stuff", or may not be used very often, and/or not be used much after the first year of the fortress. There are as many opinions about balancing generalists with specialists as there are players.<br />
<br />
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.<br />
<br />
<!--<br />
NEEDS REWRITING ONCE WE HAVE THE NEW DATA<br />
<br />
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes. One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.<br />
--><br />
<br />
==== Combining Skills ====<br />
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus. There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done. Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.<br />
<br />
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance. So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone. Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.<br />
<br />
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those. A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.<br />
<br />
Many builds recommend combinations such as:<br />
<br />
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. <br />
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.<br />
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.<br />
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.<br />
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with. Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game. Or keep him a generalist, or combine with one of the other options.<br />
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.<br />
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.<br />
<br />
Not all combinations have to "look right" together. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. <br />
<br />
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.<br />
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.<br />
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. <br />
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills<br />
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.<br />
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.<br />
<br />
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.<br />
<br />
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.<br />
<br />
==== Combining Skills for Moods ====<br />
<br />
{{l|Strange mood}}s will create a Legendary skill of the "moodable" skill with the highest level, and moods take hold of dwarves with different professions at different rates. Some skills are "moodable" where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred. Usually this involves one "craft" skill and one "farmer" type skill, such as Armor/Cook, or Weapon/Brewer. This can take some manipulation, and is not of primary concern to many players.<br />
<br />
<br />
=====Matching skills to a dwarf's personal profile=====<br />
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s. This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).<br />
<br />
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some ("Is constantly active and energetic") are a clear sign.<br />
<br />
<br />
=== Items ===<br />
<br />
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}. So what is "needed" is up to what you think is "fun" vs. "too hard" etc. etc. etc.<br />
<br />
Some basics are recommended for all builds. Unless you plan to {{l|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime. Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.<br />
<br />
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer. The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives. Hopefully you'll have some food and brewing industry going by the first, or soon after.)''<br />
<br />
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a "1" (1, 11, 21, etc.), and alcohols in amounts ending in a "1" or "6". This is to maximize the number of free {{l|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel. More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities. (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)<br />
<br />
===== Items for moods =====<br />
When a dwarf is taken by a {{l|strange mood}}, they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress. Bringing along some of the harder to find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use "just in case", is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea. Just in case.<br />
<br />
===== Free Equipment =====<br />
<br />
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.<br />
<br />
<!--ANOTHER POINT THAT NEEDS MORE RESEARCH<br />
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher. Replace any of those skills with something civilian and they show up in street clothes.<br />
--><br />
<br />
<!--For DF2010<br />
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)<br />
--><br />
<br />
====Different starting cultures====<br />
Before actually hitting "embark", you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour. The only way to know which is "best" is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and "abandon game", and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)<br />
<br />
= Site considerations =<br />
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!<br />
<br />
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.<br />
<br />
=== General Surroundings ===<br />
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}). Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).<br />
<br />
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are "open" to the surface or not, until you are there in person.<br />
<br />
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}. Water is (almost) essential for any fortress. In Cold and Freezing climates streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever. Choose Temperate or tropical zones for an easier game.<br />
<br />
===Aquifers===<br />
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier. Consider bringing some stone for building, and ore for your first basic needs, may be critical.<br />
<br />
=== Mountains ===<br />
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats. You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.<br />
<br />
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|DIY}} weapons and tools.<br />
<br />
=== Wooded/Plains ===<br />
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifier}} being present. Make sure to check on embark.<br />
<br />
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. Fewer elevations means fewer exploitable z-levels. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials or ores. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?<br />
<br />
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes <NEED NEW TIME> in soil, and to Legendary in less than <DITTO>.<br />
<br />
=== Oceanside ===<br />
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. <br />
<br />
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.<br />
<br />
=== Desert, Glaciers, and Barren ===<br />
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock. {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.<br />
<br />
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained). Depending how much water vs. land, more starting wood and ores might be helpful. Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.<br />
<br />
<br />
==Sample starting builds==<br />
See {{l|starting build design}}<br />
<br />
<br />
{{Starting FAQ}}<br />
[[Category:Guides]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Meat&diff=89580v0.31:Meat2010-04-11T06:58:48Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
Along with {{L|plant}}s, meat is one of the main {{L|food}} sources of a fortress. It is obtained by {{L|Butcher's shop|butchering}} {{L|creature}}s. It is best to have more than one kind of food and drink available for your dwarves to eat, otherwise they may receive negative {{L|thought}}s.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&diff=89579v0.31:Caverns2010-04-11T06:57:58Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{human}}<br />
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures and plants. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers, the first one residing about 15 z-levels below the surface. Number, size and z-position can be altered in the world generation parameters.<br />
The caverns will usually have open map edges, allowing animals to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.<br />
<br />
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''<br />
<br />
== Layers and Types ==<br />
<br />
The cavern closest to the surface usually has few monsters (the occasional giant olm or toad) so it is pretty safe. The subsequent caverns will become increasingly fun, so don't dig too deep without making adequate preparation.<br />
<br />
Depending on your world generation settings, cavern layers may come in the following variations:<br />
<br />
'''Dry:''' Regular cave floors with no vegetation.<br />
<br />
'''Wet:''' The whole layer is {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant|plants}}. (These are very common)<br />
<br />
'''Aquatic:''' Major sections of the layer are filled with {{L|water}}, forming a gigantic underground sea, including {{L|fish|fish}} and possibly camps of {{L|olmman|olmmen}} and other aquatic creatures.<br />
<br />
<br />
<br />
There are three layers of the actual cavern, beneath the third layer is the {{l|Magma_sea|Magma sea}}.<br />
<br />
They usually don't connect under normal circumstances. <br />
<br />
== Other Features ==<br />
<br />
'''Deep pits:''' deep pits are... deep pits, they go from one cavern level to the next, and they are a fixed shape, when they hit the next cavern level they end up 'merging' into it (''no other way to explain it''), and the top z-level, the z-level it hits the next cavern level, is un-muddied rough rock floor where the the normal space of the deep pit and the random rock spires of the cavern collide.<br />
<br />
'''Magma pipes:''' Magma pipes are tubes extending from the {{l|Magma_sea|Magma sea}} and their shape is fixed, it's really random if you find one, it could extend to the top cavern, or even just a few z-levels.<br />
<br />
== Dangers ==<br />
<br />
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.<br />
Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.<br />
<br />
<br />
== Vegetation ==<br />
<br />
Depending on whether they can support plants, caverns will, from the topmost to the deepest, feature the following vegetation:<br />
<br />
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, Tower-caps, and Fungi wood, it will very likely have a gigantic pool at the bottom level.{{verify}}<br />
<br />
'''Level two''': a level filled with, in addition to the above, Goblin-caps, Spore trees, Black-caps, and Tunnel tubes.<br />
<br />
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, Nether-caps, and Blood thorns. <br />
<br />
Plants from recently discovered layers will also start sprouting in your artificially muddied areas (but not on the already muddied areas that the caverns are generated with).<br />
<br />
<br />
== Benefits ==<br />
<br />
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.<br />
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.<br />
Also, underground caverns can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.<br />
<br />
== When should I start exploring? ==<br />
[[Image:Cavern.png|thumb|right|A cavern found underground.]]<br />
Likely the best time is when you get your first migrant wave, and have a military. As you can handle what tries to attack, and you don't have a siege to worry about, earlier is fine, but you will likely get a bunch of dwarves killed. The subsequent caverns will become increasingly ''fun'', so don't dig too deep without making adequate preparation.<br />
<br />
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Creatures may be present but not shown{{verify}}. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&diff=89576v0.31 Talk:Noble2010-04-11T06:55:30Z<p>Eagle0600: </p>
<hr />
<div>Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)<br />
:I think so, so I'll do it. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 08:59, 28 March 2010 (UTC)<br />
<br />
== SOLDIER_COLOR ==<br />
<br />
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)<br />
<br />
== Human Noble - High Goal ==<br />
<br />
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)<br />
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&diff=89574v0.31 Talk:Dormitory2010-04-11T06:54:09Z<p>Eagle0600: </p>
<hr />
<div>I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumption is correct, due to the current "any bed is a good bed, don't care about property" bug [[User:Matakuka|Matakuka]] 22:37, 7 April 2010 (UTC)<br />
:My dorfs slept in one when they didn't have their own bed, which I took as verification. What is this bug you speak of? That could make it impossible to verify. --[[User:Eagle0600|Eagle0600]] 01:40, 8 April 2010 (UTC)<br />
::I had no dormitory, but rooms for nearly everyone. But instead of everyone going into his own room, chaos broke out. Maybe a dormitory would change it, I'll be testing it soon.[[User:Matakuka|Matakuka]] 21:03, 8 April 2010 (UTC)<br />
<br />
<br />
==AV template==<br />
Since dormitories are new, I'm removing the av template. [[Special:Contributions/207.114.92.10|207.114.92.10]] 23:03, 7 April 2010 (UTC)<br />
:"This template is to be used on all pages that are game version specific." If you're not sure, read the template documentation. If anything, you should use it precisely ''because'' it is new. The general rule for pages that should have the av template is: "Does it relate to the game? If yes, apply av." --[[User:Eagle0600|Eagle0600]] 01:39, 8 April 2010 (UTC)<br />
::Hmm. My bad. [[Special:Contributions/207.114.92.10|207.114.92.10]] 02:45, 8 April 2010 (UTC)<br />
<br />
== D Key ==<br />
<br />
It's lower-case {{k|d}}, right? --[[User:Eagle0600|Eagle0600]] 01:42, 8 April 2010 (UTC)<br />
:Confirmed, verify removed. [[User:Krenn|Krenn]] 01:33, 11 April 2010 (UTC)<br />
<br />
== Dwarf preferences ==<br />
<br />
It would seem that the dwarves don't take barracks vs dormitory as a hard rule. I had only a barracks and civilian dwarves used it, but when I created a dormitory they started using that preferentially. I would presume that military dwarves would operate in the reverse - prefer barracks but use dormitory if no barracks space available. --[[User:Krenn|Krenn]] 01:35, 11 April 2010 (UTC)<br />
:Furthermore, the barracks has military-specific options that the dorm just plain doesn't. Squads get their barracks assigned to them, so they really ''can't'' use a dorm. --[[User:Eagle0600|Eagle0600]] 06:54, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=User_talk:Iffonox&diff=89569User talk:Iffonox2010-04-11T06:46:14Z<p>Eagle0600: Created page with 'You don't need to mark a page for deletion to break that redirect chain. Just move the proper page yourself. --~~~~'</p>
<hr />
<div>You don't need to mark a page for deletion to break that redirect chain. Just move the proper page yourself. --[[User:Eagle0600|Eagle0600]] 06:46, 11 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&diff=89011v0.31 Talk:Brewer2010-04-10T15:25:35Z<p>Eagle0600: </p>
<hr />
<div>==Brewing Numbers==<br />
My Adequate Brewer made a stack of 5 Dwarven wine out of a "stack" of 1 plump helmet. The old version had brewers producing this amount all the time, but I want some verification that it doesn't change in this version. What's everyone else getting? Also, two seeds were produced.--[[User:Eagle0600|Eagle0600]] 09:10, 6 April 2010 (UTC)<br />
: My Great Brewer made a stack of 10 Dwarven Ale out of a stack of 2 pig tails, with 4 pig tail seeds remaining. --[[User:Doub|Doub]] 11:20, 6 April 2010 (UTC)<br />
::I have also confirmed this. Five units of alcohol and two seeds per plant brewed, at the very least with all brewable underground plants. --[[User:AzureShadow|AzureShadow]] 11:38, 6 April 2010 (UTC)<br />
:::I'll put this down as confirmed in the [[DF2010:crop|Plant]] article. I might also start the brewer article. --[[User:Eagle0600|Eagle0600]] 12:34, 6 April 2010 (UTC)<br />
:(Respect, people! Assume nothing! Carry on...)--[[User:Albedo|Albedo]] 15:43, 6 April 2010 (UTC)<br />
<br />
==Brewing Quality==<br />
I seem to remember in the old version, there was some sort of inexplicit quality modifier thought to apply to beverages, and thus a higher-skilled brewer makes better booze. Was this hogwash, and if not, is it the case in 0.31 as well? --[[User:Zombiejustice|Zombiejustice]] 17:43, 9 April 2010 (UTC)<br />
:Probably hogwash - alcohol is nothing more than stacks of liquid stored in a barrel, and liquids don't have quality levels. In all likelihood, the happiness received from drinking alcohol was determined based on the dwarf's preference for the booze and possibly the quality of the barrel. --[[User:Quietust|Quietust]] 18:08, 9 April 2010 (UTC)<br />
::Can this possibly be tested? I think it would have to wait until hacking is available so we can measure the exact amount of happiness the dwarves are getting from the drinks. Until that time, yeah, just don't say anything on the matter. --[[User:Eagle0600|Eagle0600]] 15:24, 10 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&diff=89010v0.31 Talk:Brewer2010-04-10T15:24:56Z<p>Eagle0600: </p>
<hr />
<div>==Brewing Numbers==<br />
My Adequate Brewer made a stack of 5 Dwarven wine out of a "stack" of 1 plump helmet. The old version had brewers producing this amount all the time, but I want some verification that it doesn't change in this version. What's everyone else getting? Also, two seeds were produced.--[[User:Eagle0600|Eagle0600]] 09:10, 6 April 2010 (UTC)<br />
: My Great Brewer made a stack of 10 Dwarven Ale out of a stack of 2 pig tails, with 4 pig tail seeds remaining. --[[User:Doub|Doub]] 11:20, 6 April 2010 (UTC)<br />
::I have also confirmed this. Five units of alcohol and two seeds per plant brewed, at the very least with all brewable underground plants. --[[User:AzureShadow|AzureShadow]] 11:38, 6 April 2010 (UTC)<br />
:::I'll put this down as confirmed in the [[DF2010:crop|Plant]] article. I might also start the brewer article. --[[User:Eagle0600|Eagle0600]] 12:34, 6 April 2010 (UTC)<br />
:(Respect, people! Assume nothing! Carry on...)--[[User:Albedo|Albedo]] 15:43, 6 April 2010 (UTC)<br />
<br />
==Brewing Quality==<br />
I seem to remember in the old version, there was some sort of inexplicit quality modifier thought to apply to beverages, and thus a higher-skilled brewer makes better booze. Was this hogwash, and if not, is it the case in 0.31 as well? --[[User:Zombiejustice|Zombiejustice]] 17:43, 9 April 2010 (UTC)<br />
:Probably hogwash - alcohol is nothing more than stacks of liquid stored in a barrel, and liquids don't have quality levels. In all likelihood, the happiness received from drinking alcohol was determined based on the dwarf's preference for the booze and possibly the quality of the barrel. --[[User:Quietust|Quietust]] 18:08, 9 April 2010 (UTC)<br />
::Can this possibly be tested? I think it would have to wait until hacking is available so we can measure the exact amount of happiness the dwarves are getting from the drinks. --[[User:Eagle0600|Eagle0600]] 15:24, 10 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=%C3%82sax&diff=88008Âsax2010-04-09T12:39:20Z<p>Eagle0600: </p>
<hr />
<div>{{D for Dwarf}}<br />
Âsax (Goblin for Masterjails) was without a doubt one of the most bad ass {{L|Cave swallowman|cave swallowmen}} in the entirety of the underworld. He defeated not just one, but 3 forgotten beasts, and was only lain low by goblin treachery at the age of 13.<br />
<br />
==History of Âsax==<br />
(Quoted from Killer Clowns)<br />
Masterjails was a cave swallow man born in 1042. He was of unknown parentage.<br />
<br />
In the early autumn of 1053, Masterjails mortally wounded the forgotten beast Rusmo Mournfulcackled, who suffocated, with Squareluck the Tones of Safety in Reignstake.<br />
<br />
[Yes, Âsax was 11 years old when he killed Rusmo.]<br />
<br />
In the early summer of 1054, Moroserivers the Decent Salve received its name in Reignstake from Masterjails.<br />
<br />
In the early summer of 1054, The Cyclopean Tar received its name in Reignstake from Masterjails.<br />
<br />
[So on and so forth for many pages...]<br />
<br />
In the early spring of 1055, Masterjails bled to death, slain by the goblin Atu Wraithwhipped with a silver whip in Reignstake.<br />
<br />
Yeah, that's pretty much his entire life according to legends mode. It misses the months spent fighting undying abominations of ash and coral, though, dodging attack after attack, without suffering anything worse than a broken toe, but there isn't much to say about him. He only had thirteen years of life, though with them, he achieved more than the average elf does in a thousand.<br />
<br />
The sheer ordinariness of him makes him all the more awesome. He wasn't chosen by some mighty god, or born to some ancient lineage. He did not wield mighty artifacts or arcane magics. He was a cave swallowman with a fungiwood spear and a tunnel tube shield, who dared to challenge the unspeakable... and won.<br />
<br />
Source: http://www.bay12games.com/forum/index.php?topic=52295.0</div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31/doc&diff=87998Template:CreatureInfo v0.31/doc2010-04-09T12:25:03Z<p>Eagle0600: </p>
<hr />
<div>Please note that the tissue layer system permits creatures to have variable amounts of most of these parts. <br />
<br />
{{CreatureInfo v0.31|name=Whale|symbol=W|color={{COLOR:7:0:0}}|bones=151|meat=751|fat=149|eyes=2|lung=118|heart=29|intestines=179|liver=59|tripe=59|sweetbread=29|spleen=29|kidney=58|brain=59|nerves=Yes|skulls=1|skin=Yes|biome=<br />
* Any {{L|ocean}}<br />
}}<br />
Usage:<br />
<pre><nowiki><br />
{{CreatureInfo v0.31|name=Whale|symbol=W|color={{COLOR:7:0:0}}|bones=151|meat=751|fat=149|<br />
eyes=2|lung=118|heart=29|intestines=179|liver=59|tripe=59|sweetbread=29|spleen=29|kidney=58|brain=59|<br />
nerves=Yes|skulls=1|skin=Yes|<br />
biome=<br />
* Any {{L|ocean}}<br />
}}<br />
</nowiki></pre><br />
<div style="clear: both"><br />
<includeonly>[[Category:Templates]]</includeonly><br />
<noinclude>[[Category:Template Documentation]]</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Whale&diff=87993v0.31 Talk:Whale2010-04-09T12:22:59Z<p>Eagle0600: /* Size Variation */ new section</p>
<hr />
<div>err... perhaps this requires clarification since i'm pretty sure whale don't have 118 lungs [[User:Cpad|Cpad]] 12:10, 9 April 2010 (UTC)<br />
:Suspect that meat, like cloth and similar things, is now in smaller units than in 40d - looking at the object data it clearly has two lungs, each of which apparently yields 59 units (ounces?) of lung meat on butchery. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:16, 9 April 2010 (UTC)<br />
<br />
== Size Variation ==<br />
<br />
Don't creatures vary in size now? Doesn't that change the amount of meat attained? It would be helpful if extensive testing was done on the relationship between the raw files and the butchering.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&diff=87982v0.31:Magma sea2010-04-09T12:17:09Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Minorspoiler}}<br />
<br />
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly). Around and under a magma sea is {{L|semi-molten rock}}. In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. *massive spoilers!--&gt;* There is {{l|Curious_structure|another reason}} for it however; {{l|Hidden_Fun_Stuff|two reasons}}, to be exact.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&diff=87980v0.31:Magma sea2010-04-09T12:16:42Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Minorspoiler}}<br />
<br />
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly). Around and under a magma sea is {{L|semi-molten rock}}. In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. *massive spoilers!* There is {{l|Curious_structure|another reason}} for it however; {{l|Hidden_Fun_Stuff|two reasons}}, to be exact.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&diff=87976v0.31:Magma sea2010-04-09T12:16:04Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Minorspoiler}}<br />
<br />
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly). Around and under a magma sea is {{L|semi-molten rock}}. In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. There is *massive spoilers!* {{l|Curious_structure|another reason}} for it however; {{l|Hidden_Fun_Stuff|two reasons}} to be exact.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Plump_helmet&diff=87972v0.31 Talk:Plump helmet2010-04-09T12:14:31Z<p>Eagle0600: </p>
<hr />
<div>What do people think of the idea of including the article on the alcohol/flour/dye/by-product with plant article? Not like any one of them is going to be very huge on its own, and they're certainly connected. Redirect "dwarven wine" here, and "dwarven rum", "dwarven syrup" and "dwarven sugar" to {{L|sweet pods}}, etc? If you want to know about the plant, you're going to want to know about the possible products, neh?--[[User:Albedo|Albedo]] 05:59, 9 April 2010 (UTC)<br />
:Sounds like it ''could'' be a good idea. I would say create a trial page with just one of them and ''then'' make a decision if it looks good. --[[User:Eagle0600|Eagle0600]] 12:14, 9 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureCurrent_table_row&diff=87942Template talk:CreatureCurrent table row2010-04-09T10:50:05Z<p>Eagle0600: /* COLOR template */ new section</p>
<hr />
<div>Give input on how you prefer DF2010 creature tables be handled here. Changes made to the template will show up in the creatures article.<br />
:See also: [[Template:CreatureCurrent table head]] --[[User:DUMBELLS|dUMBELLS]] 06:18, 9 April 2010 (UTC)<br />
<br />
== COLOR template ==<br />
<br />
What's the point of COLOR:x:y:z? The y parameter isn't even used, as the template does not control background. Why not use color2|x(|y)? It's more versatile, as it will accept input in the form of x(0-15), x|y, and x/y (actually, I'm thinking of making a color template that controls both background and foreground). --[[User:Eagle0600|Eagle0600]] 10:50, 9 April 2010 (UTC)</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Meat&diff=87922v0.31:Meat2010-04-09T07:35:20Z<p>Eagle0600: Uncookable meats fixed as of 0.31.2</p>
<hr />
<div>{{av}}<br />
Along with {{L|plants}}, meat is one of the main {{L|food}} sources of a fortress. It is obtained by {{L|Butcher's shop|butchering}} {{L|creatures}}. It is best to have more than one kind of food and drink available for your dwarves to eat, otherwise they may receive negative {{L|thoughts}}.</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Gorlak&diff=87921v0.31:Gorlak2010-04-09T07:34:10Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Gorlak<br />
|symbol=g|color={{COLOR:6:0:1}}<br />
|biome=<br />
* <span style="color:#975">Subterranean Cavern</span> <span style="color:blue;">(Good)</span><span style="color:green;">(Benign)</span><br />
|butcher:yes|skulls=1<br />
}}<br />
<br />
Found in 'expansive cavern(s) deep underground' or 'downward passage(s)'<br />
<br />
Known to run at the sight of military<br />
<br />
Game Definition:<br />
"A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth."</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Gorlak&diff=87917v0.31:Gorlak2010-04-09T07:22:08Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Gorlak<br />
|symbol=g|color={{COLOR:6:0:1}}<br />
|biome=<br />
* {{L|Subterranean Cavern <span style="color:blue;">(Good)</span><span style="color:green;">(Benign)</span>}} <br />
|butcher:yes|skulls=1<br />
}}<br />
<br />
Found in 'expansive cavern(s) deep underground' or 'downward passage(s)'<br />
<br />
Known to run at the sight of military<br />
<br />
Game Definition:<br />
"A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth."</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Sun_berry&diff=87908v0.31:Sun berry2010-04-09T06:42:08Z<p>Eagle0600: Created page with '{{av}} {{Crop|color={{color|6|1}}|seed_color={{color|4|1}}|character=:|name=Sun Berry|seed=Sun Berry Seed |edible=Yes |cookable=Yes |alcohol={{L|Sunshine}} |spring=1|summer=1|aut…'</p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|6|1}}|seed_color={{color|4|1}}|character=:|name=Sun Berry|seed=Sun Berry Seed<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol={{L|Sunshine}}<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Not freezing (Wet)<span style="color:blue;">(Good)</span><br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}<br />
}}<br />
<br />
{{gamedata|[PLANT:BERRY_SUN]<br />
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:3]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:58][PICKED_COLOR:6:0:1]<br />
[WET][GOOD][BIOME:NOT_FREEZING]<br />
[VALUE:3]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen sunshine]<br />
[STATE_NAME_ADJ:LIQUID:sunshine]<br />
[STATE_NAME_ADJ:GAS:boiling sunshine]<br />
[MATERIAL_VALUE:5]<br />
[DISPLAY_COLOR:6:0:1]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:inner light]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:sun berry seed:sun berry seeds:4:0:1:LOCAL_PLANT_MAT:SEED]}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&diff=87907v0.31:Blade weed2010-04-09T06:35:12Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|2|0}}|seed_color={{color|0|1}}|character=τ|name=Blade Weed|seed=Blade Weed Seed<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Not freezing (Dry)<br />
|uses=<br />
* {{L|Dye}}<br />
|other_products=<br />
* {{L|Dye|Emerald dye}} (Mill)<br />
}}<br />
<br />
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}. They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any dry non-freezing {{L|biome}}.<br />
<br />
* Grow time: 500{{verify}}<br />
* Plant value: 4<br />
* Mill value: 20<br />
* Dye color: Emerald<br />
* Seasons: All<br />
<br />
==See Also==<br />
*{{L|List of crops|List of crops}}<br />
*{{L|The clothing industry|The clothing industry}}<br />
<br />
<br />
{{gamedata|[PLANT:WEED_BLADE]<br />
[NAME:blade weed][NAME_PLURAL:blade weed][ADJ:blade weed]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:231][PICKED_COLOR:2:0:0]<br />
[DRY][BIOME:NOT_FREEZING]<br />
[VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:emerald dye]<br />
[STATE_COLOR:ALL_SOLID:EMERALD]<br />
[DISPLAY_COLOR:2:0:0]<br />
[MATERIAL_VALUE:20]<br />
[POWDER_DYE:EMERALD]<br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:25]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:stiff, triangular leaves]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:blade weed seed:blade weed seeds:0:0:1:LOCAL_PLANT_MAT:SEED]}}<br />
<br />
[[Category:Surface crops]]<br />
[[Category:Non-brewable plants]]<br />
[[Category:Inedible plants]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&diff=87906v0.31:Blade weed2010-04-09T06:34:20Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|2|0}}|seed_color={{color|0|1}}|character=τ|name=Blade Weed|seed_name=Blade Weed Seed<br />
spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Not freezing (Dry)<br />
|uses=<br />
* {{L|Dye}}<br />
|other_products=<br />
* {{L|Dye|Emerald dye}} (Mill)<br />
}}<br />
<br />
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}. They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any dry non-freezing {{L|biome}}.<br />
<br />
* Grow time: 500{{verify}}<br />
* Plant value: 4<br />
* Mill value: 20<br />
* Dye color: Emerald<br />
* Seasons: All<br />
<br />
==See Also==<br />
*{{L|List of crops|List of crops}}<br />
*{{L|The clothing industry|The clothing industry}}<br />
<br />
<br />
{{gamedata|[PLANT:WEED_BLADE]<br />
[NAME:blade weed][NAME_PLURAL:blade weed][ADJ:blade weed]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:231][PICKED_COLOR:2:0:0]<br />
[DRY][BIOME:NOT_FREEZING]<br />
[VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:emerald dye]<br />
[STATE_COLOR:ALL_SOLID:EMERALD]<br />
[DISPLAY_COLOR:2:0:0]<br />
[MATERIAL_VALUE:20]<br />
[POWDER_DYE:EMERALD]<br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:25]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:stiff, triangular leaves]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:blade weed seed:blade weed seeds:0:0:1:LOCAL_PLANT_MAT:SEED]}}<br />
<br />
[[Category:Surface crops]]<br />
[[Category:Non-brewable plants]]<br />
[[Category:Inedible plants]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Dimple_cup&diff=87905v0.31:Dimple cup2010-04-09T06:30:04Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|1|1}}|seed_color={{color|5|1}}|character=♥|name=Dimple Cup|seed=Dimple Cup Spawn<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Subterranean<br />
|uses=<br />
* {{L|Dye}}<br />
|other_products=<br />
* {{L|Dimple dye}} (Mill)<br />
}}<br />
<br />
{{gamedata|[PLANT:MUSHROOM_CUP_DIMPLE]<br />
[NAME:dimple cup][NAME_PLURAL:dimple cups][ADJ:dimple cup]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:3][PICKED_COLOR:1:0:1]<br />
[GROWDUR:500][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:dimple dye]<br />
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]<br />
[DISPLAY_COLOR:1:0:1]<br />
[MATERIAL_VALUE:20]<br />
[POWDER_DYE:MIDNIGHT_BLUE] <br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:dimple cup spawn:dimple cup spawn:5:0:1:LOCAL_PLANT_MAT:SEED]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:soothing color]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:58]<br />
[DEAD_SHRUB_TILE:58]<br />
[SHRUB_COLOR:1:0:1]<br />
[DEAD_SHRUB_COLOR:0:0:1]}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Muck_root&diff=87904v0.31:Muck root2010-04-09T06:26:31Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Shrub|color={{color|0|1}}|character=τ|name=Muck Root<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol={{L|Swamp whiskey}}<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Wetland (Wet)<br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}<br />
}}<br />
<br />
{{gamedata|[PLANT:ROOT_MUCK]<br />
[NAME:muck root][NAME_PLURAL:muck roots][ADJ:muck root]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:231][PICKED_COLOR:0:0:1]<br />
[WET][BIOME:ANY_WETLAND]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen swamp whiskey]<br />
[STATE_NAME_ADJ:LIQUID:swamp whiskey]<br />
[STATE_NAME_ADJ:GAS:boiling swamp whiskey]<br />
[MATERIAL_VALUE:1]<br />
[DISPLAY_COLOR:0:0:1]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:twisting shape]}}<br />
<br />
[[Category:Surface crops]]<br />
[[Category:Seedless plants]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Quarry_bush&diff=87903v0.31:Quarry bush2010-04-09T06:20:59Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|7|0}}|seed_color=#fff|character=♣|name=Quarry Bush|seed=Rock Nut <br />
|cookable=If processed<br />
|spring=1|summer=1|autumn=1<br />
|habitat=Subterranean<br />
|uses=<br />
* {{L|Food}}<br />
|other_products=<br />
* {{L|Quarry bush leaves}} (Process to bag)<br />
}}<br />
<br />
Quarry bush leaves currently{{version|0.31.02}} can be eaten after being cooked. Rock nuts are the only seeds that are edible raw.<br />
<br />
{{gamedata|[PLANT:BUSH_QUARRY]<br />
[NAME:quarry bush][NAME_PLURAL:quarry bushes][ADJ:quarry bush]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[EDIBLE_VERMIN]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:5][PICKED_COLOR:7:0:0]<br />
[GROWDUR:500][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]<br />
[MATERIAL_VALUE:5]<br />
[EDIBLE_COOKED]<br />
[LEAVES:quarry bush leaf:quarry bush leaves:7:0:0:0:0:1:6:LOCAL_PLANT_MAT:LEAF]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[SEED:rock nut:rock nuts:7:0:1:LOCAL_PLANT_MAT:SEED]<br />
[SPRING][SUMMER][AUTUMN]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:gray leaves]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:58]<br />
[DEAD_SHRUB_TILE:58]<br />
[SHRUB_COLOR:7:0:0]<br />
[DEAD_SHRUB_COLOR:0:0:1]}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:Crop&diff=87901Template:Crop2010-04-09T06:20:00Z<p>Eagle0600: </p>
<hr />
<div><includeonly><br />
{| class="infobox" style="float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em"<br />
|+ style="font-weight: bold" | {{Raw Tile|{{{character}}}|{{{color}}}|{{#ifeq:{{{color}}}|#fff|black|white}}}} {{{name}}}<br />
|-<br />
| colspan="2" | <br />
{| style="border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto"<br />
|-<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|.|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|.|#880|black}}<br />
|}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Seed<br />
|-<br />
| colspan="2" style="padding: 0.25em" | <span style="float: right">{{Raw Tile|·|{{{seed_color}}}|{{#ifeq:{{{seed_color}}}|#fff|black|white}}}}</span> {{{seed|{{{name}}} seed}}}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Seasons<br />
|-<br />
| colspan="2" |{{seasons|{{{spring|}}}|{{{summer|}}}|{{{autumn|}}}|{{{winter|}}}}}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Properties<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Biome|Habitat}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{habitat}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Food|Edible}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{edible|No}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Kitchen|Cookable}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{cookable|No}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Still|Alcohol}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{alcohol|None}}}<br />
{{#if: {{{uses|}}}|<br />
{{!}}-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" {{!}} Uses<br />
{{!}}-<br />
{{!}} colspan="2" style="padding: 0.25em" {{!}}<br />
{{{uses}}} |}}<br />
{{!}}-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" {{!}} Other products<br />
{{!}}-<br />
{{!}} colspan="2" style="padding: 0.25em" {{!}}<br />
{{{other_products|<div style="text-align: center">''None''</div>}}}<br />
|}{{#switch:{{NAMESPACE}}|#default|40d|DF2010=<br />
[[Category:Crops]]<br />
{{#if:{{{spring|}}}|[[Category:Spring crops]]}}<br />
{{#if:{{{summer|}}}|[[Category:Summer crops]]}}<br />
{{#if:{{{autumn|}}}|[[Category:Autumn crops]]}}<br />
{{#if:{{{winter|}}}|[[Category:Winter crops]]}}<br />
{{#ifeq:{{{habitat|}}}|Subterranean|[[Category:Subterranean crops]]}}<br />
|Template=}}</includeonly><noinclude><br />
<br />
{{Crop|color=#909|seed_color=#f00|character=♠|name=Plump Helmet|seed=Plump Helmet Spawn<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol=[[Dwarven wine]]<br />
|rarity=Common<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Subterranean<br />
|uses=<br />
* [[Food]]<br />
* [[Alcohol]]<br />
}}<br />
Usage:<br />
<pre><nowiki><br />
{{Crop|color=#909|seed_color=#f00|character=♠|name=Plump Helmet|seed=Plump Helmet Spawn<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol=[[Dwarven wine]]<br />
|rarity=Common<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Subterranean<br />
|uses=<br />
* [[Food]]<br />
* [[Alcohol]]<br />
}}<br />
</nowiki></pre><br />
<br />
[[Category:Materials templates]]<br />
</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=Template:Crop&diff=87898Template:Crop2010-04-09T06:18:36Z<p>Eagle0600: </p>
<hr />
<div><includeonly><br />
{| class="infobox" style="float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em"<br />
|+ style="font-weight: bold" | {{Raw Tile|{{{character}}}|{{{color}}}|{{#ifeq:{{{color}}}|#fff|black|white}}}} {{{name}}}<br />
|-<br />
| colspan="2" | <br />
{| style="border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto"<br />
|-<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|·|{{{seed_color|{{{color}}}}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|style="padding: 0"|{{Raw Tile|&#x3D;|#444|black}}<br />
|-<br />
|style="padding: 0"|{{Raw Tile|{{{character}}}|{{{color}}}|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|═|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|≈|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|.|#880|black}}<br />
|style="padding: 0"|{{Raw Tile|.|#880|black}}<br />
|}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Seed<br />
|-<br />
| colspan="2" style="padding: 0.25em" | <span style="float: right">{{Raw Tile|·|{{{seed_color}}}|{{#ifeq:{{{color}}}|#fff|black|white}}}}</span> {{{seed|{{{name}}} seed}}}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Seasons<br />
|-<br />
| colspan="2" |{{seasons|{{{spring|}}}|{{{summer|}}}|{{{autumn|}}}|{{{winter|}}}}}<br />
|-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" | Properties<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Biome|Habitat}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{habitat}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Food|Edible}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{edible|No}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Kitchen|Cookable}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{cookable|No}}}<br />
|-<br />
! style="text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em" | {{L|Still|Alcohol}}<br />
| style="text-align: right; padding: 0.1em 0.25em" | {{{alcohol|None}}}<br />
{{#if: {{{uses|}}}|<br />
{{!}}-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" {{!}} Uses<br />
{{!}}-<br />
{{!}} colspan="2" style="padding: 0.25em" {{!}}<br />
{{{uses}}} |}}<br />
{{!}}-<br />
! colspan="2" style="border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em" {{!}} Other products<br />
{{!}}-<br />
{{!}} colspan="2" style="padding: 0.25em" {{!}}<br />
{{{other_products|<div style="text-align: center">''None''</div>}}}<br />
|}{{#switch:{{NAMESPACE}}|#default|40d|DF2010=<br />
[[Category:Crops]]<br />
{{#if:{{{spring|}}}|[[Category:Spring crops]]}}<br />
{{#if:{{{summer|}}}|[[Category:Summer crops]]}}<br />
{{#if:{{{autumn|}}}|[[Category:Autumn crops]]}}<br />
{{#if:{{{winter|}}}|[[Category:Winter crops]]}}<br />
{{#ifeq:{{{habitat|}}}|Subterranean|[[Category:Subterranean crops]]}}<br />
|Template=}}</includeonly><noinclude><br />
<br />
{{Crop|color=#909|seed_color=#f00|character=♠|name=Plump Helmet|seed=Plump Helmet Spawn<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol=[[Dwarven wine]]<br />
|rarity=Common<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Subterranean<br />
|uses=<br />
* [[Food]]<br />
* [[Alcohol]]<br />
}}<br />
Usage:<br />
<pre><nowiki><br />
{{Crop|color=#909|seed_color=#f00|character=♠|name=Plump Helmet|seed=Plump Helmet Spawn<br />
|edible=Yes<br />
|cookable=Yes<br />
|alcohol=[[Dwarven wine]]<br />
|rarity=Common<br />
|spring=1|summer=1|autumn=1|winter=1<br />
|habitat=Subterranean<br />
|uses=<br />
* [[Food]]<br />
* [[Alcohol]]<br />
}}<br />
</nowiki></pre><br />
<br />
[[Category:Materials templates]]<br />
</noinclude></div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Sweet_pod&diff=87894v0.31:Sweet pod2010-04-09T06:01:18Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|4|1}}|seed_color={{color|2|1}}|character=&#x3A6;|name=Sweet Pod|seed=Sweet Pod Seed<br />
|edible=If milled or processed<br />
|cookable=If milled or processed<br />
|alcohol={{L|Dwarven rum}}<br />
|spring=1|summer=1<br />
|habitat=Subterranean<br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}<br />
|other_products=<br />
* {{L|Dwarven sugar}} (Mill)<br />
* {{L|Dwarven syrup}} (Process to barrel)<br />
}}<br />
<br />
'''Sweet pods''' are a subterranean crop grown in {{L|spring|spring}} and {{L|summer|summer}}. Sweet pods can be {{L|mill|ground}} at a {{L|millstone|millstone}} or {{L|quern|quern}} into {{L|dwarven sugar|dwarven sugar}} or processed at the {{L|farmer's workshop|farmer's workshop}} into {{L|barrel|barrels}} of {{L|dwarven syrup|dwarven syrup}}. <br />
<br />
<!--In the previous version, both had to be cooked at the {{L|kitchen|kitchen}} before being edible. Now however, the raws for both seem to enable raw eating.{{verify}}--><br />
<br />
Sweet pods can also be brewed into {{L|Alcohol|dwarven rum}}.<br />
<br />
Five units of syrup are obtained for each sweet pod, but only one unit of sugar.<br />
<br />
*Grow time: 500<br />
*Plant value: 2<br />
*Drink value: 2<br />
*Mill value: 20<br />
*Extract value: 20<br />
*Seed value: 1<br />
*Seasons: Spring and Summer<br />
<br />
<br />
{{Game_Data|[PLANT:POD_SWEET]<br />
[NAME:sweet pod][NAME_PLURAL:sweet pods][ADJ:sweet pod]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[EDIBLE_VERMIN]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:232][PICKED_COLOR:4:0:1]<br />
[GROWDUR:500][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven rum]<br />
[STATE_NAME_ADJ:LIQUID:dwarven rum]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven rum]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:5:0:1]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:dwarven sugar]<br />
[STATE_COLOR:ALL_SOLID:WHITE]<br />
[DISPLAY_COLOR:6:0:0]<br />
[MATERIAL_VALUE:20]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven syrup]<br />
[STATE_NAME_ADJ:LIQUID:dwarven syrup]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven syrup]<br />
[MATERIAL_VALUE:20]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[EXTRACT_STORAGE:BARREL]<br />
[PREFIX:NONE]<br />
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:sweet pod seed:sweet pod seeds:2:0:1:LOCAL_PLANT_MAT:SEED]<br />
[SPRING][SUMMER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:round shape]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:58]<br />
[DEAD_SHRUB_TILE:58]<br />
[SHRUB_COLOR:4:0:1]<br />
[DEAD_SHRUB_COLOR:0:0:1]}}<br />
<br />
[[Category:Subterranean crops]]<br />
[[Category:Spring crops]]<br />
[[Category:Summer crops]]</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Cave_wheat&diff=87891v0.31:Cave wheat2010-04-09T05:57:43Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|7|1}}|seed_color={{color|6|0}}|character=τ|name=Cave Wheat|seed=Cave Wheat Seed<br />
|cookable=If milled<br />
|alcohol={{L|Dwarven beer}}<br />
|summer=1|autumn=1<br />
|habitat=Subterranean<br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}<br />
|other_products=<br />
* {{L|Cave wheat flour}} (Mill)<br />
}}<br />
<br />
{{gamedata|[PLANT:GRASS_WHEAT_CAVE]<br />
[NAME:cave wheat][NAME_PLURAL:cave wheat][ADJ:cave wheat]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[EDIBLE_VERMIN]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:231][PICKED_COLOR:7:0:1]<br />
[GROWDUR:500][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]<br />
[STATE_NAME_ADJ:LIQUID:dwarven beer]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven beer]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]<br />
[STATE_COLOR:ALL_SOLID:WHITE]<br />
[DISPLAY_COLOR:7:0:1]<br />
[MATERIAL_VALUE:20]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:cave wheat seed:cave wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]<br />
[SUMMER][AUTUMN]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:stalks]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:58]<br />
[DEAD_SHRUB_TILE:58]<br />
[SHRUB_COLOR:7:0:1]<br />
[DEAD_SHRUB_COLOR:0:0:1]}}</div>Eagle0600https://dwarffortresswiki.org/index.php?title=v0.31:Cave_wheat&diff=87888v0.31:Cave wheat2010-04-09T05:54:33Z<p>Eagle0600: </p>
<hr />
<div>{{av}}<br />
{{Crop|color={{color|7|1}}|seed_color={{color|6|0}}|character=τ|name=Cave Wheat|seed=Cave Wheat Seed<br />
|alcohol={{L|Dwarven beer}}<br />
|summer=1|autumn=1<br />
|habitat=Subterranean<br />
|uses=<br />
* {{L|Food}}<br />
* {{L|Alcohol}}<br />
|other_products=<br />
* {{L|Cave wheat flour}} (Mill)<br />
}}<br />
<br />
{{gamedata|[PLANT:GRASS_WHEAT_CAVE]<br />
[NAME:cave wheat][NAME_PLURAL:cave wheat][ADJ:cave wheat]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[EDIBLE_VERMIN]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[PICKED_TILE:231][PICKED_COLOR:7:0:1]<br />
[GROWDUR:500][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]<br />
[STATE_NAME_ADJ:LIQUID:dwarven beer]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven beer]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]<br />
[STATE_COLOR:ALL_SOLID:WHITE]<br />
[DISPLAY_COLOR:7:0:1]<br />
[MATERIAL_VALUE:20]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[MILL:LOCAL_PLANT_MAT:MILL]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:cave wheat seed:cave wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]<br />
[SUMMER][AUTUMN]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:stalks]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:58]<br />
[DEAD_SHRUB_TILE:58]<br />
[SHRUB_COLOR:7:0:1]<br />
[DEAD_SHRUB_COLOR:0:0:1]}}</div>Eagle0600