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Dwarf Fortress Wiki - User contributions [en]
2024-03-28T23:49:51Z
User contributions
MediaWiki 1.35.11
https://dwarffortresswiki.org/index.php?title=Gender&diff=298845
Gender
2024-03-26T12:34:34Z
<p>Silverwing235: grammar</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
[[File:gender_symbols.png|170px|right]]'''Gender''', along with [[Marriage#Sexual_orientation|orientation]], determines if two creatures can [[breed]]. Gender may also influence the size, attacks, or other characteristics of very dimorphic creatures (e.g. [[elephant seal]], [[moose]]) - for instance, female [[giant mosquito]]s alone can suck blood from other creatures. On the other hand, intelligent species are generally not very dimorphic. For instance, the only difference between male and female dwarves - apart from breeding ability - is the presence of a [[beard]]. This means that, apart from the occasional (and infamous) soldier giving birth mid-fight, the player can pretty much treat male and female citizens interchangeably. (A notable exception is [[animal people]], whose dimorphism (and other attributes) reflect that of the animal they're inspired from.)<br />
<br />
If a creature is genderless, the game will simply refer to that creature as "it".<br />
<br />
==Determining gender==<br />
When {{k|v}}iewing a unit, a symbol appears below its name:<br />
{| class="wikitable"<br />
|-<br />
! Gender<br />
! Symbol<br />
! Common names<br />
! Other uses<br />
|-<br />
| '''Male'''<br />
| {{DFtext|{{char|11}}}}<br />
| Boar<br />
| [[Bag]]s<br />
|-<br />
| '''Female'''<br />
| {{DFtext|{{char|12}}}}<br />
| Sow<br />
| [[Finished goods#Crafts|Amulets]]<br />
|}<br />
<br />
Clicking on the creature will bring up an informative character sheet, where the creature's gender (or lack thereof) can be seen.<br />
<br />
A [[Gelding|gelded]] male's gender will appear as {{DFtext|x{{char|11}}x}}. <br />
<br />
If mods give a female a body part marked [[Body token#Geldable|GELDABLE]] then when "[[Gelding|gelded]]" that creature will display the gender {{DFtext|x{{char|12}}x}}.<br />
<br />
==Raws==<br />
In the [[raws]], genders are defined using generalized [[caste]] tokens (not to be confused with [[cast]]s). Castes are often just defined as "male" or "female", but there are a few [[antman|notable exceptions]].<br />
<br />
==Trivia==<br />
*Transgender dwarves were confirmed to be a planned future feature [https://twitter.com/Bay12Games/status/1107118932077346817 on the Bay 12 Games twitter in March 2019]. Intersex dwarves were confirmed in the same tweet.<br />
*There is no symbol in the game for creatures without gender, however, in real life, the symbol is "⚲" or "∅".<br />
<br />
{{Category|Game mechanics}}<br />
[[ru:Gender]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Announcement&diff=298800
Announcement
2024-03-23T11:14:56Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
[[File:v50_announcements_preview.png|thumb|250px|right|List of announcements.]]An '''announcement''' is a message displayed at the top left of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{k|a}}) lists all game announcements in dated order; some (but not all) can be {{k|z}}oomed to. (may be more confusing than helpful for v50 but leaving it for now -> Announcements are not to be confused with [[reports|{{k|r}}eports]], which detail combat results.)<br />
<br />
When some major or important game-changing announcements occur, the following icon will appear, accompanied with a wooden ticking-like sound effect:<br><br />
[[File:alert_icon_anim.gif]]<br />
== Controlling which announcements pause and recenter ==<br />
{{main|announcements.txt}}<br />
<br />
You can control which types of announcements do and don't pause and/or recenter the game in the [[Settings#Announcements|Announcements tab of Settings]] or by editing the <code>announcements.txt</code> file. <br />
==== Announcement Settings ====<br />
To change the behavior of announcements via the in game Settings, open [[Settings]], select the [[Settings#Announcements|Announcements]] tab. Then you'll need to find the setting of interest ([[announcements.txt#List_of_announcements|announcements.txt wiki page]] may be able to help). You'll see the available options for each event includes, <code>Popup</code>, <code>Pause</code>, <code>Recenter</code>, and <code>Alert</code>. That's the functionality you're most likely to want to adjust. For example, if you want an Alert on the left side of the screen for combat strikes and wounds you would scroll down to 'Strike' and 'Wounds' and change the Alert column to 'Yes' - but don't get ambitious and change all the combat events to Alert, you'll regret it! (one at a time is recommended). More information on what each of these options do, including <code>Adv</code>, <code>Fort</code>, <code>Report</code>, and <code>Report (Active)</code> is available on the [[announcements.txt]] wiki page (and probably needs to become shared content between these two pages).<br />
<br />
==== announcements.txt ====<br />
To change the behavior of announcements via the <code>announcements.txt</code> file you'll need to adjust the <code>:options</code> for the particular event of interest. An announcement type containing ''''':P''''' will pause when that announcement type is made, and one containing ''''':R''''' will re-center when that announcement type is made. For example,<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:P:R]</tt><br />
<br />
means that the game will pause and recenter upon the announcement of migrants arriving. You could change it to<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:R]</tt><br />
<br />
to cause the game to recenter on the arriving migrants, but to not pause the game.<br />
<br />
'''Note:'''<br />
* <code>/init/announcements.txt</code> is for the '''Default''' settings<br />
* <code>/prefs/announcements.txt</code> is for the '''Current''' settings<br />
<br />
== Announcements ==<br />
'''''Note:''' Some of the icons may be incorrect. A question mark placeholder icon is in place of unknown icons. Please update them with the correct ones as soon as possible.''<br />
<br />
{|class = "wikitable"<br />
! Icon !! Importance !! Description<br />
|-<br />
|colspan="3" style="padding:7px;" | ''Minor'' announcements are the simplest and most common announcements, and will flicker through the announcements window very quickly. This is typically used for things that happen a lot in a well-developed fortress.<br />
|-<br />
|[[File:announce_cancel_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]]. The [[standing orders]] menu ({{key|o}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).<br />
|-<br />
|[[File:announce_weather_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Standard changes in [[weather]]: "It has started raining," "The weather has cleared," or "A snow storm has arrived." Changes in the season.<br />
|-<br />
|[[File:announce_birth_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults. A dwarf cancelling a job with the reason of "Seeking infant." may also occur.<br />
|-<br />
|[[File:announce_masterpiece_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.<br />
|-<br />
|[[File:announce_noble_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A location and the surrounding areas have been made a county.<br />
|-<br />
|[[File:announce_artdeface_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A masterpiece quality item has been lost or destroyed.<br />
|-<br />
|[[File:announce_digging_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A new type of stone or ore has been found while digging.<br />
|-<br />
|[[File:announce_military_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Individuals are changing their status because they're in a squad.<br />
|-<br />
|[[File:announce_labor_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.<br />
|-<br />
|[[File:announce_hunting_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A dwarf has begun [[Ambusher|hunting]] for animals.<br />
|-<br />
|[[File:announce_death_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || When an animal is [[butcher's shop|slaughtered]], or a tame animal or dwarf is struck down within view of other dwarves.<br />
|-<br />
|[[File:announce_guzzler_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || When a creature is guzzling a fortress' alcohol.{{Verify}}<br />
|-<br />
|[[File:announce_research_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || When a research breakthrough has been performed.<br />
|-<br />
|[[File:announce_loseemotion_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || An individual has lost their emotions.{{Verify}}<br />
|-<br />
|[[File:announce_birth_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Animals giving birth.<br />
|-<br />
|[[File:announce_guest_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A [[guest]] is visiting your fortress.<br />
|-<br />
|[[File:announce_marriage_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Two dwarves have gotten [[marriage|married]].<br />
|-<br />
|[[File:announce_cancel_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Dwarves getting spooked by other creatures, and cancelling their jobs.<br />
|-<br />
|[[File:announce_combat_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Combat is taking place, or someone has died in combat.<br />
|-<br />
|[[File:announce_sparring_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Sparring is taking place.<br />
|-<br />
|[[File:announce_agreement_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || An agreement or [[mandate]] is active.<br />
|-<br />
|[[File:announce_animal_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || An animal has been caught in a [[Animal_trap|trap]].<br />
|-<br />
|[[File:announce_animal_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || An animal has broken free of an animal trap. <!-- Is this the correct icon? --><br />
|-<br />
|[[File:announce_animal_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || An animal has been [[Pet|adopted]].<br />
|-<br />
|[[File:announce_martial_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A dwarf is in a [[martial trance]].<br />
|-<br />
|[[File:announce_noble_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Dwarves getting promoted and/or elected to a noble status. Such as [[baron]], [[count]] or [[duke|duke/duchess]].<br />
|-<br />
|[[File:announce_ghost_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || The raising of a [[ghost]].<br />
|-<br />
|[[File:announce_death_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Putting a dwarf (and their associated ghost) to rest with a memorial [[slab]] or a [[coffin]].<br />
|-<br />
|[[File:announce_cancel_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || After one week, a dwarf or tame creature has been missing, or if a dwarf comes across a corpse.<br />
|-<br />
|[[File:announce_agreement_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A [[Work orders|work order]] has been completed.<br />
|-<br />
|[[File:announce_military_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || Dwarves growing [[Attachment|attached]] to their weapons or armor.<br />
|-<br />
|[[File:announce_rumor_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A [[rumor]] has been passed on to your dwarves.<br />
|-<br />
|[[File:announce_vermin_icon.png]] || style="background:#ffffc0; text-align:center" | Minor || A creature is stung by a [[bee]].<br />
|-<br />
|colspan="3" style="padding:7px;" | ''Major'' announcements are more important than minor announcements, and in addition to playing their message, the game may be paused and zoom to the location of the event. This is used for things that rarely happen, but aren't the ''most'' important. A wooden "ticking" sound effect is played for these announcement types.<br />
|-<br />
|[[File:announce_placeholder_icon.png]] || style="background:#ffb464; text-align:center" | Major || A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again.<br />
|-<br />
|[[File:announce_trade_icon.png]] || style="background:#ffb464; text-align:center" | Major || The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.<br />
|-<br />
|[[File:announce_trade_icon.png]] || style="background:#ffb464; text-align:center" | Major || The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.<br />
|-<br />
|[[File:announce_migrant_icon.png]] || style="background:#ffb464; text-align:center" | Major || The arrival of [[migrants]].<br />
|-<br />
|[[File:announce_era_icon.png]] || style="background:#ffb464; text-align:center" | Major || A new [[Calendar|era]] has begun.<br />
|-<br />
|[[File:announce_general_icon.png]] || style="background:#ffb464; text-align:center" | Major || Uncovering of a [[thief]]. End them quickly!<br />
|-<br />
|[[File:announce_ambush_icon.png]] || style="background:#ffb464; text-align:center" | Major || Uncovering an [[ambush]] - ''very'' nasty if the dwarf in question is, for instance, just a poor old [[wood cutter]] out doing their job.<br />
|-<br />
|[[File:announce_crime_icon.png]] || style="background:#ffb464; text-align:center" | Major || Discovering a [[gremlin]].<br />
|-<br />
|[[File:announce_crime_icon.png]] || style="background:#ffb464; text-align:center" | Major || Someone is caught sneaking around.<br />
|-<br />
|[[File:announce_digging_icon.png]] || style="background:#ffb464; text-align:center" | Major || A section of a cavern has collapsed. This is usually caused by improper digging.<br />
|-<br />
|[[File:announce_mood_icon.png]] || style="background:#ffb464; text-align:center" | Major || A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt. (Each step gets its own announcement.)<br />
|-<br />
|[[File:announce_monster_icon.png]] || style="background:#ffb464; text-align:center" | Major || "We checked that stone for heat! What devilry is this?!" A single stream of flame will burst out in a random direction, setting someone on fire if it hits them. Only encountered in the deeper layers of the world.<br />
|-<br />
|[[File:announce_berserk_icon.png]] || style="background:#ffb464; text-align:center" | Major || A dwarf has gone berserk. This can happen if the dwarf is undergoing a strange mood, and does not have the required materials to construct an artifact.<br />
|-<br />
|[[File:announce_monster_icon.png]] || style="background:#ffb464; text-align:center" | Major || A [[bogeyman]] transforms. Can be seen in the [[object testing arena]].<br />
|-<br />
|[[File:announce_noble_icon.png]] || style="background:#ffb464; text-align:center" | Major || Someone has inherited a position.<br />
|-<br />
|[[File:announce_noble_icon.png]] || style="background:#ffb464; text-align:center" | Major || The arrival of the [[king]] or queen.<br />
|-<br />
|[[File:announce_military_icon.png]] || style="background:#ffb464; text-align:center" | Major || A citizen in the military bestowed a name onto a shield or weapon.<br />
|-<br />
|[[File:announce_monster_icon.png]] || style="background:#ffb464; text-align:center" | Major || The arrival of a [[semi-megabeast]].<br />
|-<br />
|[[File:announce_weather_icon.png]] || style="background:#ffb464; text-align:center" | Major || The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].<br />
|-<br />
|[[File:Announce death icon.png]] || style="background:#ffb464; text-align:center" | Major || No available food is present. The ability to resolve this can depend on the surroundings around your fortress and what you already have.<br />
|-<br />
|[[File:announce_general_icon.png]] || style="background:#ffb464; text-align:center" | Major || A monarch is satisfied with their position, but feels that there should be more development. We must dig deeper.<br />
|-<br />
|colspan="3" style="padding:7px;" | {{colortext|#900|'''''Warning:''' Minor spoilers ahead''}}<br><br />
''Game-changing'' announcements are among the most important in the game. When these announcements occur, they pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. These are also reserved for incredibly rare, and potentially once-in-a-playthrough events.{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement, in ASCII mode.}}<br />
|-<br />
|[[File:announce_masterpiece_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment.<br />
|-<br />
|[[File:announce_digging_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || Discovering a [[cavern]] layer or the [[magma sea]]<br />
|-<br />
|[[File:announce_attack_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || The arrival of a siege.<br />
|-<br />
|[[File:announce_general_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || Your fortress becomes the capital.<br />
|-<br />
|[[File:announce_monster_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || The arrival of a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or the [[undead]].<br />
|-<br />
|[[File:announce_monster_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || The reveal of a [[Demon]], [[Angel]], artifacts or fire in a [[Unusual volcanic wall]]<br />
|-<br />
|[[File:announce_digging_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.<br />
|-<br />
|[[File:announce_digging_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || Discovering [[adamantine]] - Praise the miners!<br />
|-<br />
|[[File:announce_placeholder_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || Discovering the [[Underworld]].<br />
|-<br />
|[[File:announce_deitycurse_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important? || A deity is disturbed, and lays a curse.<br />
|-<br />
|[[File:announce_holdings_icon.png]] || style="background:#ff4141; color:white; text-align:center" | Important || An area has been founded, and is incorporated into your fortress' holdings.<br />
|}<br />
<!-- THE FOLLOWING ICONS ARE CURRENTLY UPLOADED, BUT UNUSED:<br />
* announce_dietycurse_icon.png<br />
* announce_artdeface_icon.png<br />
* announce_era_icon.png<br />
* announce_guzzler_icon.png<br />
* announce_holding_icon.png<br />
* announce_loseemotion_icon.png<br />
* announce_research_icon.png<br />
* announce_stress_icon.png<br />
* announce_vermin_icon.png<br />
PLEASE ADD THE FOLLOWING ANNOUNCEMENTS THAT USE THESE ICONS. --><br />
{{Category|Interface}}<br />
[[ru:Announcement]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Valley_herb&diff=298745
Valley herb
2024-03-20T21:40:28Z
<p>Silverwing235: /* Seed mod */</p>
<hr />
<div>{{Quality|Fine}}<br />
{{plantlookup|uses=<br />
* [[Food]]<br />
* [[Golden salve]] production|wiki=no}}<br />
{{av}}<br />
<br />
The '''valley herb''' is a somewhat hard-to-gather [[plant]], for it grows only in [[temperate]] [[grassland]]s in [[Calendar|spring]]. It is edible when [[cook]]ed, but its main use is in producing [[golden salve]]. It has no [[seed]]s (''in an unmodded/vanilla game, specifically - see below''). This plant can be collected by [[plant gathering]]. Unlike most other gathered plants, only a single valley herb will be gathered from a shrub.<br />
<br />
[[Elf|Elven]] and [[human]] caravans may offer valley herbs for trade in stacks of 5, assuming their nations have access to the proper biome; this large stack size makes them ideal for processing into golden salve, as a single stack will yield a trade good worth 2,500☼ (plus vial value).<br />
<br />
* Plant value: 10<br />
* Extract value: 100<br />
* Seasons: Spring<br />
<br />
Some [[dwarves]] [[Preferences|like]] valley herbs for their ''tiny leaves'' and their ''soothing fragrance''.<br />
<br />
[[File:valley_herb.jpg|thumb|230px|center|Pieces of valley herb.]]<br />
<br />
<br />
<br />
==Seed mod==<br />
{{mod}}<br />
This is a simple mod to add valley herb seeds (''originally produced for ASCII mode, as it were - premium graphics may cause it to not work as intended'') :<br />
<div style="height:200px; overflow:auto;"><pre><br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:10]<br />
[EDIBLE_COOKED]<br />
[SEED:valley herb seed:valley herb seeds:2:4:1:LOCAL_PLANT_MAT:SEED]<br />
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] <br />
</pre></div><br />
<br />
{{gamedata}}<br />
{{Plants}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Hippo_man&diff=298687
Hippo man
2024-03-17T12:56:34Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Creaturelookup/0<br />
|image=hippo_man_sprite.png<br />
|contrib=no}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
'''Hippo men''' are [[animal people]] variants of the common [[hippo]] who can be found in [[savage]] [[temperate]] [[lake]]s and [[river]]s. They spawn in groups of 2-10 individuals and should be approached with extreme caution; a hippo man is over 13 times larger than a [[dwarf]] and can make short work of any civilian who provokes them. Do not attempt to fight them without an equipped [[military]] [[squad]].<br />
<br />
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].<br />
<br />
Some dwarves [[Preferences|like]] hippo men for their ''strength''.<br />
<br />
[[File:hippo_man.jpg|thumb|260px|center|''Art by aokamidu'']]<br />
<br />
{{D for Dwarf}}<br />
<!-- Reference: "King Hippo" opponent from "Punch-Out!!" video game series --><br />
Despite popular belief, hippo men are not well-trained boxers, and are not the kings of South Pacific islands.<br />
<br />
<!-- Reference:D&D "Giff" monster --><br />
Rumors of hippo men traveling the stars and shooting people with flintlocks are greatly exaggerated.<br />
<br />
<!-- Reference: "Moto Moto" from "Madagascar: Escape 2 Africa" movie --><br />
Hippo men are known to enjoy the company of the largest hippo women in an area. As a result, they are often at odds with [[giraffe|giraffes]].<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Stockpile&diff=298660
Stockpile
2024-03-16T17:46:06Z
<p>Silverwing235: /* Refuse */</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
<br />
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}<br />
[[File:v50_stockpile_gui_preview.png|right]]'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding "[[hauling]]" job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.<br />
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== Creating and Removing Stockpiles == <br />
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking "Accept" in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking "accept", a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select "Custom" to define your own rules.<br />
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When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile "gives" to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. <br />
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To edit a stockpile, click the "Stockpile" button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.<br />
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When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.<br />
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== Using stockpiles ==<br />
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].<br />
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One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.<br />
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It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.<br />
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== Give and/or take from a stockpile/workshop ==<br />
Another feature of stockpiles allows you to tell dwarves to transfer items from or to one stockpile and/or workshop to another. The button that controls that feature is [[File:v50_stockpile_workshop_button.png|23px]], which is on by default once a stockpile is created. When this button is activated, the stockpile will take designated items from anywhere, but if disabled, it will only give and take items from specified workshops and stockpiles. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. The button next to the previously mentioned one is [[File:v50_stockpile_shopadd_button.png|23px]], which allows the player to select where a stockpile's items will be given to or taken from, which are chosen with [[File:v50_stockpile_take_button.png|23px]] and [[File:v50_stockpile_give_button.png|23px]]<br />
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Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.<br />
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When having a stockpile take items, any items produced inside the workshop become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.<br />
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Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:<br />
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*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large "primary" stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.<br />
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to "take from links only", so the harvesters do not waste their time.<br />
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to "take from links only"), so that it only gets new clothing produced in that workshop. If another stockpile with "take from anywhere" and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.<br />
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When giving to a stockpile, an equal and opposite "take from stockpile" is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.<br />
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Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material. For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.<br />
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This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop. Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature. For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel. If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles. Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.<br />
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==Max bin/barrel/wheelbarrows ==<br />
{{imagefix|[[File:v50_stockpile_barrel_button.png|left]]|5|0}}The ''max bin'', ''max barrel'' and ''max wheelbarrows'' settings control the number of barrels, bins and wheelbarrows that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. <br />
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Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.<br />
<!-- == Will take from anywhere ==<br />
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A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with "take from links only" enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. <br />
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Setting your [[seed]] stockpiles to "take from links only" will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to "anywhere" to collect the loose seeds in bulk.<br />
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The new "will take from anywhere" control is a toggle-button whose interpretation is as follows:<br />
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In classical ASCII mode:<br />
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* *️⃣➡️ - Expressing the concept "anywhere" (asterisk) and "will be accepted" (green arrow)<br />
* *️⃣❌ - Expressing the concept "anywhere" (asterisk) and "will not be accepted" (red/orange "X")<br />
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In vanilla graphics mode:<br />
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* Highlighted Green - means the stockpile will give/take items from anywhere<br />
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)<br />
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Citizens may still have leftover "haul item to the stockpile" tasks to a particular stockpile even after "will take from anywhere" has been turned off for it, or even setting its desired items to "none", resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks. --><br />
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== Stockpile categories ==<br />
===[[Ammo]]===<br />
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.<br />
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===[[Animal]]===<br />
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.<br />
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This type of stockpile cannot use bins or barrels.<br />
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===[[Armor]]===<br />
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.<br />
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Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.<br />
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===[[Bar]]/[[Block]]===<br />
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.<br />
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===[[Cloth]]===<br />
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.<br />
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===[[Currency|Coins]]===<br />
Minted coins are kept here, several thousand of them fitting into a single bin.<br />
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===[[Corpse|Corpses]]===<br />
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.<br />
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If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].<br />
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Corpse stockpiles are meant to be used as ''morgues'', though the inclusion of invader corpses makes this slightly difficult.<br />
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===[[Finished goods|Finished Goods]]===<br />
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.<br />
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Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.<br />
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Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.<br />
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=== [[Food]] ===<br />
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.<br />
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Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.<br />
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Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]]. Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.<br />
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Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.<br />
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===[[Furniture]] Storage===<br />
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.<br />
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Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms) via the stockpile settings.<br />
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Furniture cannot be stored in barrels or bins.<br />
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If you choose to apply advanced stockpiling of furniture e.g. "make a stockpile for only [[Furniture]]>[[Bed]]s." Merely selecting "beds" under the "Type" category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select "all" on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].<br />
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===[[Gem]]===<br />
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.<br />
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===[[Leather]]===<br />
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.<br />
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===[[Refuse]]===<br />
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.<br />
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If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. <br />
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An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)<br />
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[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.<br />
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Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]] - a garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump''' ''refuse type'' will be hauled to the garbage dump instead of the refuse stockpile.<br />
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Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
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Be careful on evil biomes, since some can reanimate dead creatures and body parts. If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.<br />
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The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]]. If your dwarves are not cleaning up bodies, this is probably why.<br />
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===[[Sheets]]===<br />
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.<br />
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===[[Stone]]===<br />
Rough stone will be stored here, as well as [[ore]]. These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.<br />
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[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.<br />
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===[[Weapon|Weapons]]===<br />
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.<br />
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===[[Wood]]===<br />
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main "customer". Wood stockpiles will also accept "grown" wood logs that elves bring.<br />
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This type of stockpile cannot use bins or barrels.<br />
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===Additional Options===<br />
The options are "Allow Plant/Animal" (organic goods) which appear as [[File:v50_stockpile_allowplants.png|20px]] or [[File:v50_stockpile_allowplants_off.png|20px]] and "Allow Non-Plant/Animal (non-organic goods) which appear as [[File:v50_stockpile_allowmetals.png|20px]] or [[File:v50_stockpile_allowmetals_off.png|20px]]. Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling "Additional Options" is a common cause of stockpile problems, and these options generally aren't useful anyway unless you want to consolidate trade goods which are safe to [[trade]] to [[Elf|Elven]] caravans.<br />
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=== Custom stockpiles ===<br />
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).<br />
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Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.<br />
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== Stockpile Settings ==<br />
In the '''Stockpile Settings''', the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected. Any option can be selected in any category by simply clicking on it. Each column has an "All" or "None" button, which will enable or disable entire categories so that the player does not have to individually click each option to enable or disable an entire list.<br />
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Be careful when selecting 'block all' on the subcategories, as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.<br />
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=== Core Quality ===<br />
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).<br />
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=== Total Quality ===<br />
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).<br />
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A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)<br />
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See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].<br />
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=== Notes ===<br />
Some categories will have a special extra type of item(s) that can be toggled.<br />
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{| border="1" cellpadding="4"<br />
|+ <br />
! Categories<br />
! Item type<br />
|-<br />
| Animals <br />
| Empty cages and Empty animal traps<br />
|-<br />
| Food <br />
| Prepared food<br />
|-<br />
| Weapons <br />
| Usable and unusable<br />
|-<br />
| Armor <br />
| Usable and unusable<br />
|}<br />
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If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) can be seen with {{Menu icon|P}} and viewing the "Zones" and "Stockpiles" tab.<br />
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== Custom Stockpile Uses ==<br />
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.<br />
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When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.<br />
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One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.<br />
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Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].<br />
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A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.<br />
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Other good uses:<br />
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye. <br />
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].<br />
* Sandpile: [[sand]] bags.<br />
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. <br />
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.<br />
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone & shell stockpile above. Place near the tannery. <br />
* Brewer's stock: [[List of crops|brewable plants]].<br />
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) <br />
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.<br />
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)<br />
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special "treasure" stockpile.<br />
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.<br />
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.<br />
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.<br />
<br />
==Bugs==<br />
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.<br />
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.<br />
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. <br />
* Disabling "Additional Options" in the stockpile menu is a common source of stockpile problems.<br />
<br />
==Troubleshooting==<br />
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:<br />
<br />
* Do you have idle dwarves?<br />
** Do the idle dwarves have the appropriate hauling labors enabled?<br />
** Are the idle dwarves constantly taking and cancelling other jobs? <br />
* Do you have a stockpile that wants this item?<br />
** Is there an empty spot in the stockpile?<br />
*** Note that hidden items and wheelbarrows tie up stockpile tiles.<br />
** Can the idle dwarves path to the stockpile and the item?<br />
** Is the stockpile set to accept from anywhere, not just links?<br />
** Check both the item's type and its material, in stockpiles that can filter materials.<br />
** Check that the armor/weapon stockpile setting is "usable" and/or "unusable" as appropriate.<br />
** Check that "Additional Options" are set correctly to allow the desired items.<br />
* Is the item unforbidden?<br />
* Is the item accessible (no civilian alert, burrows, etc.)?<br />
* Is the item not owned by any dwarf?<br />
* Is the item not tasked for a job?<br />
* Is the item not assigned for use in any buildings/constructions?<br />
* Check your standing orders (o), and make sure this kind of item can be gathered.<br />
** For refuse, make sure dwarves are allowed to gather refuse that is "outside" (o r).<br />
* Does the stockpile have wheelbarrows assigned? If so, are they all in use?<br />
* If the item normally goes in a container, do you have suitable unused containers?<br />
* Is the item claimed by a location (hospital, tavern, library, temple)?<br />
<br />
{{V50 menus}}<br />
{{Category|Stockpiles|*}}<br />
{{Category|Items}}<br />
[[ru:Stockpile]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Human&diff=298304
Human
2024-03-03T16:35:52Z
<p>Silverwing235: fix Anon's typos</p>
<hr />
<div>{{Quality|Exceptional|00:09, 17 February 2023 (UTC)}}<br />
{{Creaturelookup/0<br />
|image=Human_sprite.png<br />
|meat=27<br />
|bone=33<br />
|fat=15<br />
|skin=human skin<br />
|nervous tissue=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestines=1<br />
|heart=1<br />
|lung=2<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} [[creatures]] that live in cities on the [[biome#Plains|plains]]. They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. Their buildings are made entirely of [[wood]] (or in the case of towers and castles, [[stone]] or metals like [[copper]]), and usually include several houses and [[shop]]s, and a [[tavern]]. Their metal-working technology specializes in [[bronze]], though they also make use of [[copper]], [[iron]], and [[silver]]. The typical lifespan of a human ranges between 60-120 years.<br />
<br />
In fortress mode, they are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. Humans usually bring overworld foodstuffs, [[cloth]], [[leather]], extra-large clothing and bronze items. Trading with them is the safest way to obtain exotic items such as [[two-handed sword]]s, [[whip]]s and [[bow]]s. If their caravans are continuously destroyed or if their [[diplomat]]s are killed, regardless of cause, they will eventually send a [[siege]] force to your fortress. In adventurer mode, their nobles can be found living in castles, and after earning sufficient fame, they can give out challenging quests.<br />
<br />
The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.<br />
<br />
[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortes destroying his fleet at Vera Cruz, 1519'']]<br />
<br />
==Ethics==<br />
<br />
In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and may possibly become enemies with [[kobold]]s and [[animal people]]. <br />
<br />
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals. <br />
<br />
In stark contrast to the ethics of elves, kobolds and animal people, humans find keeping trophies of animals, sapient beings and of other humans perfectly acceptable. Like dwarves, humans find killing animals, enemies and plants acceptable. However, humans can avoid punishment for killing other humans if the killing had been done for good reason, unlike dwarves, who sentence murderers to death regardless of whether they can provide justification. Humans find the killing of neutral beings acceptable so long as there are no repercussions. <br />
<br />
Human ethics regarding crime are the same as dwarven ethics (where assault, theft, trespassing and vandalism are seriously punished while some crimes such as breaking oaths and treason are punishable by death) with the one exception being that slavery is considered acceptable. Human [[Personality trait|values]], unlike other races', are randomized in every world generation, so as to fit with the common thought of humans being the most varied and flexible race.<br />
<br />
==Community outlook==<br />
[[File:Cleric-Knight-Workman.jpg|thumb|right|200px|Admired for their ''stature''.]]<br />
<br />
Out of the five main races in the game, humans tend to be mostly ignored by players, largely due to their friendly disposition meaning you rarely have a reason to fight them unless you go out of your way to provoke them. Because of this, humans are typically treated by the community as being the best friends of the dwarves in almost every scenario, always bringing actually useful trading goods and sharing a dislike for the goblins and elves' savage and unwashed ways.<br />
<br />
==Playing as Humans in fortress mode==<br />
===Human Mercenaries/Performers===<br />
If you have a [[tavern]] in your dwarven fortress and you live near a human civilization, humans may visit your fortress. You cannot assign them labours unless they become [[Citizenship|citizens]]. In time, some of them might petition for [[Long-term resident|long-term residency]], either as performers or as mercenaries. As performers, they will remain in your inn and perform music, tell stories and poetry, and provide social interaction for your dwarves. As [[mercenary|mercenaries]], they will have a weapon skill, and can be enlisted in your army and controlled as you would any dwarf. Because humans are larger than dwarves, they can wield weapons that your dwarves cannot, such as [[two-handed sword]]s, [[pike]]s, and [[maul]]s. Unlike dwarves, humans do not suffer from [[cave adaptation]], so human mercenaries may be better suited to fighting outdoors. Turning a dwarven fortress into a human-only fort takes a very long time, because usually two years pass before they apply for citizenship.<br />
<br />
===Starting a Human Fortress===<br />
{{mod}}<br />
To start a "Human Town" (or, alternately, an Elven [[forest retreat]], Goblin [[Dark pit|pit]] or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The elves can carry with them many different pets upon embarking, and the races will start with appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). An important note, you will have NO nobles unless you copy-paste the 'positions' of the Dwarves (Monarch, Chief Medical Dwarf, etc.) to the same place in the entity_default.txt on whichever race you choose to play (Excluding Elves) You may edit the names of these professions/positions however you wish after placement.<br />
Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers, steel or pig iron unless modded to do so. They can, however, work adamantine as cloth, and have access to weaponry too large for dwarves, such as pikes, halberds and long swords.<br />
<br />
{{D for Dwarf}}<br />
Fun fact: Though this may be difficult to believe, this article was most likely written by a ''human''.<br />
<br />
Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''ability to play Dwarf Fortress''.<br />
<br />
{{gamedata}}<br />
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|PLAINS}}}}<br />
{{Creatures}}<br />
{{Category|Humanoids}}<br />
{{Category|Races}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Lair&diff=298052
Lair
2024-03-01T00:27:13Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
A '''Lair''' ([[File:icon_site_lair_burrow.png]]) is the hideout of either a [[megabeast]], a [[semi-megabeast]] or a [[Name#Animal_and_megabeast_names|named]] large predator (usually giant animals, if the said creature manages to kill at least one [[historical figure]] during [[world generation]]). There are three types of lairs: burrow, mound and wilderness location. In ASCII mode, burrows and mounds are marked as {{Raw Tile|•|0:0:1}} on world map, while wilderness locations are marked as {{Raw Tile|•|2:0:1}}.<br />
<br />
== Burrow ==<br />
[[File:Lair.png|thumb|right|150px|A typical burrow-type lair.]]<br />
<br />
''(not to be confused with fortress mode [[burrow]]s.)''<br />
<br />
A burrow is a default type of lair. Most beasts will settle in them, including predatory [[animal]]s, [[werebeast]]s, rare wild [[vampire]]s, certain [[megabeast]]s, and some [[night troll]]s. A burrow typically consists of two small underground chambers connected through narrow tunnels. Lairs of [[megabeast]]s contain all the [[item]]s stolen by them. Burrows of [[night troll]]s have the entrance covered by a [[hatch cover]] and contain some [[furniture]] and [[vermin]] remains.<br />
<br />
The entrance of a burrow may be difficult to spot in [[adventurer mode]]; the directions in the upper left corner of the screen will navigate you to it.<br />
<br />
<br clear=all><br />
<br />
== Mound ==<br />
[[File:Mound.png|thumb|right|150px|A typical mound-type lair.]]<br />
<br />
A mound is home to a [[night troll]], or a whole family of them. The inside of a mound consists of a few rooms which may contain [[furniture]], cutlery, [[food]], [[cage]]s, and [[vermin]] remains.<br />
<br />
<br clear=all><br />
<br />
== Wilderness location ==<br />
[[File:Roc nest.png|thumb|right|150px|A roc's nest at a wilderness location with a lot of stolen stuff.]]<br />
<br />
A wilderness location is a place inhabited by a [[roc]]. Its appearance doesn't differ from the surrounding terrain, except that it may contain [[item]]s stolen by the beast. Beasts which inhabit wilderness locations often settle in [[cave]]s instead. Roc lairs have a [[nest box]] for them to use and it often contains roc eggs.<br />
<br />
<br clear=all><br />
<br />
== See also: ==<br />
<br />
*[[Creature token#LAIR|Lair token]]<br />
<br />
{{World}}<br />
<br />
{{Category|Adventurer mode}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Pick&diff=297989
Pick
2024-02-27T19:47:10Z
<p>Silverwing235: format</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
[[Image:pickaxe_sprite_preview.png|right]]<br />
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] (using the [[weaponsmithing]] labour) from most weapon-grade [[metal]]s, such as [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], and [[adamantine]], but not [[silver]], (although other [[weapon]]s can be forged from silver). Picks are essential for a properly-functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark, as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed when digging through rock; that depends solely on the user's [[Mining]] skill level. <br />
<br />
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses dependent on the user's Mining skill level. Picks combine a velocity bonus with a narrow attack surface, making them on par with spears for penetration while inflicting broader wounds. The effectiveness of picks is often overestimated by newer players who tend to fall short on proper military training. When they then see the effects of skill by the single miner they've been slave-driving to mine stone day and night compared to their late start militaries on part time schedules, they are amazed and imagine that the pick must be a superweapon. Another source of such beliefs is that the Pick seems to be a "superweapon" ''on paper'' - as it has Edge attack type, pretty small contact area (100), average penetration (4000) and 2.0x velocity - what, to the inexperienced eye, seems to be a mashup of the best qualities of the [[War hammer]] and [[Spear]] (which is close to truth, but novice players tend to overestimate the power of such a combination). Extensive [https://docs.google.com/spreadsheets/d/1oIXN-fTeEWjdZmzSDIbnQclPmosIL2_EntmQ4oK4rew/edit#gid=0 testing] that examines weapons ''ceteris paribus'' has revealed that it is very effective, but not in itself the best in every category.<br />
<br />
While other weapons, given equal skills, are more effective against siegers and huge enemies, picks excel at killing undead, in particular armored undead. The main advantage and key thing that sets picks apart is that players can utilize mining quarries to increase the weapon skill of potential military dwarves faster than they can ascend to sparring status, although this comes at the opportunity cost of putting off the other skills you would in a sparring session, especially defensive, blocking and armor skills. An additional point in their favor is that it also results in a large number of miners in case you have a mega project in mind and need FPS-crushing amounts of stone quarried.<br />
<br />
Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick, just like every bladed dwarven weapon, can penetrate most armor, picks are effective against any foe, armored, [[Forgotten beast|forgotten elemental]], [[Bronze colossus|bronze]], or otherwise. Picks are slightly below average in terms of how many dwarves can wield them along with a shield. [[Weapon#Size|Some dwarves must use two hands]], which makes them more similar to real-life ice axes than actual pickaxes.<br />
<br />
Note that military dwarves will never select a pick as a weapon if allowed "individual choice" - they must be specifically assigned picks as part of their uniform or on their equip screen. <br />
<br />
== Forging and Melting ==<br />
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.<br />
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.<br />
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.<br />
<br />
{{Translation<br />
| dwarven = tekkud<br />
| elvish = mubara<br />
| goblin = otez<br />
| human = tekud<br />
}}<br />
<br />
{{gamedata}}<br />
{{Weapons}}<br />
{{Category|Weapons}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Pick&diff=297988
Pick
2024-02-27T19:45:29Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
[[Image:pickaxe_sprite_preview.png|right]]<br />
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] (using the [[weaponsmithing]] labour) from most weapon-grade [[metal]]s, such as [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], and [[adamantine]], but not [[silver]], (although other [[weapon]]s can be forged from silver). Picks are essential for a properly-functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark, as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed when digging through rock; that depends solely on the user's [[Mining]] skill level. <br />
<br />
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses dependent on the user's Mining skill level. Picks combine a velocity bonus with a narrow attack surface, making them on par with spears for penetration while inflicting broader wounds. The effectiveness of picks is often overestimated by newer players who tend to fall short on proper military training. When they then see the effects of skill by the single miner they've been slave-driving to mine stone day and night compared to their late start militaries on part time schedules, they are amazed and imagine that the pick must be a superweapon. Another source of such beliefs is that the Pick seems to be a "superweapon" ''on paper'' - as it has Edge attack type, pretty small contact area (100), average penetration (4000) and 2.0x velocity - what, to the inexperienced eye, seems to be a mashup of the best qualities of the [[War hammer]] and [[Spear]] (which is close to truth, but novice players tend to overestimate the power of such a combination). Extensive [https://docs.google.com/spreadsheets/d/1oIXN-fTeEWjdZmzSDIbnQclPmosIL2_EntmQ4oK4rew/edit#gid=0 testing] that examines weapons ceteris paribus has revealed that it is very effective but not in itself the best in every category.<br />
<br />
While other weapons, given equal skills, are more effective against siegers and huge enemies, picks excel at killing undead, in particular armored undead. The main advantage and key thing that sets picks apart is that players can utilize mining quarries to increase the weapon skill of potential military dwarves faster than they can ascend to sparring status, although this comes at the opportunity cost of putting off the other skills you would in a sparring session, especially defensive, blocking and armor skills. An additional point in their favor is that it also results in a large number of miners in case you have a mega project in mind and need FPS-crushing amounts of stone quarried.<br />
<br />
Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick, just like every bladed dwarven weapon, can penetrate most armor, picks are effective against any foe, armored, [[Forgotten beast|forgotten elemental]], [[Bronze colossus|bronze]], or otherwise. Picks are slightly below average in terms of how many dwarves can wield them along with a shield. [[Weapon#Size|Some dwarves must use two hands]], which makes them more similar to real-life ice axes than actual pickaxes.<br />
<br />
Note that military dwarves will never select a pick as a weapon if allowed "individual choice" - they must be specifically assigned picks as part of their uniform or on their equip screen. <br />
<br />
== Forging and Melting ==<br />
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.<br />
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.<br />
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.<br />
<br />
{{Translation<br />
| dwarven = tekkud<br />
| elvish = mubara<br />
| goblin = otez<br />
| human = tekud<br />
}}<br />
<br />
{{gamedata}}<br />
{{Weapons}}<br />
{{Category|Weapons}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Pick&diff=297987
Pick
2024-02-27T19:44:32Z
<p>Silverwing235: half-repair terrible english</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
[[Image:pickaxe_sprite_preview.png|right]]<br />
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] (using the [[weaponsmithing]] labour) from most weapon-grade [[metal]]s, such as [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], and [[adamantine]], but not [[silver]], (although other [[weapon]]s can be forged from silver). Picks are essential for a properly-functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark, as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed when digging through rock; that depends solely on the user's [[Mining]] skill level. <br />
<br />
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses dependent on the user's Mining skill level. Picks combine a velocity bonus with a narrow attack surface, making them on par with spears for penetration while inflicting broader wounds. The effectiveness of picks is often overestimated by newer players who tend to fall short on proper military training. When they then see the effects of skill by the single miner they've been slave-driving to mine stone day and night compared to their late start militaries on part time schedules, they are amazed and imagine that the pick must be a superweapon. Another source of such beliefs is that the Pick seems to be a "superweapon" ''on paper'' - as it has Edge attack type, pretty small contact area (100), average penetration (4000) and 2.0x velocity - what, to the inexperienced eye, seems to be a mashup of the best qualities of the [[War hammer]] and [[Spear]] (which is close to truth, but novice players tend to overestimate power of such a combination). Extensive [https://docs.google.com/spreadsheets/d/1oIXN-fTeEWjdZmzSDIbnQclPmosIL2_EntmQ4oK4rew/edit#gid=0 testing] that examines weapons ceteris paribus has revealed that it is very effective but not in itself the best in every category.<br />
<br />
While other weapons, given equal skills, are more effective against siegers and huge enemies, picks excel at killing undead, in particular armored undead. The main advantage and key thing that sets picks apart is that players can utilize mining quarries to increase the weapon skill of potential military dwarves faster than they can ascend to sparring status, although this comes at the opportunity cost of putting off the other skills you would in a sparring session, especially defensive, blocking and armor skills. An additional point in their favor is that it also results in a large number of miners in case you have a mega project in mind and need FPS-crushing amounts of stone quarried.<br />
<br />
Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick, just like every bladed dwarven weapon, can penetrate most armor, picks are effective against any foe, armored, [[Forgotten beast|forgotten elemental]], [[Bronze colossus|bronze]], or otherwise. Picks are slightly below average in terms of how many dwarves can wield them along with a shield. [[Weapon#Size|Some dwarves must use two hands]], which makes them more similar to real-life ice axes than actual pickaxes.<br />
<br />
Note that military dwarves will never select a pick as a weapon if allowed "individual choice" - they must be specifically assigned picks as part of their uniform or on their equip screen. <br />
<br />
== Forging and Melting ==<br />
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.<br />
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.<br />
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.<br />
<br />
{{Translation<br />
| dwarven = tekkud<br />
| elvish = mubara<br />
| goblin = otez<br />
| human = tekud<br />
}}<br />
<br />
{{gamedata}}<br />
{{Weapons}}<br />
{{Category|Weapons}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Thoughts_and_preferences&diff=297945
Thoughts and preferences
2024-02-25T07:25:33Z
<p>Silverwing235: /* Facets */</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
[[File:preferences_v50_preview.png|thumb|300px|right|The preferences of a [[diagnostician]].]]Very informational screens about someone or something's [[profile]] is the '''thoughts and preferences''' screen, accessible by clicking on a [[dwarf]], or most other [[Creature|residents in or near your fortress]], and clicking on the "thoughts" or "personality" tab. Unlike previous versions of the game, this version does not combine the two. Instead, this information is separated by multiple tabs. The thoughts tab will have the "recent thoughts" and "[[memory_(thought)|memories]]" sub-tabs. The personality tab will have the "traits", "values", "preferences" and "needs" sub-tabs. These will give you a detailed breakdown of your dwarves' happiness and [[thought]]s, memories, [[preference]]s, mental attributes, and [[personality trait]]s.<br />
<br />
All dwarves have two pieces of their profiles in common: "He/she needs [[alcohol]] to get through the working day" (indicating that all dwarves are alcoholics), amongst their personality traits, and "A short sturdy creature fond of work and industry" at the end of the screen (this is actually the dwarf's tagline, and will appear at the beginning for all other [[creature]]s).<br />
<br />
==Thoughts==<br />
{{main|Thoughts}}<br />
This first section is in grey, with extremely recent thoughts in white. It may be preceded by either a white quote from the dwarf or a colored note about their emotional status (eg. dark red for Enraged) or stress level. Stress level is invisible to the player until stress starts to bother the dwarf, at which point they start flashing the downward red arrow of unhappiness and may cancel jobs in order to space out. These temporary breaks from reality can turn into permanent insanity if the sources of the dwarf's unhappiness are not removed.<br />
<br />
Emotional reactions are loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral. Positive thoughts lower stress levels, and negative thoughts raise it. Pink thoughts represent [[memory (thought)|memories]], which trigger stress changes based on what is being recalled and may change personality facets and values over time.<br />
<br />
==Preferences==<br />
{{main|Preferences}}<br />
Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest certain [[vermin]]. Being exposed to these likes or dislikes will give them a higher-than-normal chance of getting a higher-than-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher [[quality]] goods as a result. Being able to outfit [[noble]]s' quarters with classy preferable items is a perk, too. This section is in green again.<br />
<br />
==Mental attributes==<br />
{{main|Attribute#Soul Attributes}}<br />
[[Attribute#Soul Attributes|Mental attributes]] work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most affect how your dwarves are able to do their [[job]]s, as certain mental abilities are important in certain trades.<br />
<br />
==Beliefs==<br />
{{main|Personality trait#Beliefs}}<br />
The belief section is composed of two parts, the cultural and personal beliefs.<br />
===Cultural beliefs===<br />
Cultural beliefs are the beliefs that the creature holds that are considered "on par" with their culture.<br />
<br />
Typically, cultural beliefs will look something like this:<br />
:''"Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterwork, has a great deal of respect for the law, values family greatly, sees friendship as one of the finer things in life, believes that honesty is a high ideal, greatly respects artists and their work, really respects those that take the time to master a skill, deeply respect those who work hard at their labors, respects fair-dealing and fair-play, values cooperation, finds merrymaking and partying worthwhile activities, values martial prowess, values leisure time, respects commerce and finds nature somewhat disturbing."'' Certain beliefs can conflict with personality facets.<br />
<br />
===Personal beliefs===<br />
Below the cultural beliefs are the individual beliefs, beliefs the creature holds that go against their "typical" culture.<br />
<br />
==Goals==<br />
{{main|Personality trait#Goals}}<br />
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. If said goal has actually been fulfilled, the description will include "and this dream was realized". They will also get a strong happy thought upon completing it. {{verify}}<br />
<br />
==Facets==<br />
{{main|Personality trait#Facets}}<br />
A dwarf's personality facets affect a lot of things - a nervous wreck of a [[wood cutter]] would be very quick to become unhappy if they are unlucky enough to be ambushed by a foe while felling a tree, even if they come out on top in the ensuing encounter. Some are truly meaningless ("she always takes a deep breath whenever she is surprised"), but many affect how the dwarf works and relates to others. Facets affect how and what [[social skill]]s a dwarf trains.<br />
<br />
While not a true personality facet, if the dwarf has become desensitized to tragedy, that will be mentioned at the end of this section of their profile, through the lines, "He/She is getting used to tragedy," "He/She is a hardened individual," or for full desensitization, "He/She doesn't really care about anything anymore."<br />
<br />
==Needs==<br />
{{main|Need}}<br />
Needs are similar to [[thoughts]], except they affect focus (which has to do with productivity and combat effectiveness) rather than with the risk of tantrums.<br />
Dwarves become unfocused if their needs are not met, and individual dwarves have different needs depending on their particular beliefs.<br />
Needs that are unmet for long enough become bad [[thoughts]].<br />
<br />
{{category|Interface}}{{category|Thoughts}}<br />
[[ru:Thoughts and preferences]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Suturer&diff=297933
Suturer
2024-02-24T23:36:05Z
<p>Silverwing235: run-on; garbage dump uppercase</p>
<hr />
<div>{{Quality|Fine}}<br />
{{Skill<br />
| color = 5:0<br />
| skill = Suturer<br />
| profession = [[Doctor]]<br />
| job name = [[Suturing]]<br />
| tasks =<br />
* Stitch up cuts, broken skin tissue<br />
| attributes =<br />
* Agility<br />
* Focus<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Suturer''' is the skill associated with the suturing [[labor]]. Suturers are responsible for closing wounds using [[thread]] at a [[hospital]]. Additionally, in the latest version, dwarves who discuss or ponder the [[topic]] "Suturing" as scholars will gain points in this skill.<br />
<br />
Suturer [[skill|skill level]] is related to the speed at which the labor is completed. The longer that the wound is open, the more likely bleeding out and infection become, although soap cleaning mitigates the latter and [[wound dresser|wound dressing]] mitigates the former. The quality, type or dye of the thread is not related to outcome - suturers will even use [[adamantine]] strands for this purpose. Severed limbs are beyond your suturers' abilities, even at Legendary+5.<br />
<br />
Suturers put your fortress' injured back together, as part of the [[health care|health care industry]]. The suturer skill is also used by [[scholars]] when thinking about medical science-related [[topics]]:<br />
<br />
{{DF2014:Topic/table/medicine}}<br />
<br />
{{skills}}<br />
<br />
{{Category|Healthcare}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Jewelry&diff=297900
Jewelry
2024-02-23T22:08:14Z
<p>Silverwing235: more gametext revision</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
[[File:jewelry_sprites_preview.png|right]][[Finished goods#Craft|Crafts]] that can be worn are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry can provide [[armor|protection]] from damage, but does so rarely, as the coverage is minimal. Wearing jewelry does not interfere with wearing other items. [[Dwarf|Dwarves]] who wear [[Quality|high-quality]] jewelry may get happy thoughts from "putting on an exceptional/masterwork item" or from "making a satisfying acquisition".<br />
__NOTOC__<br />
<br />
==Types of Jewelry==<br />
<br />
===Amulets===<br />
[[File:amulet_sprite.png]] / {{Tile|♀|7:1}} Amulets are worn on the head, presumably this models things worn around the neck in the real world, like necklaces. The equipment limit is not known.<br />
<br />
===Crowns===<br />
[[File:crown_sprite.png]] / {{Tile|µ|7:1}} Crowns are worn on the head as a [[DF2014:Armor#Layers|cover layer]] item. Unlike other jewelry, a crown provides 20 [[DF2014:Armor#Coverage|coverage]], so has a chance to deflect attacks directed at the head (as evidenced [[:File:Crown+Helm Combat Report.png|here]]). Unfortunately, crowns also conflict with helms. Dwarves can somehow wear multiple crowns at once, with the highest reported count being at least forty-seven crowns.<br />
<br />
===Bracelets===<br />
[[File:bracelet_sprite.png]] / {{Tile|Ö|7:1}} Bracelets are worn on the hands. The equipment limit is not known.<br />
<br />
===Earrings===<br />
[[File:earrings_sprite.png]] / {{Tile|δ|7:1}} Eleven earrings can fit on each ear. Earrings will be put first on the right ear, then on the left ear, alternating until both are full.{{verify}}<br />
<br />
===Rings===<br />
[[File:ring_sprite.png]] / {{Tile|ö|7:1}} Rings can be worn on the fingers and toes. Rings will be put first on the right thumb; then on the left thumb; then on the right index finger; then on the left index finger; and so on. Once all the fingers have a ring, rings will be put on the toes, starting with the first right toe; then first left toe; etc.; looping until each digit has eleven rings for a total of 220 rings.<br />
<br />
==Trophies==<br />
Sometimes, during [[world generation]], when one [[historical figure]] kills another, that figure will be wearing a piece of jewelry made from the remains of its victim when you encounter it in [[adventurer mode]] or [[fortress mode]]. For example, the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarven soldier he struck down fifty years ago. Or, while adventuring in adventure mode, you may meet an elf wearing a -human hair crown- from the peasant they killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[ethics]] tag in the entity raws. You may have migrants or guests with equipped trophies.<br />
<br />
==Adventurer mode==<br />
Jewelry does not interfere with adventurers wearing armor or clothing. Crowns and amulets are worn on the head over helms, earrings on alternating ears. Bracelets are worn on alternating hands over gloves and under gauntlets, and rings on alternating digits, starting with thumbs, then fingers, and lastly toes. There is a soft limit of 99 items per location, such that once all locations for an item type have 99 items on them, any more worn will always go on the first location. For example, if a creature has 99 earrings on each ear, wearing more will put them only on the right ear. There is effectively no limit for items with only one location, like crowns (their weight does add up, though).<br />
<br />
{{Category|Items}}<br />
[[ru:Jewelry]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Herbalist&diff=297885
Herbalist
2024-02-23T18:09:18Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{v50_skill<br />
| graphic = <div style="margin-left:8px;">[[File:herbalist_sprite_preview.png]]</div><br />
| color = 6:0<br />
| skill = Herbalist<br />
| profession = [[Farmer]]<br />
| job name = [[Plant gathering]]<br />
| tasks =<br />
* Gather plants<br />
| workshop = <br />
* [[Still]]<br />
| attributes =<br />
* Agility<br />
* Memory<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' [[labor]] to gather [[plant]]s and plant growths, as well as fruits and nuts from certain [[tree]]s.<br />
<br />
== Gathering plants ==<br />
<br />
Shrubs and their growths can be gathered by designating them, by pressing {{menu icon|g}}. If successful, a herbalist will get a stack of 1-5 plants. Shrubs that have useful growths will always yield one of that growth upon gathering.<br />
<br />
Herbalists can also gather plants by designating a gathering zone by pressing {{menu icon|z}}, and selecting "Gather Fruit", then designating the zone. In this case, they will gather from shrubs, trees and the ground where fruit has fallen, using a [[stepladder]] to reach the tree branches whenever needed. Gathering zones can be configured to enable or disable all of these. Regardless of skill, a herbalist will gather all fruit around them in 3×3×3 box, allowing for stacks of over 20 fruits when done from several z-levels in a tree.<br />
<br />
Most fruiting plants will bear fruit only in mid-to-late summer. Ripening is not yet a feature, so fruits can be used for brewing and eating at any time when they can be gathered.<br />
<br />
== Food production ==<br />
Herbalists are often used to help with food production, as they do not require farm plots or other setup. While plant gathering is less space-efficient than [[farming]], requiring a max-sized gathering zone for a fortress under fruit trees and five+ underground, it provides a relatively immediate payoff in comparison, especially in summer and autumn for fruits. Plant gathering is also an excellent way to acquire above-ground plants in order to bootstrap above-ground farming (the only alternative is to wait for a human or elven caravan and hope they brought seeds), especially for [[Textile_industry|textile]] plants.<br />
<br />
Above ground, this skill works best in areas with thick vegetation, like [[forest]]s, where an abundance of fruit-bearing trees and [[shrub]]s grow, being less useful in sparsely-vegetated biomes like [[Desert|deserts or badlands]], and is completely useless in [[mountain]]s and polar biomes which do not have shrubs or trees. Underground, plant gathering can be a high-risk activity in the caverns, with production easily outstripped by the [[farm]]s. However, once a non-dry cavern has been opened, underground shrubs will begin to appear on ''all'' underground soil or muddy tiles. Herbalists can continue to gather from these to supplement your farming production, at no risk.<br />
<br />
The number of plants in the stack that a herbalist gathers depends on skill, the same as with quality levels in earlier versions - for every 'bump' in quality, there is one more plant, starting with 0-1 and capped at 5.<br />
<br />
When a herbalist picks some plants, they will carry them to the food stockpile themselves, even if their food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item/stack drop to the ground, to be carried to a stockpile by haulers.<br />
<br />
== Gathering seeds ==<br />
Plants gathered by herbalists can be eaten or processed to provide [[seed|seeds]] which can then be [[crop|planted]] in farms. For this reason, it is popular (if not necessary) to gather above ground plants early in a fort's existence if one wants to grow above ground crops.<br />
<br />
==Speed of training==<br />
Dwarves gain [[experience]] in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 500 plant shrubs, and can be done in little over a year. A legendary herbalist not suffering from any [[Skill#Skill_penalties|skill penalties]] will never fail to harvest a stack of four or five [[crop|plant]]s.<br />
<!-- == Bugs ==<br />
* Herbalists gather from removed gathering zone {{Bug|9414}}<br />
* Dwarves continue to use stepladders to attempt to pick cut-down fruit trees {{Bug|8987}}<br />
* Herbalists can get stuck on stepladders {{Bug|9590}} --><br />
{{skills}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Centaur&diff=297796
Centaur
2024-02-22T14:42:09Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Superior}}<br />
{{Creaturelookup/0<br />
|biome=None<br />
|death=nobutcher<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
<br />
'''Centaurs''' are [[fanciful]] [[creature]]s which are merely the stuff of [[legends]]. They do not actually exist, appearing only in [[engraving]]s as the fancy of artists. A female centaur is known as a ''centauress''.<br />
<br />
Some [[Dwarf|dwarves]] [[Preferences|like]] centaurs for their ''strength''.<br />
<br />
==The "Centaur" Problem==<br />
<br />
''"We've got the "centaur" problem, or whatever, where I wanna take any piece of anything, and slap it onto something else... That has complications in terms of the materials, and the body parts, and that kind of thing that need to be worked out."'' - [[Toady One]], [[Dwarf Fortress Talk]] #28 [38:26]<br />
<br><br><br />
Procedurally [[Creature token#GENERATED|generating]] centaurs has been discussed since the days of ''Dwarf Fortress's'' predecessor, ''[[Armok|Slaves to Armok]]''. Combining two creature objects, such as a [[human]] with the lower body of a [[horse]], and respecting the [[raw file]]s and body structure of each component is a consideration that the nonexistent nature of the centaur and the other [[fanciful]] hybrid creatures allude to.<br />
<br />
Though [[creature]]s like [[Merperson|merpeople]] and [[satyr]]s are conceptually hybrids, they are singular, manual, implementations rather than a system that can generate any number of [[Chimera|chimeric]] beings based on combining existing creatures. [[Experiment]]s are generated from a hardcoded [[random creature profile]] rather than being based on their input creature.<br />
<br />
[[File:Brooklyn Museum - Centauress - John La Farge - overall.jpg|thumb|left|300px|Admired for its ''strength''.]]<br />
<br />
==See Also==<br />
* [[Chimera]]<br />
* [[Griffon]]<br />
<br />
{{D for Dwarf}}<br />
<br />
Some [[Troll|trolls]] like centaurs for their [[milk]].<br />
<br><br><br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Myth}}<br />
[[ru:Centaur]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Cheetah_man&diff=297786
Cheetah man
2024-02-21T22:36:03Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|fine}}<br />
{{Creaturelookup/0<br />
|image=cheetah_man_sprite.png<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
'''Cheetah men''' are [[animal people]] variants of the common [[cheetah]] who can be found in [[savage]] [[tropical]] grasslands. They spawn in groups of 1-5 individuals and are not too aggressive, but may pick fights with dwarves who get too close. Much like their animal cousins, cheetah men are fast, running at 40 km/h, making them one of the fastest animal people on land. They are exactly the same size as [[dwarves]].<br />
<br />
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].<br />
<br />
Some dwarves [[preference|like]] cheetah men for their ''speed''.<br />
<br />
[[File:cheetah_man.jpg|thumb|280px|center|An enemy you'll ''never'' outrun.<br><small>''Art by Titus Weiss (TitusW)''</small>]]<br />
<br />
{{D for Dwarf}}<br />
<!-- Reference: "The Cheetahmen" mascots for infamous "Action 52" video game + "Chester Cheetah" mascot for Frito-Lay's Cheetos --><br />
There were to be no Cheetah Men, because the dwarves saw what happened [[wikipedia:The Cheetahmen|last time]] and decided it would be unhealthy for the game's functionality. No midair dying was to be implemented either. Additionally, Cheetah Men have no relation to any edible puffed cornmeal cheese products.<br />
<br />
Sweet [[Armok]], they tried to warn us. But now, it is too late.<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}<br />
{{Category|Animals}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Penguin_man&diff=297785
Penguin man
2024-02-21T22:34:45Z
<p>Silverwing235: revise</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{Creaturelookup/0<br />
|image=penguin_man_sprite.png<br />
|contrib=no<br />
|death=nobutcher<br />
|wiki=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Penguin men''' are humanoid versions of the common [[penguin]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] arctic [[ocean]]s. They are only a little over half the size of an adult [[dwarf]], and as such are unlikely to pose a threat to a civilian's life.<br />
<br />
Like other savage animal people, penguin men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].<br />
<br />
Some dwarves [[Preferences|like]] penguin men for their ''coloration'', their ''waddling gait'', and their ''way of flying through the water''.<br />
<br />
[[File:penguin_man.png|thumb|232px|center|Penguin man from the game ''Stellaris''.]]<br />
<br />
{{D for Dwarf}}<br />
<!-- Reference: "Penguin" villain, AKA Oswald Cobblepot, from DC Comics' Batman --><br />
It has been rumored that one penguin man has been seen in a tuxedo, wearing a top hat and an umbrella. Rumor has it that he lives in the sewers, with a bunch of [[demon|clowns]] and many [[penguin]]s. He is the nemesis of a certain [[bat man]]. <br />
<br />
{{Gamedata}}<br />
{{Creatures}}<br />
{{Category|Humanoids}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Book&diff=297715
Book
2024-02-21T14:07:52Z
<p>Silverwing235: /* Titles */ something wanting here</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{Buggy}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret, and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written in one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals are most commonly written by scholars as the culmination of research - other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || Writes down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". <br />
<br />
It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. {{verify}}<br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Book&diff=297714
Book
2024-02-21T14:03:48Z
<p>Silverwing235: /* Literary Forms */</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{Buggy}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret, and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written in one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals are most commonly written by scholars as the culmination of research - other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || Writes down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Book&diff=297713
Book
2024-02-21T14:01:13Z
<p>Silverwing235: /* Literary Forms */ attempted brevity</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{Buggy}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret, and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written in one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals are most commonly written by scholars as the culmination of research - other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Channel&diff=297625
Channel
2024-02-17T16:33:07Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
[[File:channel_v50_anim.gif|thumb|146px|right|Many dwarves channeling a 4×4 designated area.]]A '''channel''' is a hole dug in the ground or wall, which will mine out the [[z-level]] below, too. The [[designations menu]] can be accessed at the bottom of the screen. You can use long channels to act as [[moat]]s, to move liquids such as [[water]] and [[magma]] from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or wall (solid or "full") tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be [[mine]]d out. Creating a channel could be described as "strip mining".<br />
<br />
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel, and make a second tunnel one level below - a [http://en.wikipedia.org/wiki/Trench trench] of sorts.<br />
<br />
Digging a channel creates a [[ramp]] on the level below (indicated by {{Raw Tile|▼|#FFFFFF|#000000}} on the current level). It can be removed with {{K-|m|u}}. Channels dug above a dug-out area will not create ramps.<br />
<br />
A miner can channel straight down for a variable but low number of Z-levels (five or less) before climbing out due to grabbing a wall/being interrupted by needs, and deeper when they're digging ramps instead, as that doesn't prompt them to climb{{verify}}. This ''will'' happen even if you don't intend it - the dwarf will walk down into the channel they've just made, and dig the next channel down, seemingly in preference to digging a tunnel to access that next channel from the side as perhaps you'd intended. As there is (usually) no surface adjacent to the channel, the dwarf stands atop it and digs under their feet. This can get your 'elevator shaft' dug in a hurry, with the dwarf emerging at the bottom atop an absurdly-large pile of stones. (Pity they haven't invented the elevator...). However, the miner can become seriously injured if the shaft intersects a [[cavern]] or another open area underground.<br />
<br />
Note that, if you designate a large area for channeling, most ramps in the middle will be automatically removed, while the ramps at the edges will remain to be removed manually, allowing you to very quickly build large artificial lakes.<br />
<br />
----<br />
<br />
Some notes on dealing with channels:<br />
<br />
'''Removing ramps''':<br />
[[Image:Rampremoval.png|thumb|154px|Support and floor collapse removing a ramp (cross section). Not shown: clouds of lethal dust and a hole punched through to your dining area]]<br />
<br />
:If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. If this offends your aesthetic sense and you are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide). <br />
<br />
Another way to create a channel with no exit is to use a staircase in the center of the moat not adjacent to the edge but accessible by a floor tile or a bridge. Remove, raise, or accordingly retract it, after your last miner has left. <br />
<br />
Most types of constructed stairs or ramps can also be removed, with more style, by flooding the channel with [[magma]]. If the channel is flooded (1/7) depth or less, the magma will eventually evaporate, leaving behind an empty channel.<br />
<br />
'''Preventing channel access''':<br />
[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]]<br />
<br />
:You will sometimes want to dig a channel without risking your dwarves entering it (e.g. [[fun]] with [[magma]]). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level.<br />
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]]<br />
<br />
'''Be careful of cave-ins'''<br />
:Unsupervised channeling of large areas tends to cause cave-ins. Like a cartoon character that unthinkingly saws the branch he's sitting in, your dwarves will happily punch through the only remaining wall or floor supporting the area he's standing on. This can ''mostly'' be avoided by mining from the top down, one level at a time, but when channeling floors that have already been mined under, further micromanagement may be needed. <br />
<br />
{{Translation<br />
| dwarven = catten<br />
| elvish = teze<br />
| goblin = osnaz<br />
| human = innah<br />
}}<br />
<br />
{{category|designations}}[[ru:Channel]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Nightmare&diff=297619
Nightmare
2024-02-17T15:22:53Z
<p>Silverwing235: formatting</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{stub}}<br />
<br />
'''Nightmares''' {{Tile|Ñ|0:1}} are procedurally-generated, [[fanciful]] [[night creature]]s summoned by [[necromancer]]s and [[demon]]s{{Verify}} to fight in battle, larger than [[dwarf|your]] [[human|standard]] [[elf|humanoids]], but smaller than [[titan]]s and [[forgotten beast]]s. They are short-lived, and neutral to creatures with {{token|NO_FEAR|c}}. Nightmares summoned in fortress mode will be friendly. When summoned, nightmares will possess Talented [[skill]] in [[Observer|observing]], [[Fighter|fighting]], [[wrestling]], [[Biter|biting]], [[Striker|striking]], [[Kicker|kicking]] and [[dodging]]. They do not need to [[sleep]], [[eat]] or drink, feel no [[pain]] (though still have nerves that can be [[Wound|damaged]], therefore affecting motor function), cannot be stunned, feel no fear, completely avoid [[traps]], don't need to breathe, or feel dizziness, nausea, and never get tired from over-exertion.<br />
<br />
Graphically, the sprites that nightmares use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[bogeyman|bogeymen]] and [[experiment]]s.<br />
<br />
Since they are procedurally-generated, their in-game appearance (which can be seen by spawning them in the [[object testing arena]]) will vary by world, but will always end with: "Now you will know why you fear the night." This same quote is associated with [[bogeymen]]. By default, there are multiple nightmare types per world, and the number can be set in [[Advanced_world_generation#Number_of_Nightmare_Types|advanced world generation]]. Like many procedurally-generated creatures in the game, not only can their appearance be randomized, but the color of their blood.<br />
<br />
All nightmares are linked with the [[sphere]]s of misery, night, and - unsurprisingly - nightmares.<br />
<br />
Some dwarves [[preferences|like]] nightmares for their ''unfathomably horrifying nature.''<br />
<br />
<br />
<br />
[[File:nightmare_creature.jpg|thumb|310px|center|Too much for the neurons to handle.<br /><small>''Art by jlcseiles (John L C Seiles)''</small>]]<br />
<br />
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|<br />
[CREATURE:NIGHT_CREATURE_23]<br />
[NAME:nightmare:nightmares:nightmare]<br />
[CASTE_NAME:nightmare:nightmares:nightmare]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:50:5000:50000]<br />
[NIGHT_CREATURE_NIGHTMARE]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:1:1]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[SPHERE:NIGHTMARES]<br />
[BODY_SIZE:0:0:1000000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:165]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_ANTENNAE:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]<br />
[SELECT_MATERIAL:FEATHER]<br />
[STATE_COLOR:ALL_SOLID:SLATE_GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large feathered humanoid. It has a pair of squat antennae and with singular purpose it seeks to destroy the living. Its slate gray feathers are fluffed-out. Now you will know why you fear the night.]<br />
[PREFSTRING:unfathomably horrifying nature]<br />
<br />
<br />
[CREATURE:NIGHT_CREATURE_30]<br />
[NAME:nightmare:nightmares:nightmare]<br />
[CASTE_NAME:nightmare:nightmares:nightmare]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:50:5000:50000]<br />
[NIGHT_CREATURE_NIGHTMARE]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:1:1]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[SPHERE:NIGHTMARES]<br />
[BODY_SIZE:0:0:800000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:165]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_SIMPLE_FRONT_LEGS:RCP_SIMPLE_REAR_LEGS:RCP_TAIL:RCP_2_HEAD_HORNS:RCP_4_FRONT_TOES:RCP_4_REAR_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:SKIN]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:SKIN]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SCALE]<br />
[STATE_COLOR:ALL_SOLID:CLEAR]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[STATE_COLOR:ALL:PLUM]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:gore:gores]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Gallop:225:10:3:675:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Canter:450:5:3:675:3:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Trot:675:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large eyeless dimetrodon. It has two long, curving horns and with singular purpose it seeks to destroy the living. Its clear scales are round and close-set. Now you will know why you fear the night.]<br />
[PREFSTRING:unfathomably horrifying nature]<br />
<br />
<br />
[CREATURE:NIGHT_CREATURE_32]<br />
[NAME:nightmare:nightmares:nightmare]<br />
[CASTE_NAME:nightmare:nightmares:nightmare]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:50:5000:50000]<br />
[NIGHT_CREATURE_NIGHTMARE]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:1:1]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[SPHERE:NIGHTMARES]<br />
[BODY_SIZE:0:0:600000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[TRAPAVOID]<br />
[CREATURE_TILE:165]<br />
[BODY:RCP_CEPHALOTHORAX:RCP_ABDOMEN:RCP_FIRST_SIMPLE_LEGS:RCP_SECOND_SIMPLE_LEGS:RCP_THIRD_SIMPLE_LEGS:RCP_PINCERS:RCP_TAIL:RCP_4_HEAD_HORNS:RCP_2_EYES:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH:RCP_TAIL_STINGER]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_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 />
[NOBREATHE]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[SELECT_MATERIAL:HAIR]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:night sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:NIGHT_CREATURE_32:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:470:PEAK:1172:END:3988:BP:BY_CATEGORY:ALL:STOMACH]<br />
[CE_DROWSINESS:SEV:100:PROB:100:START:788:PEAK:1802:END:3774]<br />
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:snatch:snatches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:sting:stings]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:gore:gores]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large hairy scorpion. It has four broad horns and with singular purpose it seeks to destroy the living. Its black hair is unkempt. Now you will know why you fear the night.]<br />
[PREFSTRING:unfathomably horrifying nature]<br />
<br />
}}<br />
{{Creatures}}<br />
[[Category:DF2014:No Pain]]<br />
[[Category:DF2014:No Stun]]<br />
[[Category:DF2014:No Exert]]<br />
[[Category:DF2014:Syndrome]]<br />
[[ru:Nightmare]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Megabeast&diff=297618
Megabeast
2024-02-17T15:21:39Z
<p>Silverwing235: formatting</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
{{minorspoiler}}<br />
[[File:megabeast_preview.png|right]]'''Megabeasts''' are special and very powerful "boss" [[creature]]s who are created during [[world generation]], each associated with a number of [[sphere]]s. They are named [[historical figure]]s, and the game will [[announcement|announce]] their presence by name. They are similar to [[semi-megabeast]]s, but tend to be larger, rarer and more powerful.<br />
<br />
Graphically, the sprites that [[titan]]s and [[forgotten beast]]s use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[demon]]s, [[experiment]]s and [[bogeyman|bogeymen]].<br />
<br />
==Megabeast species==<br />
*[[File:Bronze colossus sprite.png|15px]] / {{Tile|C|6:0}} [[Bronze colossus]]<br />
*[[File:Dragon sprite.png|30px]] / {{Tile|D|2:0}} [[Dragon]]<br />
*[[File:Beast sprites preview anim.gif|30px]] / {{Tile|?|7:1}} [[Forgotten beast]]<br />
*[[File:Hydra sprite.png|30px]] / {{Tile|H|4:1}} [[Hydra]]<br />
*[[File:Roc sprite.png|30px]] / {{Tile|R|7:1}} [[Roc]]<br />
*[[File:Beast sprites preview anim.gif|30px]] / {{Tile|?|7:1}} [[Titan]]<br />
<br />
==Description==<br />
[[File:megabeast2_dastactic.jpg|thumb|310px|right|Looks like it makes ear-piercing screech sounds.<br><small>''Art by DasTactic''</small>]]<br />
[[File:megabeast_devilingo.jpg|thumb|310px|right|"Nooo! Our least favorite pharaoh was in that temple."<br><small>''Art by Devilingo''</small>]]<br />
Megabeasts are created systematically during world generation. Newly-generated worlds are populated by initial populations of [[historical figure]]s, megabeasts among them. The amount of megabeasts created at world generation is random, but based on two factors: the size of the world ("World Size"), and their prevalence ("Number of Beasts"). Megabeasts' presence (or lack thereof) is a major factor in world history. Over time, they will accumulate long [[kill list]]s, and the baddest of the bunch will acquire nicknames and [[deity|god]]-like associations with their [[sphere]]s.<br />
<br />
Megabeasts are a distinct and serious threat to early development, threatening many a young outpost; but, inevitably, as the world matures, populations rise, and new settlements are founded, they become increasingly harassed. Although megabeasts will come out on top of almost any encounter, enough dice rolls and they ''will'' go down, felled by a lucky human or other sapient creature clearing the way for their fellows. The longer the world history, the more megabeasts are confronted and killed off, and the safer the world becomes for [[civilization]]. In most worlds, calendar [[Calendar#Ages|ages]] go through three stages, the Age of Myth, the Age of Legends, and the Age of Heroes, each with a progressively-higher % of megabeasts killed.<br />
<br />
Some megabeasts (namely, all but the bronze colossus and procedurally generated ones) can reproduce during world generation, but such an event is fantastically unlikely, for two reasons: The first is that megabeasts are immensely rare and elusive, and almost never bump into one another. The second is that the starting population of megabeasts is also their population cap, meaning that other megabeasts must die before new ones can be born. Megabeasts will reproduce within players' fortresses if they are lucky enough to [[cage trap|cage]] and [[animal training|train]] two specimens of opposite sexes.<br />
<br />
In world generation, all megabeasts claim and live in a [[lair]], a hunting (or, perhaps, ''haunting'') ground from which they will attack other creatures, both wildlife and civilized settlements. A megabeast sharing its lair with another megabeast of the other gender is also far more likely to reproduce than if the two had been wandering the world. Lairs can and do change, however, sometimes regularly, and older megabeasts have called many a place their home. Also, megabeasts have been found fighting each other, leading to hilarious reports of fireballs and [[cave in]]s.<br />
<br />
Most megabeasts will not attack the player until they have accumulated a minimum [[wealth]] of 100,000☼, exported wealth of at least 10,000☼, ''and'' a minimum population of 80 dwarves. Titans ignore exported wealth, and the only requirements for forgotten beasts are 50,000☼ in created wealth and a discovered [[cavern]]. What megabeasts appear, if any do at all, is also influenced by which ones are closest to the player; a dragon with a lair nearby is far more likely to attack than a roc several weeks away. Nonetheless, force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, or later, or nothing arriving at all, depending on what has survived world generation.<br />
<br />
Megabeast and night creature attacks are handled the same way as caravan/diplomat visits and migrant waves - at the beginning of the season, the game decides that it's going to happen and sets a timer, and the event happens once the timer runs out. Notably, megabeast and night creature events simply choose a random "eligible" (i.e. able to survive in your fortress's biome) creature from anywhere in the world, and make it instantly appear at your doorstep.<br />
<br />
After an attack on a settlement in worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshiping the megabeast may persuade it to not eat its worshippers (this currently does not work at all). The megabeast is listed as ''object of worship'' on the dwarves' [[relationship]] screen. This does not change your dwarves' behaviour when confronted with an object of worship, nor the megabeast's behaviour when bumping into its worshippers.<br />
<noinclude><br />
<br />
==See also==<br />
{{catbox|DF2014:Megabeasts}}<br />
*[[Creature]]<br />
*[[Dragon]]<br />
*[[Hydra]]<br />
*[[Roc]]<br />
*[[Bronze colossus]]<br />
<br />
{{Military}}<br />
{{Creatures}}<br />
{{Category|Megabeasts| }}<br />
{{Category|Creature attributes}}<br />
</noinclude><br />
[[ru:Megabeast]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Bogeyman&diff=297617
Bogeyman
2024-02-17T15:20:20Z
<p>Silverwing235: formatting</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Exceptional}}<br />
{{av}}<br />
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}<br />
<br />
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] - both fast travelling, and travelling normally on the local map, trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.<br />
<br />
Graphically, the default sprites that bogeymen use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well.<br />
<br />
== Characteristics ==<br />
A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with bogeymen, generating a world with "{{tt|Number of bogeymen types}}" set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. <br />
<br />
[[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]][[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]]While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman "hurls vicious insults constantly". Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.<br />
<br />
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to not existing in [[Fortress mode]], bogeymen never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]] even if they did spawn in fortresses.<br />
<br />
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures - including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[DF2014:Tiger|tigers]]. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.<br />
<br />
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.<br />
<br />
During a bogeyman attack, the "give up" option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately - if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}<br />
<br />
Bogeymen summoned in fortress mode are friendly.<br />
<br />
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.<br />
<br />
== Avoiding bogeymen ==<br />
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. <br />
<br />
When you are [[ambush]]ed by bogeymen, you will get the message:<br />
<br />
{{gametext|You are surrounded by incessant cackling.|5:1}}<br />
<br />
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.<br />
<br />
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:<br />
<br />
{{gametext|You are still surrounded by cackling.|5:1}}<br />
<br />
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in the vanilla game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.<br />
<br />
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.<br />
<br />
== Dealing with bogeymen ==<br />
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:<br />
<br />
=== Killing them all ===<br />
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the "Fighting bogeymen" section for more information.<br />
<br />
=== Surviving until dawn ===<br />
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.<br />
<br />
=== Entering a shelter ===<br />
"Shelter" here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. <br />
<br />
Once you succeed in doing one of the above, you'll get the message:<br />
{{gametext|The cackling fades away.|5:1}}<br />
and then you can get back to adventuring. They will not attack again for the rest of the night.<br />
<br />
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.<br />
<br />
== Fighting bogeymen ==<br />
<br />
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:<br />
<br />
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].<br />
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. <br />
*Carefully planned maneuvering is the key to survival.<br />
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.<br />
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.<br />
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.<br />
<br />
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.<br />
<br />
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.<br />
<br />
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.<br />
<br />
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.<br />
<br />
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. <br />
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back. <br />
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high-enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.<br />
*Above all, remember that [[Losing|losing is fun]]!<br />
<br />
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.<br />''Art by kruggsmash'']]<br />
<br />
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]<br />
[NAME:bogeyman:bogeymen:bogeyman]<br />
[CASTE_NAME:bogeyman:bogeymen:bogeyman]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:50:5000:50000]<br />
[NIGHT_CREATURE_BOGEYMAN]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:4:6]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[SPHERE:NIGHTMARES]<br />
[BODY_SIZE:0:0:14000]<br />
[CREATURE_TILE:164]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[REMOVE_MATERIAL:SKIN]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[REMOVE_TISSUE:SKIN]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[NOBREATHE]<br />
[HOMEOTHERM:10040]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[STATE_COLOR:ALL:DARK_INDIGO]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]<br />
[CDI:ADV_NAME:Transform]<br />
[CDI:TARGET:A:SELF_ONLY]<br />
[CDI:USAGE_HINT:DEFEND]<br />
[CDI:WAIT_PERIOD:100]<br />
[DESCRIPTION:A small skinless humanoid. It has a curling trunk and it hurls vicious insults constantly. Now you will know why you fear the night.]<br />
[PREFSTRING:terror-inspiring antics]<br />
<br />
[CREATURE:NIGHT_CREATURE_17]<br />
[NAME:bogeyman:bogeymen:bogeyman]<br />
[CASTE_NAME:bogeyman:bogeymen:bogeyman]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:50:5000:50000]<br />
[NIGHT_CREATURE_BOGEYMAN]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[NO_GENDER]<br />
[CLUSTER_NUMBER:4:6]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:HUMOR:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[SWIMS_INNATE]<br />
[NONAUSEA]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[PETVALUE:2000]<br />
[ALL_ACTIVE]<br />
[NOFEAR]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:MISERY]<br />
[SPHERE:NIGHT]<br />
[SPHERE:NIGHTMARES]<br />
[BODY_SIZE:0:0:14000]<br />
[CREATURE_TILE:164]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[NOBREATHE]<br />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:SLATE_GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[STATE_COLOR:ALL:DARK_INDIGO]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]<br />
[CDI:ADV_NAME:Transform]<br />
[CDI:TARGET:A:SELF_ONLY]<br />
[CDI:USAGE_HINT:DEFEND]<br />
[CDI:WAIT_PERIOD:100]<br />
[DESCRIPTION:A small humanoid with lidless eyes. It has thin wings of stretched skin and it hurls vicious insults constantly. Its slate gray skin is sleek and smooth. Now you will know why you fear the night.]<br />
[PREFSTRING:terror-inspiring antics]<br />
}}<br />
{{Creatures}}<br />
<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|Fanciful}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
{{Category|Trapavoid}}<br />
[[ru:Bogeyman]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Experiment&diff=297616
Experiment
2024-02-17T15:15:23Z
<p>Silverwing235: formatting</p>
<hr />
<div>{{Quality|Superior|17:50, 27 February 2023 (CST)}}<br />
{{av}}<br />
<br />
[[File:experiment_sprite_preview.png|right]]'''Experiments''' {{Tile|A|4:1}}-{{Tile|Z|2:1}} are procedurally-generated [[night creature]]s, "created" by [[necromancer]]s or certain [[demon|goblin leaders]] who experiment on captured citizens and livestock. They can be disallowed in [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|advanced world generation]].<br />
<br />
Graphically, the sprites that experiments use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[bogeymen]].<br />
<br />
==Characteristics==<br />
[[File:Experiment janus.jpg|thumb|200px|Horrible experiments gone wrong or right?<br><small>''Art by JimmyNijs''</small>]]Experiments are not born as such, but are created (turned from the experimental subject, ''per se'') by the experimenter. There are failed and successful experiments, with the latter coming in many forms, depending on the source material. Every experimenter may create up to four "species" of experiment: one (sapient) humanoid, one small and one large creature type with 4 or more legs, and one giant amalgamation.{{cite forum|169696/8020553}} The giant amalgamation is created from multiple creatures, instead of just one, and is, as its name suggests, very large. Failed experiments, meanwhile, often come in the form of blobs, snakes, and worms, or armless bipeds with or without wings. The species, or even general shape of the experiment (save for the humanoid ones) is usually not preserved between experimentations (for example: horrible experiments on sheep may result in maggot-shaped creatures).<br />
<br />
Experiments sometimes escape into the wild, and intelligent ones can rejoin civilization - in the latter case, they may become playable race options in [[adventurer mode]]. In fact, you can unretire an adventurer who died and was subsequently revived as a necromancer experiment, and their relationships will be preserved. Otherwise, experiments found at [[Tower (necromancy)|necromancers' towers]] will be loyal to their creator (following the "Identify yourself!" behavior and attacking if you give an unwelcome name), though, bizarrely sometimes, experiment [[children]] can be found in the prisons of a [[dark fortress]] among other snatched children.<br />
<br />
Despite their various forms, all experiments possess certain uniform traits, being [[fanciful]] creatures who do not require any form of sustenance, sport immunity to [[No Pain|pain]], [[No Exert|exertion]], [[No Stun|stunning]], nausea, fevers or dizziness, and can survive both on land and [[Water|underwater]]. They can also be [[building destroyer]]s, [[Trapavoid|unaffected by traps]], [[Creature_token#EXTRAVISION|see everything]], and may even be generated with the ability to secrete extracts which can inflict [[Syndrome|night sickness]], including the ability to fly.<br />
Their size varies depending on the type of experiment, with the smaller ones being comparable to a [[dwarf]] or [[human]], larger quadrupeds being around the size of a [[horse]] or [[yak]], and amalgamations being almost as large as a [[giant]]. All experiments appear to be associated with the [[sphere]]s of deformity and night.<br />
<br />
Unlike other night creatures, experiments are represented by regular alphabet letters, upper or lower case indicating size. Successful intelligent experiments are colored red, while failed creations and any others (quadrupeds, amalgamations etc.) are colored green. The name of the experimenter will always be included in their description, crediting them for their creation and telling the [[Calendar|date]] they were created, even if you play as an adventurer experiment.<br />
<br />
Experiments may, rarely, wear items like rings. They cannot become [[vampire]]s, [[werebeast]]s, or [[necromancer]]s, due to their supernatural nature.<br />
<br />
Their names seem to be based on the creator, the place they were created, a deity (likely one associated with death or deformity), or just a generic menacing-sounding name. Examples are "Obler's Hand", "Severesuppers's Eye", "Demon of Night", "Xakedkicu's Mistake", etc. Nouns of sapient experiments are Demon, Eye, Fist, Hand, Soldier, and Warrior.<br />
<br />
Dwarves will never have a [[preference]] for experiments, as they possess no {{token|PREFSTRING}}. They have an unused [[pet]] value of 2,000.<br />
<br />
{{D for Dwarf}}<br />
Amalgamations are known to be attracted by the smell of [[potato]] chips.<br />
<br />
<br />
{| {{listboxformat|class=gamedata}}<br />
!colspan="2" style="border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell" | Example raws (as extracted from world.dat)<br />
|- style="text-align: left; display:table-cell; "<br />
| <div style="overflow:auto; max-width:800px"><span class="gamedata-content" style="font-family: monospace; font-size:1.25em; white-space:pre;">[OBJECT:CREATURE]<br />
<br />
[CREATURE:HFEXP47672 E_HUMG_1]<br />
[NAME:hulk of Kortulon:hulks of Kortulon:hulk of Kortulon]<br />
[CASTE_NAME:hulk of Kortulon:hulks of Kortulon:hulk of Kortulon]<br />
[GENERATED]<br />
[SOURCE_HFID:47672]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:8700000]<br />
[CREATURE_TILE:72]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_ANTENNAE:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]<br />
[SELECT_MATERIAL:FEATHER]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A great feathered humanoid. It has a pair of long antennae. Its black feathers are fluffed-out. This night creature was first created by the dwarven dark stalker Momuz Rawnesscastle of Shockcrafts after horrible experiments on multitudes in Cavernroads in the year 1887.] <br />
<br />
[CREATURE:HFEXP1486 E_HUM_1]<br />
[NAME:night's warrior:night's warriors:night's warrior]<br />
[CASTE_NAME:night's warrior:night's warriors:night's warrior]<br />
[GENERATED]<br />
[SOURCE_HFID:1486]<br />
[CAN_LEARN]<br />
[LOCAL_POPS_CONTROLLABLE]<br />
[LOCAL_POPS_PRODUCE_HEROES]<br />
[CAN_SPEAK]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]<br />
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]<br />
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[NO_GENDER]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:72000]<br />
[CREATURE_TILE:72]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:4:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:250:10:3:750:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:500:5:3:750:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:750:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:1000:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:2100:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:3200:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A eyeless humanoid. It has large mandibles. Its black skin is waxy. This night creature was first created by the human necromancer Penoc Sensescrest of Tooltwists after horrible experiments on the human Ca¤i Gleamedmirrored in Wheeledurged in the year 84.]<br />
<br />
[OBJECT:CREATURE]<br />
[CREATURE:HFEXP1486 E_BEAST_1]<br />
[NAME:Sensescrest's dog:Sensescrest's dogs:Sensescrest's dog]<br />
[CASTE_NAME:Sensescrest's dog:Sensescrest's dogs:Sensescrest's dog]<br />
[GENERATED]<br />
[SOURCE_HFID:1486]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:77000]<br />
[CREATURE_TILE:80]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_SIMPLE_FRONT_LEGS_GRASP:RCP_SIMPLE_REAR_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]<br />
[SELECT_MATERIAL:SCALE]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:night sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HFEXP1486 E_BEAST_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_BRUISING:SEV:100:PROB:100:START:243:PEAK:987:END:4475:LOCALIZED:VASCULAR_ONLY:RESISTABLE]<br />
[CE_VOMIT_BLOOD:SEV:100:PROB:100:START:828:PEAK:2170:END:3642:RESISTABLE]<br />
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:1036:PEAK:1988:END:4511:RESISTABLE]<br />
[CE_DIZZINESS:SEV:100:PROB:100:START:547:PEAK:876:END:2768:RESISTABLE]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A scaly primate. It has thin wings of stretched skin. Its black scales are blocky and close-set. This night creature was first created by the human necromancer Penoc Sensescrest of Tooltwists after horrible experiments on dogs in Wheeledurged in the year 84.]<br />
<br />
[OBJECT:CREATURE]<br />
[CREATURE:HFEXP1486 E_BEASTL_1]<br />
[NAME:Penoc's creature:Penoc's creatures:Penoc's creature]<br />
[CASTE_NAME:Penoc's creature:Penoc's creatures:Penoc's creature]<br />
[GENERATED]<br />
[SOURCE_HFID:1486]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[NO_GENDER]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:690000]<br />
[CREATURE_TILE:83]<br />
[BODY:RCP_CEPHALOTHORAX:RCP_ABDOMEN:RCP_FIRST_SIMPLE_LEGS:RCP_SECOND_SIMPLE_LEGS:RCP_THIRD_SIMPLE_LEGS:RCP_FOURTH_SIMPLE_LEGS:RCP_PINCERS:RCP_TAIL:RCP_TWO_FLIGHTLESS_WINGS:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH:RCP_TAIL_STINGER]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]<br />
[SELECT_MATERIAL:SCALE]<br />
[STATE_COLOR:ALL_SOLID:CHARCOAL]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:night sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HFEXP1486 E_BEASTL_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:371:PEAK:1640:END:4700:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_VOMIT_BLOOD:SEV:100:PROB:100:START:798:PEAK:1895:END:4096:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:snatch:snatches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:sting:stings]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large scaly scorpion. It has thin wings of stretched skin. Its charcoal scales are oval-shaped and close-set. This night creature was first created by the human necromancer Penoc Sensescrest of Tooltwists after horrible experiments on elephants in Wheeledurged in the year 84.]<br />
<br />
[OBJECT:CREATURE]<br />
[CREATURE:HFEXP1486 E_FL_1]<br />
[NAME:disaster of Tooltwists:disasters of Tooltwists:disaster of Tooltwists]<br />
[CASTE_NAME:disaster of Tooltwists:disasters of Tooltwists:disaster of Tooltwists]<br />
[GENERATED]<br />
[SOURCE_HFID:1486]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[NO_GENDER]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:500000]<br />
[CREATURE_TILE:87]<br />
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_3_TAILS:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]<br />
[SELECT_MATERIAL:FEATHER]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large feathered worm. It has three long, hanging tails. Its black feathers are fluffed-out. This night creature was first created accidentally by the human necromancer Penoc Sensescrest of Tooltwists after horrible experiments gone wrong on horses in Wheeledurged in the year 84.]<br />
<br />
[OBJECT:CREATURE]<br />
[CREATURE:HFEXP1486 E_FS_1]<br />
[NAME:L•rgim's mistake:L•rgim's mistakes:L•rgim's mistake]<br />
[CASTE_NAME:L•rgim's mistake:L•rgim's mistakes:L•rgim's mistake]<br />
[GENERATED]<br />
[SOURCE_HFID:1486]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:67000]<br />
[CREATURE_TILE:98]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[SELECT_MATERIAL:HAIR]<br />
[STATE_COLOR:ALL_SOLID:CHARCOAL]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:night sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HFEXP1486 E_FS_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_DROWSINESS:SEV:100:PROB:100:START:749:PEAK:1075:END:3951:RESISTABLE:SIZE_DELAYS]<br />
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:ADV_NAME:Spit glob]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]<br />
[CDI:WAIT_PERIOD:30]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A hairy armless biped. It has thin wings of stretched skin. Its charcoal hair is long and shaggy. This night creature was first created accidentally by the human necromancer Penoc Sensescrest of Tooltwists after horrible experiments gone wrong on humans in Rootwhirled in the year 90.]<br />
<br />
[OBJECT:CREATURE]<br />
[CREATURE:HFEXP4953 E_HUM_1]<br />
[NAME:Tooltwists's eye:Tooltwists's eyes:Tooltwists's eye]<br />
[CASTE_NAME:Tooltwists's eye:Tooltwists's eyes:Tooltwists's eye]<br />
[GENERATED]<br />
[SOURCE_HFID:4953]<br />
[CAN_LEARN]<br />
[LOCAL_POPS_CONTROLLABLE]<br />
[LOCAL_POPS_PRODUCE_HEROES]<br />
[CAN_SPEAK]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]<br />
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]<br />
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[NO_DRINK][NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN][NOSTUN]<br />
[NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:69000]<br />
[CREATURE_TILE:72]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_3_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_3_EYELIDS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:BLACK]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:4:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:250:10:3:750:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:500:5:3:750:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:750:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:1000:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:2100:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:3200:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A three-eyed humanoid. It has a knobby trunk. Its black skin is leathery. This night creature was first created by the dwarven necromancer Ushat Eaglecity of Tooltwists after horrible experiments on dwarves in Paintfortress in the year 183.] <br />
<br />
[CREATURE:HFEXP3281 E_BEASTL_1]<br />
[NAME:creature of The Beginning:creatures of The Beginning:creature of The Beginning]<br />
[CASTE_NAME:creature of The Beginning:creatures of The Beginning:creature of The Beginning]<br />
[GENERATED]<br />
[SOURCE_HFID:3281]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[LARGE_PREDATOR]<br />
[NIGHT_CREATURE]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[NO_GENDER]<br />
[BIOME:ANY_LAND]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR] <br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:NIGHT]<br />
[BODY_SIZE:0:0:800000]<br />
[CREATURE_TILE:83]<br />
[BODY:RCP_CEPHALOTHORAX:RCP_ABDOMEN:RCP_FIRST_SIMPLE_LEGS:RCP_SECOND_SIMPLE_LEGS:RCP_THIRD_SIMPLE_LEGS:RCP_FOURTH_SIMPLE_LEGS:RCP_PINCERS:RCP_3_TAILS:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH:RCP_TAIL_STINGER]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]<br />
[HAS_NERVES]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[SELECT_MATERIAL:HAIR]<br />
[STATE_COLOR:ALL_SOLID:CHARCOAL]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:night sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HFEXP3281 E_BEASTL_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_BLEEDING:SEV:100:PROB:100:START:584:PEAK:999:END:2782:LOCALIZED:VASCULAR_ONLY:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_FEVER:SEV:100:PROB:100:START:979:PEAK:1796:END:2999:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_COUGH_BLOOD:SEV:100:PROB:100:START:752:PEAK:1652:END:3320:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_BLISTERS:SEV:100:PROB:100:START:623:PEAK:1889:END:4184:LOCALIZED:VASCULAR_ONLY:SIZE_DELAYS:SIZE_DILUTES]<br />
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:snatch:snatches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:sting:stings]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A very large hairy scorpion. It has three narrow tails. Its charcoal hair is short and even. This night creature was first created by the tan brute Mathe Cancerfilths the Beginning of Phantoms of Geniusdikes through the fiend's twisted power unleashed upon mules in Geniusdikes in the year 112.]<br />
<br />
|-<br />
|}<br />
<br />
{{Creatures}}<br />
[[ru:Experiment]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Demon&diff=297615
Demon
2024-02-17T15:14:27Z
<p>Silverwing235: formatting</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
{{spoiler}}<br />
<br />
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].<br />
<br />
Graphically, the sprites that demons use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[experiment]]s.<br />
<br />
== Overview ==<br />
[[File:Assdemon.png|thumb|right|300px|"Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!" ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with "{{tt|Number of Demon Types}}" set to {{tt|0}} in advanced world generation will not have any demons in it.<br />
<br />
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|<code>[CAN_LEARN]</code>]] + [[Creature token#CAN_SPEAK|<code>[CAN_SPEAK]</code>]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.<br />
<br />
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all demons, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capacities of an ordinary dwarf.<br />
<br />
Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.<br />
<br />
Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their "circus". Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.<br />
<br />
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.<br />
<br />
== Their interaction with the world ==<br />
Certain types of demons, those described as "being twisted into humanoid form" and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] matching that particular demon's [[sphere]] through a ritual conducted with an [[artifact]] [[slab]]. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.<br />
<br />
Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.<br />
<br />
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.<br />
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<gallery class="center" widths="400px" heights="184px"><br />
File:Demon banish.png|Banishing a demon back to the Underworld<br />
File:Demon compel service.png|Compelling service from demon<br />
</gallery><br />
<br />
Escaped demons can also take over human civilizations by impersonating [[deities]] and having humans worship them. As with conventional lords, you can encounter them as normal in adventure mode – they won't be hostile to you and will behave as any other member of the civilization they rule. They can also arrive as non-hostile diplomats from human civilizations in fortress mode. Depending on the type of demon, this can be mildly amusing, or inadvertently deadly to your fort or adventurer.<br />
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In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}<br />
<br />
Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)<br />
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Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].<br />
<br />
== Demon generation ==<br />
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for "negative" spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few "extra" features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as "it knows and intones the names of all it encounters"). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as "inferno" or "snow"), what animal it's shaped like, or a descriptor (such as "winged", "three-eyed" or "skinless"), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.<br />
<br />
== Strategy ==<br />
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon, and a dwarf.]]<br />
<br />
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.<br />
<br />
=== Containment ===<br />
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.<br />
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One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as "the dwarven checkerboard".([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])<br />
<br />
When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.<br />
<br />
=== Traps ===<br />
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.<br />
<br />
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.<br />
<br />
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.<br />
<br />
=== Ranged combat ===<br />
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped "bones".<br />
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[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.<br />
<br />
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.<br />
<br />
=== Melee combat ===<br />
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.<br />
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Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.<br />
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The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.<br />
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In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.<br />
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=== Clean-up ===<br />
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.<br />
<br />
== Killed demons ==<br />
Only unintelligent demons can be butchered in unmodded games, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.<br />
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Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].<br />
<br />
{{D for Dwarf}}<br />
<br />
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one. <br />
<br />
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:DEMON_1]<br />
[NAME:brine brute:brine brutes:brine brute]<br />
[CASTE_NAME:brine brute:brine brutes:brine brute]<br />
[GENERATED]<br />
[DEMON]<br />
[NATURAL_SKILL:WRESTLING:10]<br />
[NATURAL_SKILL:BITE:10]<br />
[NATURAL_SKILL:GRASP_STRIKE:10]<br />
[NATURAL_SKILL:STANCE_STRIKE:10]<br />
[NATURAL_SKILL:MELEE_COMBAT:10]<br />
[NATURAL_SKILL:RANGED_COMBAT:10]<br />
[NATURAL_SKILL:DODGING:10]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]<br />
[LARGE_ROAMING]<br />
[LARGE_PREDATOR]<br />
[DIFFICULTY:10]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[UNDERGROUND_DEPTH:5:5]<br />
[POPULATION_NUMBER:5:10]<br />
[CLUSTER_NUMBER:1:5]<br />
[FEMALE]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:PRIDE:100:100:100]<br />
[PERSONALITY:GREED:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAGMA_VISION]<br />
[EVIL]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:FISHING]<br />
[SPHERE:HUNTING]<br />
[SPHERE:MISERY]<br />
[SPHERE:TORTURE]<br />
[BODY_SIZE:0:0:10000000]<br />
[CREATURE_TILE:'&']<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:SALT]<br />
[TISSUE_MAT_STATE:SOLID_POWDER]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[COLOR:7:0:1]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[FLIER]<br />
[FIXED_TEMP:10040]<br />
[FIREIMMUNE]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]) [GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A towering slug composed of salt. It has wings and it has a gaunt appearance.]<br />
[PREFSTRING:horrifying features]<br />
}}<br />
<br />
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:DEMON_3]<br />
[NAME:clear devil:clear devils:clear devilish]<br />
[CASTE_NAME:clear devil:clear devils:clear devilish]<br />
[GENERATED]<br />
[UNIQUE_DEMON]<br />
[SPREAD_EVIL_SPHERES_IF_RULER]<br />
[NATURAL_SKILL:WRESTLING:14]<br />
[NATURAL_SKILL:BITE:14]<br />
[NATURAL_SKILL:GRASP_STRIKE:14]<br />
[NATURAL_SKILL:STANCE_STRIKE:14]<br />
[NATURAL_SKILL:MELEE_COMBAT:14]<br />
[NATURAL_SKILL:RANGED_COMBAT:14]<br />
[NATURAL_SKILL:DODGING:14]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[DIFFICULTY:10]<br />
[NO_GENDER]<br />
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]<br />
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:ASSERTIVENESS:100:100:100]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[PERSONALITY:PRIDE:100:100:100]<br />
[PERSONALITY:GREED:100:100:100]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAGMA_VISION]<br />
[EVIL]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BLIGHT]<br />
[SPHERE:DEATH]<br />
[SPHERE:MURDER]<br />
[SPHERE:TWILIGHT]<br />
[BODY_SIZE:0:0:10000000]<br />
[CREATURE_TILE:'&']<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:SKIN]<br />
[REMOVE_MATERIAL:HAIR]<br />
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:SKIN]<br />
[REMOVE_TISSUE:HAIR]<br />
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]<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 />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[FIXED_TEMP:10040]<br />
[SELECT_MATERIAL:SCALE]<br />
[STATE_COLOR:ALL_SOLID:CLEAR]<br />
[COLOR:0:0:1]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]<br />
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:demon sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:DEMON_3:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]<br />
[FIREIMMUNE]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<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_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[SELECT_MATERIAL:ALL]<br />
[MAT_FIXED_TEMP:10040]<br />
[HEATDAM_POINT:NONE]<br />
[COLDDAM_POINT:NONE]<br />
[IGNITE_POINT:NONE]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form. It squirms and fidgets. Its clear scales are large and set far apart. Beware its noxious secretions!]<br />
}}<br />
<br />
{{Creatures}}<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|HFS}}<br />
{{Category|Fanciful}}<br />
{{Category|Fire immune}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[ru:Demon]]<br />
<br />
{{Translation<br />
| dwarven = uthgúr<br />
| elvish = slevina<br />
| goblin = arstruk<br />
| human = rohir<br />
}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Book&diff=297577
Book
2024-02-13T16:33:59Z
<p>Silverwing235: /* Subjects */</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{Buggy}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret, and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Book&diff=297574
Book
2024-02-13T15:04:43Z
<p>Silverwing235: /* Titles */</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
{{Buggy}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&diff=297568
Reclaim fortress mode
2024-02-12T12:33:39Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}{{buggy}}<br />
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.<br />
<br />
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.<br />
<br />
==How to reclaim or unretire a fortress==<br />
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations. There will be a list of locations you are able to scroll through. Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell. If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.<br />
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.<br />
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.<br />
<br />
==What you will find==<br />
===Reclaim===<br />
{{Migrated_section}}<br />
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:<br />
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels<br />
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.<br />
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]<br />
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)<br />
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]<br />
* Forgotten beasts that existed when your fortress fell will change their status from "Uninvited Guest" to "Current Resident."<br />
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy status again! <br />
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.<br />
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed before they can be used.<br />
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.<br />
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.<br />
<br />
===Unretire===<br />
*All the [[drink]]s are spilled to the floor, along with everything else that is supposed to be in containers, such as [[flour]] and [[oil]]. Start brewing immediately.<br />
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.<br />
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.<br />
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved<br />
**Items in buildings preserve their integrity. Items intentionally cluttered into workshops to avoid stockpiling will still be there.<br />
**Stockpile links are preserved<br />
**Contents of bins and barrels are dumped out.<br />
**[[Artifact]]s are scatterred all across the map. This includes artifacts that were part of a building.<br />
*Pasture settings are cleared, however, the pastures themselves still exist<br />
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.<br />
*Pending constructions are removed<br />
*Designations and orders are not conserved<br />
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern<br />
**Animals are always scattered<br />
**Any items they were carrying will still be carried by them. This can result in fun if it was, say, a minecart full of magma, as the magma will be dumped on the spot.<br />
***All magma minecarts that weren't carried are strangely emptied of liquids<br />
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}<br />
*Random items are decorated with low quality<br />
*No caged creatures remain so; if they were caged when retired, they respawn, uncaged, at the same spot<br />
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress<br />
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.<br />
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again<br />
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort<br />
*The deceased list is reset and non-historical figures are culled<br />
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).<br />
*Visitors' petition timers are potentially reset, as are local wildlife populations. Visitors keep their resident status if they emigrated and then came back to visit again.<br />
*Other creatures will have their citizenship or hostility readjusted depending on whether they are part of the civilization or not. Named animals that became [[historical figure|notable]] before being tamed will become untame.<br />
*Murky pools are refilled, even if the said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.<br />
*Imprisoned criminals are released, and their sentences are considered served.<br />
*Cooking/brewing preferences are lost.<br />
*Named pets will remain on the animals list. even though their owners have left the fortress.<br />
*[[Web]]s are scattered across the map. [[Giant cave spider]] webs in caverns may tangle up passersby.<br />
*If an embark includes surface water that freezes and thaws, dwarves may fall in and drown during retirement.<br />
*[[Magma]] levels may rise, akin to a volcanic eruption.{{Bug|8183}} This is a known cause of [[Fun|‼Fun‼]].<br />
<br />
=== Pre-existing Ruins ===<br />
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.<br />
<br />
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.<br />
<br />
== Reclaiming buildings ==<br />
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this in two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. <br />
<br />
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.<br />
<br />
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.<br />
<br />
==Time==<br />
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.<br />
<br />
==Bugs==<br />
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}<br />
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).<br />
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}<br />
* When a dwarf changes jobs and tried to store an item it will constantly say: "Item is misplaced and can't be stored" forever.<br />
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.<br />
* Floors designated but not placed in previous embark are bugged. In the reclaimed embark they block construction of new items as if they were built. To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}. If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.<br />
* Items strewn outside of the fortress may not be forbidden.<br />
{{Category|Fortress mode}}<br />
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])<br />
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.<br />
* Occasionally, the incomplete message "[dwarf] has" appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.<br />
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.<br />
* Previously built slabs cannot be engraved.<br />
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.<br />
** Levels that were originally filled with liquids (ocean/river tiles, flooded cavern floors etc.) and were cleared during a previous play are going to be flooded on reclaim. The only silver lining is that doors stop the 7/7 flood of death.<br />
* Hauling routes can become buggy and need to be remade.<br />
[[ru:Reclaim fortress mode]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Civilization&diff=297564
Civilization
2024-02-12T11:37:30Z
<p>Silverwing235: fix (likely) fumbled capitalisation</p>
<hr />
<div><br />
{{Quality|Superior}}<br />
{{av}}<br />
<br />
[[File:civs.jpg|thumb|330px|right|A Chinese civilization from centuries ago.]]A '''civilization''' (also known as an '''entity''') is an organized society formed by a group of distinct, [[Learning|intelligent]] [[creature]]s. Civilizations are characterized by recognizable [[names and symbols]], [[Performer|art forms]], and [[language]]s, communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships and [[diplomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].<br />
<br />
[[World generation]] controls the number of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can join them. In [[dwarf fortress mode]], only [[dwarven]] civilizations are currently playable by default; to play as others requires [[modding]]. [[Adventurer mode|Adventurer]]s can be from dwarven, [[elven]], or [[human]] civilizations, or they can be human outsiders from no civilization.<br />
<br />
To start an (''unmodded'') game in fortress mode, there must be one or more dwarven civilizations; by default, the [[Advanced_world_generation#Playable_Civilization_Required|Playable Civilization Required]] option ensures this is true. You can select your civilization at the [[location|site selection]] screen, and each will have some different items available for you to [[embark]] with.<br />
<br />
Civilizations also determine what types of items a particular civilization can craft, that is why sometimes in a game, for example, your dwarven civilization might not know how to make a specific item, such as low boots.<br />
<br />
==Types of civilizations==<br />
===Mountain===<br />
The '''mountain civilization''' is established by the [[dwarf|dwarves]] [[File:Dwarf sprite.png|20px]] / {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.<br />
<br />
===Plains===<br />
The '''plains civilization''' is established by the [[human]]s [[File:Human sprite.png|20px]] / {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.<br />
<br />
===Forest===<br />
The '''forest civilization''' is established by the [[elf|elves]] [[File:Elf sprite.png|20px]] / {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.<br />
<br />
===Evil===<br />
The '''evil civilization''' is established by the [[goblin]]s [[File:Goblin sprite.png|20px]] / {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.<br />
<br />
Evil civilizations are formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].<br />
<br />
===Skulking===<br />
The '''skulking civilization''' is established by the [[kobold]]s [[File:Kobold sprite.png|20px]] / {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs, populating the natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.<br />
<br />
===Subterranean animal people===<br />
Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Creatures that form underground civilizations are as follows:<br />
<br />
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]<br />
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]<br />
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]<br />
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]<br />
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]<br />
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]<br />
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]<br />
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]<br />
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]<br />
<br />
==Dead and struggling civilizations==<br />
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.<br />
<br />
In fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.<br />
If you are embarking as a dead or struggling civilization, you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:<br />
<br />
===Struggling===<br />
*The dwarven caravan may appear, but may also be absent for one or several years at a time.<br />
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.<br />
*Migrants should arrive as normal.<br />
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.<br />
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.<br />
<br />
===Dead===<br />
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.<br />
*Only two migrant waves, no more.<br />
*No dwarven caravans, ever.<br />
*No monarch in the fortress or out in the world, ever.<br />
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.<br />
<br />
If your dying civilization has no sites, but isn’t being treated as dead, it may be because remaining historical populations (often nobles/monarchs) remain behind at a ruined site, possibly because their status as nobles prevents their migration. If having trouble creating a dead civilization, going to some ruins in Dwarf or Adventure mode, then killing the site’s residents, may kill the civilization.<br />
<br />
==Fortress Mode==<br />
There exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations. <br />
<br />
===World===<br />
The world map can be accessed by pressing {{k|w}} from the [[Civilization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.<br />
<br />
===Missions===<br />
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[Civilization and World Info]] screen (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. ([[DF2014:Mission|Mission Page]])<br />
<br />
===News and Rumors===<br />
News and rumors can be accessed from the [[Civilization and World Info]] menu by pressing {{k|n}}. Display items include:<br />
* Armies and settlers on the move as moving dots (The dots start at one location and move to a destination)<br />
* O - Towns that were conquered<br />
* A - Red: Towns that were attacked <br />
* A - Yellow: An artifact's last known location<br />
* R - Refugees fleeing an army<br />
* P - Political event<br />
<br />
===People and Artifacts===<br />
The People view can be accessed by pressing {{k|p}} from the [[Civilization and World Info]] menu. It lists the recoverable missing citizens, as well as prisoners in other [[site]]s that you may rescue yourself, and the Artifacts view can be accessed by pressing {{k|a}}, listing all known artifacts. Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}<br />
<br />
===Civilizations===<br />
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization and World Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.<br />
<br />
The {{Tile|P|2:1}} or {{Tile|W|6:4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at "peace" with them) and {{Tile|W|6:4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|6:4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. If you view your trade agreements with a civilization you are at war with the imports will be terror and the offerings will be vengeance. Do note that it is possible to be at war with your own civ, this is often caused by [[Mission|raids]].<br />
<br />
Be aware that "neighbors" on the screen are not necessarily ''close'' neighbors, they are merely civilizations that have been contacted by yours. Your civilization may have connections with another civilization that is found on the far side of the world.<br />
<br />
===Holdings and Tribute===<br />
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color, and your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray, while occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.<br />
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]<br />
<br />
{{D for dwarf}}<br />
===Concerning Orcs===<br />
The orc is a civilization that has been widely popular in the past, but has never been worthy of being in ''Dwarf Fortress''. However, if one would like an orc in their game, they must only overfeed a goblin.<br />
<br />
== See also ==<br />
* [[Entity token]]<br />
<br />
== Bugs ==<br />
* Civilizations can be struggling, even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}} <br />
* Dead civilizations' missions never complete. {{bug|10891}}<br />
<br />
{{World}}<br />
{{Category|World}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Thief&diff=297504
Thief
2024-02-08T22:02:14Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{old|v=0.47.01|No mention of artifacts or the plots to steal them}}<br />
[[File:thief_icon.png|100px|right]]<br />
In [[fortress mode]], a '''thief''' is a disgusting, dishonorable, [[Invader|invading]] [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game pauses with an identifying [[announcement]] and moves the game view to include the threat (this can be modified in init/announcements.txt). <br />
<br />
''(A full [[military]] response is both complex and slow. If you are unfamiliar with the military, and simply want to send your nearest dwarves after a thief, see [[Attack]].)<br />
<br />
There are two types of intelligent thieves: '''[[kobold]] thieves''' and '''[[goblin]] snatchers'''. Their appearance seems to be dependent on whether your fortress is located close to kobold or goblin sites, and maintaining a large distance from their territory will dramatically decrease - if not completely nullify - the chance of thieves spawning. This is more easily manageable with goblins, but kobolds are more complicated, as by default, their [[cave]]s do not show up in the [[embark]] map.<br />
<br />
Both kinds will usually come in small groups of about 1-4 individuals. They try to escape once detected, and only fight when cornered. With the much larger detection ranges of DF2014, thieves are often found out fairly early. Consequently, they rarely succeed in stealing anything and almost never get caught. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with [[siege]]s or [[ambush]]es, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a wise countermeasure. A successful theft of item or child will be announced once the thief leaves the map.<br />
<br />
Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit and usually has enough of a headstart that even a trained [[military]] [[dwarf]] will rarely be able to catch up. (Thieves can't outrun [[crossbow]] [[bolt]]s, though.)<br />
<br />
Thieves not only steal your fort's own objects, but any loose item lying around - picking through and filching items left behind by sieges, for example.<br />
<br />
Beware - if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]], which are kobolds in the vanilla game) become bold enough to send their military to [[ambush]] your dwarves. Thus, it is important to neutralize any thieves early.<br />
<br />
==Kobold thieves==<br />
'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious on one. Their ability to sneak into your fortress is not to be underestimated; locked [[door]]s do not slow them down, although doors that are linked to a [[lever]] (and are closed) will. They may be detected when they move into vision range (about fifteen tiles) of a [[dwarf]] or tame [[animal]], in which case they'll immediately run away and escape through the map's edges. Armed with only a large [[dagger]], they offer little threat to anyone should they get caught - an armed dwarf or [[dog]] should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. They try to get hold of valuable objects, which can lead them into the heart of your fort. Especially when the fort is in lockdown, they may also pilfer any [[goblinite|items]] left outside.<br />
<br />
:The announcement for a kobold thief is...<br />
::{{Gametext|Thief! Protect the hoard from skulking filth!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|k|7:0}} visible - that's your intruder.<br />
<br />
Thieves will never target items which are tasked for [[job]]s, or parts of [[building]]s/[[construction]]s (this includes [[weapon]]s in weapon [[trap]]s, encased in stone, or on [[fire]]).<br />
<br />
==Goblin snatchers==<br />
Unlike kobolds, '''goblin snatchers''' happily run into any kind of trap - they aren't after your trade goods; but your [[children]]. They are detected the same way kobolds are, plus [[cage]] traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. A normal thief will carry a large [[copper]] dagger, but a master thief is known to carry an [[iron]] one. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him but will not be displayed as occupant of the cage. Since the event of a child being stuffed into a bag produces no notification, either, one can easily fail to realise the predicament of the child, which if left in this condition for too long, may go insane or die from hunger or thirst.<br />
Should the kidnapper escape the map while carrying an abducted child, you will be notified that "a kidnapper has made off with <childname>!".<br />
The child is removed from the fort and its parents and other [[relationship|relatives]] should get the "sad at being separated from a loved one" [[thought|unhappy thought]] as a result. <br />
<br />
:The announcement for a goblin child-snatcher is...<br />
::{{Gametext|Snatcher! Protect the children!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|g|7:0}} - if you use {{k|v}} or {{k|u}}, these will be listed as "goblin ''thief''" but they're cut from the same stuff and should be terminated with equally extreme prejudice.<br />
<br />
:If caged by a trap, the zooming may only reveal a flashing "{{Tile|‼|0:6:0}}".<br />
<br />
Dwarves may be sent out on [[mission]]s to recover kidnapped children in case the snatcher manages to escape. It is also possible to rescue children kidnapped from other locations, which will add them to your fortress.<br />
<br />
<br />
===Dwarven thieves===<br />
In rare instances, Dwarven Thieves may accompany Goblin snatchers. These dwarves, aligned with Goblin civilizations, are distinguished by their ability to enter a [[martial trance]], a combat state that significantly enhances their fighting capabilities. This unique skill makes them more formidable than their goblin counterparts and requires additional caution.<br />
<br />
==Other==<br />
Certain [[Steals items|"playful"]] creatures will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, groups of [[kea]]s (which are frustrating to face because of their ability to fly), [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous) and finally the most threatening animal thief, the dreaded [[giant kea]]. In addition, [[Steals food|hungry]] and [[Steals drink|thirsty]] critters will try to eat your [[food]] and drink your [[alcohol|booze]] respectively, if they can get to it. None of these animals has any special ability to avoid standard traps, or bypass locked doors.<br />
<br />
{{Translation<br />
| dwarven = gakit<br />
| elvish = urithi<br />
| goblin = snang<br />
| human = sewat<br />
}}<br />
<br />
{{Military}}<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Professions}}<br />
[[ru:Thief]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Thief&diff=297503
Thief
2024-02-08T21:59:03Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{old|v=0.47.01|No mention of artifacts or the plots to steal them}}<br />
[[File:thief_icon.png|100px|right]]<br />
In [[fortress mode]], a '''thief''' is a disgusting, dishonorable, [[Invader|invading]] [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game pauses with an identifying [[announcement]] and moves the game view to include the threat. (this can be modified in init/announcements.txt). <br />
<br />
''(A full [[military]] response is both complex and slow. If you are unfamiliar with the military, and simply want to send your nearest dwarves after a thief, see [[Attack]].)<br />
<br />
There are two types of intelligent thieves: '''[[kobold]] thieves''' and '''[[goblin]] snatchers'''. Their appearance seems to be dependent on whether your fortress is located close to kobold or goblin sites, and maintaining a large distance from their territory will dramatically decrease - if not completely nullify - the chance of thieves spawning. This is more easily manageable with goblins, but kobolds are more complicated, as by default, their [[cave]]s do not show up in the [[embark]] map.<br />
<br />
Both kinds will usually come in small groups of about 1-4 individuals. They try to escape once detected, and only fight when cornered. With the much larger detection ranges of DF2014, thieves are often found out fairly early. Consequently, they rarely succeed in stealing anything and almost never get caught. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with [[siege]]s or [[ambush]]es, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a wise countermeasure. A successful theft of item or child will be announced once the thief leaves the map.<br />
<br />
Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit and usually has enough of a headstart that even a trained [[military]] [[dwarf]] will rarely be able to catch up. (Thieves can't outrun [[crossbow]] [[bolt]]s, though.)<br />
<br />
Thieves not only steal your fort's own objects, but any loose item lying around - picking through and filching items left behind by sieges, for example.<br />
<br />
Beware - if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]], which are kobolds in the vanilla game) become bold enough to send their military to [[ambush]] your dwarves. Thus, it is important to neutralize any thieves early.<br />
<br />
==Kobold thieves==<br />
'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious on one. Their ability to sneak into your fortress is not to be underestimated; locked [[door]]s do not slow them down, although doors that are linked to a [[lever]] (and are closed) will. They may be detected when they move into vision range (about fifteen tiles) of a [[dwarf]] or tame [[animal]], in which case they'll immediately run away and escape through the map's edges. Armed with only a large [[dagger]], they offer little threat to anyone should they get caught - an armed dwarf or [[dog]] should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. They try to get hold of valuable objects, which can lead them into the heart of your fort. Especially when the fort is in lockdown, they may also pilfer any [[goblinite|items]] left outside.<br />
<br />
:The announcement for a kobold thief is...<br />
::{{Gametext|Thief! Protect the hoard from skulking filth!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|k|7:0}} visible - that's your intruder.<br />
<br />
Thieves will never target items which are tasked for [[job]]s, or parts of [[building]]s/[[construction]]s (this includes [[weapon]]s in weapon [[trap]]s, encased in stone, or on [[fire]]).<br />
<br />
==Goblin snatchers==<br />
Unlike kobolds, '''goblin snatchers''' happily run into any kind of trap. They aren't after your trade goods; they're after your [[children]]. They are detected the same way kobolds are, plus [[cage]] traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. A normal thief will carry a large [[copper]] dagger, but a master thief is known to carry an [[iron]] one. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him but will not be displayed as occupant of the cage. Since the event of a child being stuffed into a bag produces no notification, either, one can easily fail to realise the predicament of the child, which if left in this condition for too long, may go insane or die from hunger or thirst.<br />
Should the kidnapper escape the map while carrying an abducted child, you will be notified that "a kidnapper has made off with <childname>!".<br />
The child is removed from the fort and its parents and other [[relationship|relatives]] should get the "sad at being separated from a loved one" [[thought|unhappy thought]] as a result. <br />
<br />
:The announcement for a goblin child-snatcher is...<br />
::{{Gametext|Snatcher! Protect the children!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|g|7:0}} - if you use {{k|v}} or {{k|u}}, these will be listed as "goblin ''thief''" but they're cut from the same stuff and should be terminated with equally extreme prejudice.<br />
<br />
:If caged by a trap, the zooming may only reveal a flashing "{{Tile|‼|0:6:0}}".<br />
<br />
Dwarves may be sent out on [[mission]]s to recover kidnapped children in case the snatcher manages to escape. It is also possible to rescue children kidnapped from other locations, which will add them to your fortress.<br />
<br />
<br />
===Dwarven thieves===<br />
In rare instances, Dwarven Thieves may accompany Goblin snatchers. These dwarves, aligned with Goblin civilizations, are distinguished by their ability to enter a [[martial trance]], a combat state that significantly enhances their fighting capabilities. This unique skill makes them more formidable than their goblin counterparts and requires additional caution.<br />
<br />
==Other==<br />
Certain [[Steals items|"playful"]] creatures will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, groups of [[kea]]s (which are frustrating to face because of their ability to fly), [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous) and finally the most threatening animal thief, the dreaded [[giant kea]]. In addition, [[Steals food|hungry]] and [[Steals drink|thirsty]] critters will try to eat your [[food]] and drink your [[alcohol|booze]] respectively, if they can get to it. None of these animals has any special ability to avoid standard traps, or bypass locked doors.<br />
<br />
{{Translation<br />
| dwarven = gakit<br />
| elvish = urithi<br />
| goblin = snang<br />
| human = sewat<br />
}}<br />
<br />
{{Military}}<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Professions}}<br />
[[ru:Thief]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=v0.34:Exploratory_mining&diff=297487
v0.34:Exploratory mining
2024-02-07T14:10:06Z
<p>Silverwing235: Fix Anon's sabotage</p>
<hr />
<div>:''This article is about exploring rock layers while digging through them; if you're looking for tips for exploring already discovered [[caverns]], check [[Caverns#Methods of Exploration]]''<br />
<br />
Once you've had enough [[Losing|fun]] to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.<br />
<br />
{{av}}{{Quality|Exceptional}}<br />
<br />
== Goals ==<br />
The main goal of exploratory mining is to find something which lies in the stone layers, be they raw materials such as [[Ore|ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]]. A secondary goal for exploratory mining is to increase the count of visible subterranean tiles, which is one cap on the eligibility for [[strange mood]]s.<br />
While minerals are quite common, reducing the need for extensive exploratory mining, one might still want to search for rare gems, some of which appear in small or even single-tile clusters. <br />
Another might want access to the [[caverns]] as soon and as easily as possible, for instance to get access to subterranean [[water]] or to set up an underground [[Tree_farming|tree farm]].<br />
<br />
Either way, applying a good exploratory mining method will ensure you will find what you want as soon as possible, and without missing anything.<br />
<br />
<br />
== Dangers ==<br />
Potential dangers include:<br />
*Hostile creatures which inhabit underground areas<br />
*Large pools of liquids ([[Water]], [[Magma]])<br />
*[[Hidden Fun Stuff|Fun]]<br />
*[[FPS]] death from pathing and item count<br />
<br />
<br />
==Strategies==<br />
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.<br />
<br />
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.<br />
<br />
It is also recommended to isolate your exploratory mines from your fortress proper, to allow the mines to be closed off and removed from pathing calculations. <br />
<br />
== Exploratory Patterns ==<br />
<br />
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind. Note that single-floor patterns can be enhanced to explore one additional z-level by replacing mining designations with either channel or ramp designations; doing so effectively doubles their efficiency. Designating "down stairs" instead will reveal one additional tile directly below each tile mined.<br />
<br />
Key:<br />
. = Mined (floor)<br />
x = Mined (shaft)<br />
░ = Visible, not mined (wall)<br />
▓ = Not mined, not visible<br />
<br />
=== Hollow ===<br />
All tiles are excavated.<br />
<br />
* ''Labor'': 100% of the tiles are excavated.<br />
* ''Target'': Any size. If it exists in the layer, it will be found.<br />
* ''Visibility'': '''100%''' of the tiles are visible, obviously.<br />
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.<br />
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task. Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable. Some research has shown that large open areas are particularly costly for pathing calculations.<br />
<br />
* ''Enhancement'': Hollow with "down stairs" designations and the entire level below will be revealed but untouched. This can allow you to plan your layout to take best advantage of the ores and clusters to create high-value rooms.<br />
<br />
=== Rows ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░<br />
......<br />
░░░░░░<br />
░░░░░░<br />
......<br />
░░░░░░</nowiki></div><br />
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.<br />
* ''Target'': Any size. Clusters as small as a single tile are revealed.<br />
* ''Visibility'': '''100%'''.<br />
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors, but can be made into plenty of 3x3 rooms with the right use of walls.<br />
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.<br />
<br />
Larger "tunnel" patterns are suggested to be dug in multiples of "3" to allow for later complete revealing with minimum effort.<br style="clear:both;"><br />
<br />
<br />
=== Ladder Rows ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░░░░░░░<br />
░░░░.░░░░░.░<br />
.░..░..░..░.<br />
░.░░░░░.░░░░<br />
░░░░░░░░░░░░<br />
░░░░.░░░░░.░<br />
.░..░..░..░.<br />
░.░░░░░.░░░░<br />
</nowiki></div><br />
* ''Labor'': 25% of the tiles are excavated (1 in 4).<br />
* ''Target'': Any size. Clusters as small as a single tile are revealed.<br />
* ''Visibility'': '''100%'''.<br />
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.<br />
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.<br />
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp ladder' will automatically apply this pattern.<br style="clear:both;"><br />
<br />
<br />
=== Diagonal every 5 ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░.░░░░.░░<br />
░.░░░░.░░░<br />
.░░░░.░░░░<br />
░░░░.░░░░.<br />
░░░.░░░░.░</nowiki></div><br />
* ''Labor'': 20% of the tiles are excavated (1 per 5).<br />
* ''Target'': Any size. Clusters as small as a single tile are revealed.<br />
* ''Visibility'': '''100%'''.<br />
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms<br />
* ''Bottom line'': This method is the most efficient single-level pattern with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate manually.<br />
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp diag5' will automatically apply this pattern.<br />
<br />
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.<br />
<br />
<br />
=== Mine shafts, grid of every 3 tiles ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░░░░<br />
░X░░X░░X░<br />
░░░░░░░░░<br />
░░░░░░░░░<br />
░X░░X░░X░<br />
░░░░░░░░░</nowiki></div><br />
* ''Labor'': 11.1% of the tiles are excavated (1/9).<br />
* ''Target'': Any size. Clusters as small as a single tile are revealed.<br />
* ''Visibility'': '''100%'''.<br />
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.<br />
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value. In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.<br />
<br />
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.<br />
''For a discussion on optimizing dig times with mineshafts, see [[v0.31:Mineshaft stitching|mineshaft stitching]].''<br style="clear:both;"><br />
<br />
<br />
=== Diagonal ramps ===<br />
<br />
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees. The downramps are shown, but are only designated as up ramps on the level below. This pattern can also use channel designations in place of ramps to mine in a downward direction. (Be ''sure'' you know how [[ramp]]s work before trying this one!)<br />
<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲<br />
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░<br />
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░<br />
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░<br />
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░<br />
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░<br />
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░<br />
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲</nowiki></div><br />
* ''Labor'': 7.1% of the tiles are designated to dig (1/14), but 14.3% are excavated (1/7).<br />
* ''Target'': Any size. Clusters as small as a single tile are revealed.<br />
* ''Visibility'': '''100%'''.<br />
* ''Reusability'': Moderate. 3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over. [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable). <br />
* ''Bottom line'': Combines the advantages of diagonal and vertical digging, along with the benefit of ramps and channels excavating two tiles at the same time. The most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map). Awkward to stitch together.<br style="clear:both;"><br />
<br />
=== 7×7 blocks ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
░░░░.░░░░░░░.░░░<br />
................<br />
░░░░.░░░░░░░.░░░<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
░░░░.░░░░░░░.░░░<br />
................<br />
░░░░.░░░░░░░.░░░<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓<br />
▓▓▓░.░▓▓▓▓▓░.░▓▓</nowiki></div><br />
* ''Labor'': 15/64 (~23%) of the tiles are excavated.<br />
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.<br />
* ''Visibility'': 39/64 (~61%) of the tiles are visible.<br />
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad; or similarly into a grid of 3x3 rooms, good for workshops, etc. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.<br />
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.<br />
<br />
If you think you may wish to later use the "rows" method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12. Wider spacing starts to risk missing even veins.<br style="clear:both;"><br />
<br />
<br />
=== 15×15 blocks ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░<br />
................................<br />
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓</nowiki></div><br />
* ''Labor'': 31/256 (~12%) of the tiles are excavated.<br />
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left. The large 13×13 space left in each unit tile can easily conceal quite a lot. <br />
* ''Visibility'': 87/256 (34%) of the tiles are visible.<br />
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.<br />
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search. A 12×12 or 18×18 version are also valid options, with obvious (dis)advantages.<br style="clear:both;"><br />
<br />
<br />
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===<br />
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓<br />
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓<br />
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓<br />
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓<br />
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓</nowiki></div><br />
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).<br />
* ''Target'': Large clusters and up (as above) and underground features.<br />
* ''Visibility'': from 25% for the 6-grid to 4% for the 15-grid.<br />
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.<br />
* ''Bottom line'': This method should be used when you are looking for [[caverns]], or getting a feel for the various rock layers, or just hoping to get lucky with little effort. Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.<br />
<br />
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass. If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of "3". If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.<br style="clear:both;"><br />
<br />
<br />
== Mountain Top Removal Excavation ==<br />
When the fortress is large enough, nearly every dwarf is standing idle, you have plenty of picks, and just want to mine it all ([[Elf|Environmentalist Hippies]] can go to HFS!), complete excavation may be in order. The risk of cave-in or stranded dwarves prevents simply designating an entire mountain Channel, but mining the whole thing can be done with minimum player effort.<br />
<br />
* Designate up-down stairs on the entire area to excavate, on every z-level. Designate the lowest level up-stairs, and leave a single tile one z-level above undesignated.<br />
* Let the dwarves mine it.<br />
* If any walls are attached to the outermost edge of the excavation area, designate all of the edge stairs Channel to remove them (dwarves will mine them from the neighboring stairs).<br />
* Designate the lowest z-level for Remove Up Stairs. Leave one to prevent cave-in!<br />
* Build a support under the unmined tile (remember step #1?). Remove the last up stair, once everyone is out of the stairs above.<br />
* Link a lever far away, keep away all the <strike>suicidal idiots</strike> dwarves and pull it.<br />
<br />
After a long wait, the entire block of stairs will collapse, leaving the entire area safely excavated. The lever can now be removed, and all goodies from an entire mountain can be collected.<br />
<br />
Note that, by exposing the mined tiles to sunlight, they no longer count towards the cap for [[strange mood]]s.<br />
<br />
----<br />
<br />
{{Category|Guides}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Grimeling&diff=297468
Grimeling
2024-02-05T15:01:31Z
<p>Silverwing235: typo</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{Creaturelookup/0<br />
|image=grimeling_sprite.png<br />
|wiki=no<br />
|contrib=yes<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Grimelings''' are exceptionally rare, [[evil]]-aligned [[creature]]s found in evil [[wetland]]s, resembling humanoids made out of waterlogged weeds. They stand as tall as a [[human]] and spawn one at a time, lurking in the [[water]] and attacking [[dwarves]] who get too close. All grimelings possess Legendary [[skill]] in [[Climber|climbing]].<br />
<br />
Grimelings are interesting creatures, different from the [[Troll|usual]] [[Strangler|evil]] [[Ogre|humanoid]] dwarf-harassers. They possess no organs to speak of, including internal ones such as hearts, guts, brains or even eyes (though they can still see through {{token|EXTRAVISION}}), feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]], fear and dizziness, and [[No Stun|cannot be stunned]]. [[Weapon]]s cannot get stuck on grimelings, their corpses do not produce [[miasma]] and they cannot be [[butcher]]ed even though they are not intelligent. While they are currently made of standard flesh and muscle, a comment in their raw files states they are supposed to be made of weeds, implying [[Main:Toady One|Toady One]] intends to turn them into actual plant monsters when he ever gets around to it. Grimelings are the only creatures in the game with the {{token|VEGETATION}} token.<br />
<br />
Some dwarves [[Preferences|like]] grimelings for their ''slithering nature'' and their ''weedy bodies''.<br />
<br />
[[File:Grimeling.jpg|thumb|center|350px|A grimeling, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]<br />
<br />
==Trivia==<br />
Initially graphic release featured a baby grimeling sprite. It was removed from the game later because grimelings are adults at birth.<br />
<gallery widths=200px heights=120px><br />
File:Grimeling sprites.png|Comparison of adult and baby grimelings<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Nemesis&diff=297148
Nemesis
2024-02-01T12:26:03Z
<p>Silverwing235: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
A '''nemesis''' is a record that links [[historical figure]] identifiers to [[Unit type token|unit]] identifiers, in other words, it keeps track of what abstractly happens to an off-map historical figure, and takes it into account when you encounter it on a map (in both fortress and adventure mode), and vice-versa. Nemesis records will, for instance, keep track of a creature's [[relationship]] links like parenthood. Creatures that aren't historical figures, obviously, don't have a nemesis record.<br />
<br />
When historical units are offloaded (e.g. when visitors leave the map in Fortress mode or when you walk away from a settlement in Adventurer mode), they are saved to files named "unit-N.dat" in your world's region folder. In versions 0.34.11 and earlier, corruption of these files could lead to the game crashing with the error "Nemesis Unit Load Failed" - newer versions presumably handle this situation gracefully by generating new unit data.<br />
<br />
{{Category|Relationships}}<br />
[[ru:Nemesis]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Talk:Noble&diff=297147
Talk:Noble
2024-02-01T11:27:34Z
<p>Silverwing235: /* Introductory paragraph style */</p>
<hr />
<div>==baron/count/duke requirements==<br />
I believe that the holdings are no longer a requirement for baron/count in the steam version, as with 0 holdings attached I have gained the Baron and Count position. Baron first appeared the year after I got a mayor - might be population based now? Not sure on exact numbers, is there someone who knows and can modify this, or someone who can look into and find out this info?<br />
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 11:54, 5 January 2023 (UTC)<br />
<br />
Anybody had a bug when you cannot select a certain dwarf as an appointable noble? (champion, messenger, chief medical dwarf, etc)<br />
I have an issue with one dwarf not appearing in the list, despite being completely normal.<br />
<br />
Yes, check the page [advanced noble mechanics]<br />
<br />
== Introductory paragraph style ==<br />
<br />
The introductory section doesn't have a D for Dwarf disclaimer and uses casual style and imprecise technical language. It's a little too light on gameplay advice and a little too happy on the "unfortunate accident" jokes that started in the 2D version, are less relevant due to the larger map volume. Current version nobility are really bad to unfortunate accident, because of how succession works for civilization-level positions.<br />
The "noble" descriptor only appears in-game under a creature with menial labor exemption, I believe. It should be updated to call them administrators, both kinds are just called positions under the hood.<br />
[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 09:31, 1 February 2024 (UTC) DPh Kraken<br />
<br />
...The disclaimer issue, at least, has been fixed - the other stuff is out of scope for me. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:25, 1 February 2024 (UTC)</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Talk:Noble&diff=297146
Talk:Noble
2024-02-01T11:26:04Z
<p>Silverwing235: </p>
<hr />
<div>==baron/count/duke requirements==<br />
I believe that the holdings are no longer a requirement for baron/count in the steam version, as with 0 holdings attached I have gained the Baron and Count position. Baron first appeared the year after I got a mayor - might be population based now? Not sure on exact numbers, is there someone who knows and can modify this, or someone who can look into and find out this info?<br />
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 11:54, 5 January 2023 (UTC)<br />
<br />
Anybody had a bug when you cannot select a certain dwarf as an appointable noble? (champion, messenger, chief medical dwarf, etc)<br />
I have an issue with one dwarf not appearing in the list, despite being completely normal.<br />
<br />
Yes, check the page [advanced noble mechanics]<br />
<br />
== Introductory paragraph style ==<br />
<br />
The introductory section doesn't have a D for Dwarf disclaimer and uses casual style and imprecise technical language. It's a little too light on gameplay advice and a little too happy on the "unfortunate accident" jokes that started in the 2D version, are less relevant due to the larger map volume. Current version nobility are really bad to unfortunate accident, because of how succession works for civilization-level positions.<br />
The "noble" descriptor only appears in-game under a creature with menial labor exemption, I believe. It should be updated to call them administrators, both kinds are just called positions under the hood.<br />
[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 09:31, 1 February 2024 (UTC) DPh Kraken<br />
<br />
...The disclaimer issue, at least, has been fixed. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:25, 1 February 2024 (UTC)</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Talk:Noble&diff=297145
Talk:Noble
2024-02-01T11:25:38Z
<p>Silverwing235: /* Introductory paragraph style */</p>
<hr />
<div>==baron/count/duke requirements==<br />
I believe that the holdings are no longer a requirement for baron/count in the steam version, as with 0 holdings attached I have gained the Baron and Count position. Baron first appeared the year after I got a mayor - might be population based now? Not sure on exact numbers, is there someone who knows and can modify this, or someone who can look into and find out this info?<br />
[[User:Castaras|Castaras]] ([[User talk:Castaras|talk]]) 11:54, 5 January 2023 (UTC)<br />
<br />
Anybody had a bug when you cannot select a certain dwarf as an appointable noble? (champion, messenger, chief medical dwarf, etc)<br />
I have an issue with one dwarf not appearing in the list, despite being completely normal.<br />
<br />
Yes, check the page [advanced noble mechanics]<br />
<br />
== Introductory paragraph style ==<br />
<br />
The introductory section doesn't have a D for Dwarf disclaimer and uses casual style and imprecise technical language. It's a little too light on gameplay advice and a little too happy on the "unfortunate accident" jokes that started in the 2D version, are less relevant due to the larger map volume. Current version nobility are really bad to unfortunate accident, because of how succession works for civilization-level positions.<br />
The "noble" descriptor only appears in-game under a creature with menial labor exemption, I believe. It should be updated to call them administrators, both kinds are just called positions under the hood.<br />
[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 09:31, 1 February 2024 (UTC) DPh Kraken<br />
<br />
...The disclaimer issue, at least, has been fixed.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:25, 1 February 2024 (UTC)</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Noble&diff=297144
Noble
2024-02-01T11:22:31Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
{{D for Dwarf}}<br />
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|right|A human noble from times past.]]'''Nobles''' are <s>snotty, good-for-nothing parasites</s> [[Dwarf|dwarves]] elevated to a position of "rule" (or so ''they'' think) over your fortress. They provide a critical happiness bonus to unhappy and [[stress]]ed dwarves, who will yell at or cry on the nobles, and are also responsible for interacting with [[outpost liaison]]s. Nobles who can perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]], are colloquially known as '''utility nobles'''. Certain nobles are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. <br />
<br />
Certain higher-rank nobles can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[room]]s and other personal goodies, such as [[cabinet]]s and [[armor stand]]s, and some of them are envious bastards and do not want a lesser dwarf to have a better room than them. If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a noble, especially a popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore, a fortress lacking a noble ruler (such as a [[mayor]]) may be temporarily unable to appoint new nobles manually, including utility nobles, until a new dwarf takes office.<br />
<br />
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other non-utility noble. There is no benefit to having multiple of the same noble in the same fortress (except for [[militia captain]]s), so in the event you happen to have multiple [[baron]]s or similar, it is more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that nobles, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.<br />
<br />
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.<br />
<br />
== Menu ==<br />
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{k|n}} or the {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.<br />
<br />
Each list entry contains the following columns (from left to right):<br />
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.<br />
* Button to change the current holder of the position, if applicable.<br />
* An image of the current holder of the position, if there is one.<br />
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.<br />
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.<br />
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.<br />
* Any [[Mandate|mandates]] set by the noble.<br />
* For the [[bookkeeper]], the desired [[stocks]] display precision.<br />
<br />
== Triggers ==<br />
Landholding nobles have triggers defined in the [[settings#Land_holder|settings]]. The default requirements are listed below.<br />
<br />
*'''Population''' - Minimum population required for this position to become available.<br />
*'''Created Wealth''' - Minimum created wealth for this position to become available.<br />
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.<br />
<br />
{| class="sortable wikitable" style="text-align:center;"<br />
|- style="background:#F2F2F2;"<br />
! '''Land Holder'''<br />
! '''Population'''<br />
! '''Created Wealth'''<br />
! '''Exported Wealth'''<br />
<br />
|-<br />
! [[Baron]]<br />
| 20<br />
| 100k <br />
| 10k<br />
|-<br />
! [[Count]]<br />
| 20<br />
| 200k <br />
| 20k<br />
|-<br />
! [[Duke]]<br />
| 20<br />
| 300k <br />
| 30k<br />
|}<br />
<br />
== Needs ==<br />
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.<br />
<br />
<!-- Inactive nobles are commented out. --><br />
<!-- Note the colour progression:<br />
<!-- Note the colour progression (parenthesis are former values):<br />
Meager (FFFFE0) -> FFFF00<br />
Modest (FFFFC0) -> FFEA00<br />
(blank) (FFFFA0) -> FFCC00<br />
Decent (FFFF80) -> FFBA00<br />
Fine (FFFF60) -> FFA200<br />
Great (FFFF40) -> FF9000<br />
Grand (FFFF20) -> FF7800<br />
Royal (FFFF00) -> FF4E00<br />
--><br />
{| class="sortable wikitable" style="text-align:center;"<br />
|- style="background:#F2F2F2;"<br />
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates<br />
<br />
|-<br />
![[Baron]]<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Quarters<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Dining Room<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Office<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Tomb<br />
|2<br />
|1<br />
|1<br />
|1<br />
|2<br />
|1<br />
<br />
|-<br />
![[Bookkeeper]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Meager Office<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Broker]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<!--<br />
|-<br />
![[Captain]]<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Meager Quarters<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Meager Dining Room<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Meager Office<br />
|<span style="display:none">0</span>—<br />
|1<br />
|1<br />
|1<br />
|1<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
--><br />
|-<br />
![[Captain of the guard|Captain of the Guard]]<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Quarters<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Dining Room<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Office<br />
|<span style="display:none">0</span>—<br />
|1<br />
|1<br />
|1<br />
|1<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Champion]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|1<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Chief medical dwarf]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Count]]<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Bedroom<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Dining Room<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Throne Room<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Mausoleum<br />
|3<br />
|2<br />
|2<br />
|2<br />
|3<br />
|2<br />
|-<br />
![[Diplomat]]<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Bedroom<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Dining Room<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Throne Room<br />
|<span style="display:none">0</span>—<br />
|3<br />
|2<br />
|2<br />
|2<br />
|3<br />
|<span style="display:none">0</span>—<br />
|-<br />
![[Duke]]<br />
|bgcolor="#FF7850"|<span style="display:none">7</span>Grand Bedroom<br />
|bgcolor="#FF7850"|<span style="display:none">7</span>Grand Dining Room<br />
|bgcolor="#FF7850"|<span style="display:none">7</span>Opulent Throne Room<br />
|bgcolor="#FF7850"|<span style="display:none">7</span>Grand Mausoleum<br />
|5<br />
|3<br />
|3<br />
|3<br />
|5<br />
|3<br />
|-<br />
<br />
![[Dungeon master]]<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Quarters<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Dining Room<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Office<br />
|<span style="display:none">0</span>—<br />
|1<br />
|1<br />
|1<br />
|1<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Expedition leader]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<!--<br />
|-<br />
![[Forced administrator]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|3<br />
|2<br />
--><br />
|-<br />
![[General]]<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Quarters<br />
|bgcolor="#FFCC50"|<span style="display:none">3</span>Dining Room<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Office<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Grave<br />
|2<br />
|1<br />
|3<br />
|3<br />
|2<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Hammerer]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<!--<br />
|-<br />
![[Lieutenant]]<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Quarters<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Dining Room<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Office<br />
|<span style="display:none">0</span>—<br />
|1<br />
|1<br />
|2<br />
|2<br />
|1<br />
|<span style="display:none">0</span>—<br />
--><br />
|-<br />
![[Manager]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|bgcolor="#FFFF50"|<span style="display:none">1</span>Meager Office<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Mayor]]<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Quarters<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Dining Room<br />
|bgcolor="#FFBA50"|<span style="display:none">4</span>Decent Office<br />
|<span style="display:none">0</span>—<br />
|2<br />
|1<br />
|1<br />
|1<br />
|2<br />
|1<br />
<br />
|-<br />
![[Militia captain]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Militia commander]]<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Monarch]]<br />
|bgcolor="#FF5E40"|<span style="display:none">8</span>Royal Bedroom<br />
|bgcolor="#FF5E40"|<span style="display:none">8</span>Royal Dining Room<br />
|bgcolor="#FF5E40"|<span style="display:none">8</span>Royal Throne Room<br />
|bgcolor="#FF5E40"|<span style="display:none">8</span>Royal Mausoleum<br />
|<span style="display:none">9</span>10<br />
|5<br />
|5<br />
|5<br />
|<span style="display:none">9</span>10<br />
|5<br />
<br />
|-<br />
![[Outpost liaison]]<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Bedroom<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Great Dining Room<br />
|bgcolor="#FF9050"|<span style="display:none">6</span>Throne Room<br />
|<span style="display:none">0</span>—<br />
|3<br />
|2<br />
|2<br />
|2<br />
|3<br />
|<span style="display:none">0</span>—<br />
<br />
|-<br />
![[Sheriff]]<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Quarters<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Dining Room<br />
|bgcolor="#FFEA50"|<span style="display:none">2</span>Modest Office<br />
|<span style="display:none">0</span>—<br />
|1<br />
|1<br />
|1<br />
|1<br />
|<span style="display:none">0</span>—<br />
|<span style="display:none">0</span>—<br />
<br />
|}<br />
<br />
== Notes == <br />
This shows various notes for each position taken from the [[raws]].<br />
<br />
*'''#''' - lists whether one or more dwarves can have this position. Duke/Count/Baron don't have a number listed, but each fortress can only have one.<br />
*'''Squad''' - Lists the number and type of dwarf that this position leads<br />
*'''Spouse''' - The noble's spouse is also considered a noble, being called "[noble] [[consort]]". No privileges are attached to them, except of course the fact that they share the rooms with their spouse.<br />
*'''Heir''' - Is this individual replaced by an heir when they die?<br />
*'''Appointed By''' - Which position appoints this person initially? Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.<br />
*'''Replaced By''' - What position replaces this one?<br />
*'''Pop Req''' - Minimum population required for this position to become available.<br />
*'''Wealth Req''' - Minimum created & exported wealth (respectively) for this position to become available.<br />
*'''Elected''' - Is this dwarf elected?<br />
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so "lazy" nobles can still be assigned to perform any labor.<br />
*'''Immunity''' - Immune dwarves aren't punished for any crimes.<br />
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.<br />
*'''Military Screen Only''' - This position is only listed on the military screen.<br />
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of "lesser" dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.<br />
<br />
{| class="sortable wikitable" style="text-align:center;"<br />
|-<br />
! '''Position'''<br />
! width=5% | '''#'''<br />
! '''Squad'''<br />
! width=5% | '''Spouse'''<br />
! width=5% | '''Heir'''<br />
! '''Appointed By'''<br />
! '''Replaced By'''<br />
! width=5% | '''Pop Req'''<br />
! width=7% | '''Wealth Req'''<br />
! width=5% | '''Elected'''<br />
! '''Lazy'''<br />
! width=5% | '''Immunity'''<br />
! width=5% | '''Econ Exempt'''<br />
! width=5% | '''Military Screen Only'''<br />
! '''Jealous'''<br />
<br />
|-<br />
! Baron<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Monarch<br />
| Count<br />
| 20<br />
| 100k / 10k<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
<br />
|-<br />
! Bookkeeper<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
! Broker<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<!--<br />
|-<br />
! Captain<br />
| 1+<br />
| 10:Soldier<br />
| -<br />
| -<br />
| General<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
--><br />
|-<br />
! Captain of the Guard<br />
| 1<br />
| 10:Fortress Guard<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| 50<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
| -<br />
<br />
|-<br />
! Champion<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Duke/Count/Baron<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| -<br />
<br />
|-<br />
! Chief Medical Dwarf<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
! Count<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Monarch<br />
| Duke<br />
| 20<br />
| 200k / 20k<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
|-<br />
! Diplomat<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Monarch<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
|-<br />
! Duke<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Monarch<br />
| -<br />
| 20<br />
| 300k / 30k<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
<!--<br />
|-<br />
! Dungeon Master*<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Duke/Count/Baron<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
--><br />
|-<br />
! Expedition Leader<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
| -<br />
<!--<br />
|-<br />
! Forced Administrator*<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
--><br />
|-<br />
! General<br />
| 1<br />
| 10:Soldier<br />
| -<br />
| -<br />
| Monarch<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
<br />
|-<br />
! Hammerer<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| -<br />
<!--<br />
|-<br />
! Lieutenant<br />
| 1+<br />
| 10:Soldier<br />
| -<br />
| -<br />
| General<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
| Yes<br />
| Yes<br />
| -<br />
--><br />
|-<br />
! Manager<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
! Mayor<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| 50<br />
| -<br />
| Yes<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
| -<br />
<br />
|-<br />
! Militia Captain<br />
| 1+<br />
| 10:Militia-dwarf<br />
| -<br />
| -<br />
| Militia Commander<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
<br />
|-<br />
! Militia Commander<br />
| 1<br />
| 10:Militia-dwarf<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
! Monarch<br />
| 1<br />
| -<br />
| Yes<br />
| Yes<br />
| [[Armok]] himself<br />
| -<br />
| 140<br />
| [[Monarch|It's complicated]]<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
<br />
|-<br />
! Outpost Liaison<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Monarch<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
<br />
|-<br />
! Sheriff<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Exp.Leader/Mayor<br />
| Captain of the Guard<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| -<br />
| -<br />
<!--<br />
|-<br />
! Tax Collector*<br />
| 1<br />
| -<br />
| -<br />
| -<br />
| Duke/Count/Baron<br />
| -<br />
| -<br />
| -<br />
| -<br />
| Yes<br />
| Yes<br />
| Yes<br />
| -<br />
| Yes<br />
--><br />
|}<br />
<!--''* Not currently implemented.''--><br />
<br />
==Appointed noble selection==<br />
Appointed nobles are chosen by the player via the nobles and administrators menu {{menu icon|n}} (though technically in-universe, they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.<br />
<br />
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.<br />
<br />
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.<br />
<br />
*[[Manager]]s use the [[organizer]] skill.<br />
<br />
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].<br />
<br />
*[[Broker]]s most critically use the [[judge of intent]] and [[appraiser]] skill, among other [[social skill]]s.<br />
<br />
*[[Bookkeeper]]s have their very own [[record keeper]] skill.<br />
<br />
In-universe, when you appoint a noble, the new orders don't just descend from on high - instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission]]s before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.<br />
<br />
= General nobility mechanics =<br />
Aside from the nobles in your own fortress, your civilisation as well as other types of civilisations use a generic set of mechanics. These may be seen in for example the [[elves]], [[humans]] or [[goblins]] or in modded civilisations.<br />
<br />
== Nobles in other civilizations ==<br />
<br />
There are two basic kinds of nobles: civ-level and site-level. Positions with the [SITE] tag are site-level, those without it are civ-level. These types of nobles can be regarded as completely separate systems; with the lone exception of LAND_HOLDER related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.<br />
<br />
Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED). So the rules for when nobles appear are controlled by the tags which limit them.<br />
<br />
Nobles with [APPOINTED_BY:position] require a noble of the designated position.<br />
Nobles with [REQUIRES_POPULATION] require the population to have a specific size.<br />
Nobles with [REQUIRES_MARKET] will only appear in "large" sites (which may have different rules for different site types). This tag has no effect in fort mode.<br />
<br />
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.<br />
A position that requires a certain population will not appear in fort mode unless it has [APPOINTED_BY] or [ELECTED], probably due to a bug. In worldgen, there is no functional difference between [ELECTED] and no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.<br />
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [SUCCESSION] tag. If they have an heir or the position exists, the unit will be assigned. If not, a new one will be appointed according to the usual rules.<br />
It is possible to assign multiple levels of SUCCESSION:BY_POSITION, creating a line of positions where the death of one causes all those "below" them to advance.<br />
<br />
[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.<br />
<br />
These rules are followed in worldgen. It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles. For example, if a site can only appoint a position with [MILITARY_GOALS] after reaching a particular size, that site will not send armies on missions until the required size is reached.<br />
<br />
Another interesting point is that a civ-level LAW_MAKING position is required for the civilization to have any kind of cohesion. Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.<br />
<br />
== Landholders positions ==<br />
<br />
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.<br />
<br />
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.<br />
<br />
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =< 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.<br />
<br />
Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.<br />
<br />
Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.<br />
<br />
==Bugs==<br />
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.<br />
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}<br />
* New mayors and expedition leaders will be elected / "appointed by the monarch" after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}<br />
<br />
===Selecting Squads which contain Nobles===<br />
<br />
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.<br />
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517<br />
<br />
{{D for Dwarf}}<br />
Although <s>all</s> many players <s>often</s> constantly get <s>angry</s> murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.<br />
<br />
{{Translation<br />
| dwarven = rîthol<br />
| elvish = ramu<br />
| goblin = dösta<br />
| human = hal<br />
}}<br />
<br />
{{Nobles}}<br />
{{V50 menus}}<br />
{{Category|Fortress mode}}<br />
{{Category|Interface}}<br />
{{Category|Nobles}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Importing_and_exporting_worlds&diff=297105
Importing and exporting worlds
2024-01-29T11:08:47Z
<p>Silverwing235: Undo revision 297102 by 191.113.159.37 (talk) Not certain as to ''how'', obsolete, so, remove spam</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
Although ''Dwarf Fortress'' is a single-player game, it is still common to incorporate a social aspect into the game. For example, you may have found a great site that you want to share with others, you want to play a save or embark that someone else posted, you're reporting a crash during world generation, or maybe you simply want to back up your world or game. There are two primary methods for importing and exporting worlds in ''Dwarf Fortress'': exchanging the seed, and exchanging the save.<br />
<br />
== Seed ==<br />
"Seed" refers to the 4 specific random strings used to seed the pseudo-random number generator. These values are not sufficient to duplicate a world without the rest of the [[world token|world gen parameters]], but "seed" is shorter to say, so is often used to mean the entire set of parameters. Provided the versions of ''Dwarf Fortress'' are similar enough and no [[modding]] has taken place on either end, using a person's worldgen parameters suffices to generate the same world/s as they did. Unfortunately, this method is incapable of also moving around any events that happened after world generation ended, including the fortresses or adventures that may have taken place.<br />
<br />
If modding has taken place, the world (but still not any events past worldgen) can still be exchanged if both receiver and transmitter have exactly the same modification. Moving the world through this method may be slow for the receiver, especially for worlds with a long history.<br />
<br />
===Export===<br />
The easiest way to export your worldgen parameters is to press {{k|p}} at the "<font color="green">p</font>: Export image/info" prompt right after worldgen has completed. If you didn't do that, then start the game in [[Legends|Legends mode]], and press {{k|P}}. Either way, your ''Dwarf Fortress'' root folder should now contain several new files including a text file with the phrase "world_gen_param" in its name. That's the one people want. Copy or email the file or the text inside it to the receiver, or simply store the file in a safe place to be able to regenerate the world later.<br />
<br />
This process is more difficult during [[Fortress mode|fortress]] or [[Adventure mode|adventure]] play, because the world cannot be loaded in Legends mode. During fortress mode, load up your fortress and press {{k|Esc}}. Go to "export local image". Export local images of however much of your fortress you want (select only one level of it to save time exporting); the exported image is not important. Your ''Dwarf Fortress'' root folder should now contain several new files including a text file with phrase "world_gen_param" in its name. That is the one people want. As before, copy or email the file or its contents to whatever purpose was intended.<br />
<br />
During adventure play, the "export local image" function is not available. If this is the case, it is necessary to make a copy of the save. From the ''Dwarf Fortress'' root directory, navigate to "data/save". From there, locate the folder with the region name to export parameters of, and copy the entire folder. Then, paste the folder into the same "data/save" directory. Now, navigate to Dwarf Fortress and load the region with the name "Copy of ..." or "... copy" or the like, and retire or starve the adventurer. Then, load the same copy in Legends mode and press {{k|P}} to export the same "world_gen_param" file.<br />
<br />
After these processes, the extra files in the ''Dwarf Fortress'' root directory can be safely deleted. Additionally, after the adventure strategy, the copy of the region can also be deleted.<br />
<br />
===Import===<br />
Open your ''Dwarf Fortress'' root directory, go to Data, then Init. Open the text file called "world_gen.txt". Copy/Paste the parameters given to the bottom of that file. Make sure to save and close the file.<br />
<br />
Next, open ''Dwarf Fortress''. Go to "Design New World with Advanced Parameters". Worlds that you have parameters for are listed by title on the right. Choose your newly acquired world from the list and hit enter. Note that this process may take a while.<br />
<br />
==Save==<br />
The [[Saved game folder|save folder]] contains all the information on your world, and all the things you have done to it since you started playing. Use this if you want to share your actual fortress or adventure rather than just the pristine unplayed world, or if the world has already been played in and the previous fortresses or adventures are important for the purpose. Moving save folders around is also a useful way to back up your games while keeping clutter to a minimum in the Continue Game menu.<br />
<br />
Additionally, moving the world by save preserves all mods and [[Graphics set repository|graphics]]. Therefore, this may be the preferred method when the world is based on a modded game. Moving the world in this way is also significantly easier than by seed, but it may take up more disk space and will be harder to transfer.<br />
<br />
===Location===<br />
Your saved game is located in your ''Dwarf Fortress'' folder inside the "data/save" folder. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a "current" folder. The "current" folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.<br />
<br />
===Export===<br />
Upload the entire save folder (preferably compressed) to your favorite file host, or, better yet, to the [http://dffd.bay12games.com/ Dwarf Fortress File Depot].<br />
<br />
===Import===<br />
Simply drop the other person's save folder in the "data/save", and the game can be played.<br />
<br />
{{Category|Guides}}<br />
[[ru:Importing and exporting worlds]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Work_orders&diff=296963
Work orders
2024-01-24T16:36:52Z
<p>Silverwing235: and fix some grammar/typo</p>
<hr />
<div>{{av}}<br />
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]<br />
<br />
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}<br />
<br />
<br />
<br />
==Work Order Conditions==<br />
<br />
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:<br />
===Frequency Condition===<br />
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:<br />
<br />
* One-time order<br />
* Restarts if completed, checked daily<br />
* Restarts if completed, checked monthly<br />
* Restarts if completed, checked seasonally<br />
* Restarts if completed, checked yearly<br />
<br />
If there are other conditions, the options are:<br />
* One-time order, conditions checked daily<br />
* One-time order, conditions checked monthly<br />
* One-time order, conditions checked seasonally<br />
* One-time order, conditions checked yearly<br />
* Restarts if completed, conditions checked daily<br />
* Restarts if completed, conditions checked monthly<br />
* Restarts if completed, conditions checked seasonally<br />
* Restarts if completed, conditions checked yearly<br />
<br />
===Item Condition===<br />
<br />
By far the most complex condition, and the most common one used.<br />
<br />
Each Item condition has a set of parameters:<br />
<br />
* Amount<br />
* Equality<br />
* Type<br />
* Material<br />
* Adjective<br />
<br />
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' <br />
<br />
====Amount and Equality====<br />
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:<br />
<br />
* At Least (At Least 5 will activate on 5 or more)<br />
* At Most (At Most 5 will activate on 5 or less)<br />
* Greater Than (Greater Than 5 will activate on 6 or more)<br />
* Less Than (Less Than 5 will activate on 4 or less)<br />
* Exactly (Exactly 5 will activate on only 5)<br />
* Not (Not 5 will activate on any number other than 5)<br />
<br />
====Type====<br />
<br />
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.<br />
<br />
====Material====<br />
<br />
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.<br />
<br />
====Adjectives====<br />
<br />
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.<br />
{| class="wikitable"<br />
|- <br />
! Adjective !! Example !! Usage<br />
|-<br />
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material<br />
|-<br />
| Ammo items || Arrows, Bolts || For checking if you have some Ammo available. Useful in bolts automation.<br />
|- <br />
| Bag-processable items || || For the "Process plant to bag" order<br />
|-<br />
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material<br />
|-<br />
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want <br />
|-<br />
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available <br />
|-<br />
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts<br />
|-<br />
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores<br />
|-<br />
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs<br />
|-<br />
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs<br />
|-<br />
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist<br />
|-<br />
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in<br />
|-<br />
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow<br />
|- <br />
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation<br />
|-<br />
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two<br />
|-<br />
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems<br />
|-<br />
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze<br />
|-<br />
|Glaze items || || Used for checking there's items to glaze clay items with<br />
|-<br />
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material<br />
|- <br />
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth<br />
|-<br />
|Horn items || Yak Horn || Used for checking items required to make horn crafts<br />
|-<br />
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.<br />
|-<br />
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.<br />
|-<br />
|Lead bearing items || Galena || Same as using Galena material<br />
|-<br />
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation<br />
|-<br />
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective<br />
|-<br />
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order<br />
|-<br />
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs<br />
|-<br />
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.<br />
|-<br />
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern<br />
|-<br />
| Nickel-bearing items || Garnierite || Same as using material Garnierite<br />
|-<br />
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made<br />
|-<br />
| Oil-bearing items || || Used in soap making from oil<br />
|-<br />
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made<br />
|-<br />
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry<br />
|-<br />
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective<br />
|- <br />
| Processable (to barrel) items || || Used for the Process to Barrel order<br />
|-<br />
| Processable (to vial) items || || Used for the Process to vial items<br />
|-<br />
| Renderable items || ||<br />
|-<br />
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works<br />
|-<br />
| Shell items || ||<br />
|-<br />
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective<br />
|-<br />
| Silver-bearing items || Galena Ore || Used for making alloys with Silver<br />
|-<br />
| Soap items || || Can be added to type Bars to check for amount of soap<br />
|-<br />
| Tallow items || || Used for checking if there's enough tallow for soap making jobs<br />
|-<br />
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material<br />
|-<br />
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted<br />
|-<br />
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex<br />
|-<br />
| Yarn items || Alpaca Wool Bag, Sheep wool thread || Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective<br />
|}<br />
<br />
===Work Order Dependency===<br />
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.<br />
<br />
==Work Order Examples==<br />
<br />
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.<br />
<br />
===Process Plants (Plant Thread) with a maximum Plant Thread condition===<br />
<br />
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.<br />
<br />
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.<br />
# Ingredients Condition:<br />
## In conditions, add the suggested condition 'unrotten processable plants'.<br />
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.<br />
# Plant Thread Condition:<br />
## Add a Condition to the Work Order.<br />
## Change Type to 'Thread'.<br />
## Change Adj to 'Plant items'.<br />
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.<br />
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.<br />
<br />
===Collect Sand if there is not enough sand===<br />
<br />
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.<br />
<br />
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.<br />
#Empty Bags condition:<br />
##Add a Condition to the Work Order.<br />
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).<br />
##Set the Adjective of the item to 'Empty items'.<br />
##Set the amount on the bag condition to 5.<br />
#Sand Bags condition:<br />
##Add a Condition to the Work Order.<br />
##Set the Adjective of the item to 'Sand-Bearing Item'.<br />
##Set the amount on the sand bearing item condition to 20.<br />
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.<br />
<br />
<br />
===Collect Clay if there is not enough clay===<br />
<br />
A work order that will collect clay if there's less than 20 clay available.<br />
<br />
#Create a 'Collect Clay' work order.<br />
#Clay Condition:<br />
##Add a Condition to the Work Order.<br />
##Set the Type of the item to 'Stones'.<br />
##Set the Adjective of the item to 'Clay items'.<br />
##Set the amount on the Clay Stones item condition to 20.<br />
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.<br />
<br />
<br />
===Make Steel Bars automatically===<br />
<br />
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.<br />
<br />
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.<br />
#Pig Iron Bars Conditions:<br />
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.<br />
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.<br />
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.<br />
#Create a 'Make Steel Bars' work order. Leave the amount at 10.<br />
#Steel Bars Conditions:<br />
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.<br />
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.<br />
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.<br />
<br />
===Make Full Suits of Armor===<br />
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:<br />
<br />
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others<br />
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.<br />
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs<br />
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel<br />
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.<br />
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.<br />
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes<br />
#While the first set of armour is being made, '''before any of them complete''', edit the first job.<br />
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's "enough" metal when that metal is going towards other pieces in the same suit.<br />
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.<br />
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.<br />
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.<br />
<br />
===Shearing animals===<br />
<br />
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.<br />
<br />
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.<br />
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.<br />
#(Optional) Shear Animal Conditions:<br />
##Add an item condition.<br />
##Set the type to 'Thread'.<br />
##Set the Adjective to 'Yarn items'.<br />
##Set the amount to the maximum yarn thread wanted (<x>).<br />
##Press 'Change the inequality of the condition' until the condition says 'at most <x>' or 'less than <x>'.<br />
#Create a 'Spin Thread' work order. Set the amount to 5.<br />
#Spin Thread Conditions:<br />
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.<br />
##Set the amount to 5. <br />
##Press 'Change the inequality of the condition' until the condition says 'at least <x>'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.<br />
<br />
===Make Soap bars===<br />
<br />
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.<br />
<br />
#Create a 'Make soap from tallow' work order. Set the amount to 5.<br />
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.<br />
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.<br />
#Select the adjective of 'amount of bars' to be 'Soap items'.<br />
#Create a new Item condition, set the amount to 5.<br />
#Set the Material of the new item condition to 'Lye'.<br />
#Set the Type of the new item condition to 'Liquid'.<br />
<br />
===Make bone bolts===<br />
<br />
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.<br />
<br />
#Create a 'Make bone bolts' work order. Set the amount to 5.<br />
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.<br />
#Set the amount on 'unrotten bone body part' to 5.<br />
#Set the amount on 'bolts' to 50.<br />
#Add the adjective 'Bone items' to the 'bolts' condition.<br />
<br />
===Make wooden furniture based on amount of wooden furniture available===<br />
<br />
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.<br />
<br />
#Create a 'Make wooden table' work order.<br />
#From suggested conditions, select 'Amount of tables'.<br />
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.<br />
<br />
==Bugs/Finicky UI==<br />
===Adjectives===<br />
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.<br />
<br />
====Cloth====<br />
* Size (not a bug but an omission): There is no adjective for "large" or "small" for wearable items.<br />
* Used(not a bug but an omission) There is no adjective for "used"(x-x) to "extremely used"(XX-XX) for cloths items.<br />
<br />
<br />
<br />
===Materials===<br />
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.<br />
<br />
==See also==<br />
* [[Manager]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Dancer&diff=296944
Dancer
2024-01-19T10:47:29Z
<p>Silverwing235: </p>
<hr />
<div>{{Quality|Tattered}}<br />
{{Skill<br />
| color = 3:0<br />
| skill = Dancer<br />
| profession = <br />
| job name = <br />
| tasks = <br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Spatial Sense<br />
* Musicality<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
{{stub}}<br />
'''Dancer''' is a [[performance]] skill, used when performing a dance. Dancers may visit your fortress like bards and [[poet]]s and will sometimes petition to stay to entertain. Dwarves watching a performance will sometimes receive a positive thought. Dancers will usually perform in [[taverns]].<br />
<br />
{{Skills}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Clay&diff=296905
Clay
2024-01-17T17:56:38Z
<p>Silverwing235: /* Tips */</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{soillookup/0}}<br />
{{av}}<br />
<br />
'''Clay''' is one of the many types of [[soil]] that can be found in [[soil layer]]s. [[Aquifer]]s are never present in clay layers.<br />
<br />
== Ceramics ==<br />
{{main|Ceramic industry}}<br />
<br />
Five different soil types are classified as clay: clay, [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]], each of which can be gathered for use in [[Ceramic industry|ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' in the embark screen's biome viewer.<br />
<br />
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile (note that clay can be collected from adjacent clay walls, even diagonally), much like with [[sand]]; however, gathering clay creates a clay "boulder" (the same as raw stone) and does not require a bag. These clay boulders are stored in a stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile - any dwarf with the item hauling [[labor]] enabled can collect clay.<br />
<br />
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel, or a magma kiln. <br />
<br />
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.<br />
<br />
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. <br />
<br />
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message "Urist McBagger cancels Collect Clay: Clay vanished" if the job is in progress, or "Urist McBagger cancels Collect Clay: Need valid, active clay collection zone" if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass. You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.<br />
<br />
Occasionally, it is possible to 'cultivate' clay by channeling down into the lowest normal layer of the caverns, revealing a "[[Semi-molten rock|magma flow]]" above a floor of [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed). If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind. In some cases, this may be the sole domestic source of clay for a fortress.<br />
<br />
Clay cannot be used in jewelcrafting unlike any other stone or ore. Furthermore, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].<br />
<br />
== Tips ==<br />
Designation of a clay collection tile will repeatedly gather clay while the kiln has the job on repeat. This clay can then be used as a fire-safe building material for exterior walls. Using this strategy allows you to build a fort quickly without hauling heavy stone or using burnable wood. Placing the collection zone near the main stairway increases efficiency - remember to forbid clay from your stone stockpiles to avoid wasted hauling and valuable storage for real rocks.<br />
<br />
<br />
[[File:Clay-ss-2005.jpg|thumb|300px|center|Naturally occurring clay.]]<br />
<br />
{{gamedata}}<br />
<br />
{{materials}}<br />
{{soil}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=DF2014:Weapon_token&diff=296886
DF2014:Weapon token
2024-01-14T14:24:33Z
<p>Silverwing235: similarly</p>
<hr />
<div>{{Quality|Fine|11:50, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{Modding}}<br />
'''Weapon tokens''' define [[weapon]]s. These tokens can only be placed within an ITEM_WEAPON object definition, and most do not function in armor objects.<br />
{{clear}}<br />
<br />
==Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| <br />
*singular<br />
*plural<br />
| Name of the weapon. <font color="red">Required.</font><br />
<br />
|-<br />
| {{text anchor|ADJECTIVE}}<br />
| <br />
*adjective<br />
| Adjective of the weapon, e.g. the "large" in "large copper dagger".<br />
<br />
|-<br />
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}<br />
| <br />
*size<br />
| Volume of weapon in mL or cubic cm. Defaults to 100.<br />
<br />
|-<br />
| {{text anchor|SHOOT_FORCE}}<br />
| <br />
*value<br />
| The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.<br />
<br />
|-<br />
| {{text anchor|SHOOT_MAXVEL}}<br />
| <br />
*value<br />
| The maximum speed a fired projectile can have.<br />
<br />
|-<br />
| {{text anchor|SKILL}}<br />
| <br />
*[[Skill token]]<br />
| The skill to determine effectiveness in melee with this weapon. Defaults to MACE. AXE skill will allow it to be used to chop down trees. MINING skill will allow it to be used for mining. Outsider adventurers (or regular ones with no points in offensive skills) will receive a weapon with the SPEAR skill, selected at random if multiple ones have been [[modding|modded]] in. All adventurers will also start with a weapon using the DAGGER skill, again selected at random if multiple such weapons exist.<br />
<br />
|-<br />
| {{text anchor|RANGED}}<br />
| <br />
*[[Skill token]]<br />
*Ammo class<br />
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.<br />
<br />
|-<br />
| {{text anchor|TWO_HANDED}}<br />
| <br />
*size<br />
| Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.<br />
<br />
|-<br />
| {{text anchor|MINIMUM_SIZE}}<br />
| <br />
*size<br />
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.<br />
<br />
|-<br />
| {{text anchor|CAN_STONE}}<br />
|<br />
| Allows the weapon to be made at a [[craftsdwarf's workshop]] from a sharp ([MAX_EDGE:10000] or higher) stone (i.e. [[obsidian]]) plus a wood log.<br />
<br />
|-<br />
| {{text anchor|TRAINING}}<br />
|<br />
| Restricts this weapon to being made of wood.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_SIZE}}<br />
| <br />
*value<br />
| Number of bar units needed for forging, as well as the amount gained from melting. <font color="red">Required.</font><br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| <br />
*attacktype:BLUNT or EDGE<br />
*contact_area:value<br />
*penetration_size:value<br />
*verb2nd:string<br />
*verb3rd:string<br />
*noun:string<br />
*velocity_multiplier:value<br />
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Contact area is usually high for slashing and low for bludgeoning, piercing, and poking. Penetration value tends to be low for slashing and high for stabbing, and is ignored if attack is BLUNT. Verbs are for the 2nd and 3rd person action verbs used to describe the attack. Noun describes what part of the weapon is being used in the attack, or NO_SUB for none. Velocity_multiplier is a multiplier for the [[Material_science#Attack_Momentum|attack momentum]], increasing effectiveness; stab attacks use 1000 while the lash of a whip uses 5000. <font color="red">Required.</font><br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Weapon token]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Weapon_token&diff=296885
Weapon token
2024-01-14T14:23:17Z
<p>Silverwing235: /* Tokens */ and unfortunate English, besides</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
'''Weapon tokens''' define [[weapon]]s. These tokens can only be placed within an ITEM_WEAPON object definition, and most do not function in armor objects.<br />
{{clear}}<br />
<br />
==Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| <br />
*singular<br />
*plural<br />
| Name of the weapon. <font color="red">Required.</font><br />
<br />
|-<br />
| {{text anchor|ADJECTIVE}}<br />
| <br />
*adjective<br />
| Adjective of the weapon, e.g. the "large" in "large copper dagger".<br />
<br />
|-<br />
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}<br />
| <br />
*size<br />
| Volume of weapon in mL or cubic cm. Defaults to 100.<br />
<br />
|-<br />
| {{text anchor|SHOOT_FORCE}}<br />
| <br />
*value<br />
| The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.<br />
<br />
|-<br />
| {{text anchor|SHOOT_MAXVEL}}<br />
| <br />
*value<br />
| The maximum speed a fired projectile can have.<br />
<br />
|-<br />
| {{text anchor|SKILL}}<br />
| <br />
*[[Skill token]]<br />
| The skill to determine effectiveness in melee with this weapon. Defaults to MACE. AXE skill will allow it to be used to chop down trees. MINING skill will allow it to be used for mining. Outsider adventurers (or regular ones with no points in offensive skills) will receive a weapon with the SPEAR skill, selected at random if multiple ones have been [[modding|modded]] in. All adventurers will also start with a weapon using the DAGGER skill, again selected at random if multiple such weapons exist.<br />
<br />
|-<br />
| {{text anchor|RANGED}}<br />
| <br />
*[[Skill token]]<br />
*Ammo class<br />
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.<br />
<br />
|-<br />
| {{text anchor|TWO_HANDED}}<br />
| <br />
*size<br />
| Creatures under this size (in cm^3) must use the weapon two-handed (or more if the creature has extra [GRASP] parts){{verify}}. Defaults to 50000. Below this size, one-handed use of a weapon will cause a penalty to hit.<br />
<br />
|-<br />
| {{text anchor|MINIMUM_SIZE}}<br />
| <br />
*size<br />
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.<br />
<br />
|-<br />
| {{text anchor|CAN_STONE}}<br />
|<br />
| Allows the weapon to be made at a [[craftsdwarf's workshop]] from a sharp ([MAX_EDGE:10000] or higher) stone (i.e. [[obsidian]]) plus a wood log.<br />
<br />
|-<br />
| {{text anchor|TRAINING}}<br />
|<br />
| Restricts this weapon to being made of wood.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_SIZE}}<br />
| <br />
*value<br />
| Number of bar units needed for forging, as well as the amount gained from melting. <font color="red">Required.</font><br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| <br />
*attacktype:BLUNT or EDGE<br />
*contact_area:value<br />
*penetration_size:value<br />
*verb2nd:string<br />
*verb3rd:string<br />
*noun:string<br />
*velocity_multiplier:value<br />
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Contact area is usually high for slashing and low for bludgeoning, piercing, and poking. Penetration value tends to be low for slashing and high for stabbing, and is ignored if attack is BLUNT. Verbs are for the 2nd and 3rd person action verbs used to describe the attack. Noun describes what part of the weapon is being used in the attack, or NO_SUB for none. Velocity_multiplier is a multiplier for the [[Material_science#Attack_Momentum|attack momentum]], increasing effectiveness; stab attacks use 1000 while the lash of a whip uses 5000. <font color="red">Required.</font><br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Weapon token]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Grazer&diff=296862
DF2014 Talk:Grazer
2024-01-11T16:43:44Z
<p>Silverwing235: </p>
<hr />
<div>Much of the info on this page is obsolete because the grazing calculations were significantly changed in the 40.13 release. The description of the change was: "Reworked grazing formula, used fractional exponent to scale properly according to size."<br />
<br />
In d_init.txt this was added:<br />
<br />
Set this number to scale how often grazing animals need to eat. Larger numbers mean less food is necessary. Metabolism is always set according to the 3/4ths power of size.<br />
<br />
[GRAZE_COEFFICIENT:100]<br />
<br />
Further research is needed to determine what the pasture size needed for a given animal size.<br />
<br />
[[User:Khearn|Khearn]] ([[User talk:Khearn|talk]]) 22:02, 24 September 2014 (UTC)<br />
<br />
:Toady posted the STANDARD_GRAZER formula in the FotF thread. It is 20000*G*(max size)^(-3/4), where G is the graze coefficient, and max size is the internal body size, so raw body size divided by 10. [[User:Knight Otu|Knight Otu]] ([[User talk:Knight Otu|talk]]) 18:18, 25 September 2014 (UTC)<br />
<br />
<HR><br />
Ok, that's helpful. Assuming G is normalized so that GRAZE_COEFFICIENT:100 means that G is 1.0, here are some sample animals:<br />
{| class="wikitable sortable"<br />
|-<br />
! Animal !! max size !! New GRAZER !! Old GRAZER<br />
|-<br />
| Rabbit || 50 || 106,366 || 120,000<br />
|-<br />
| Sheep || 5000 || 3,364 || 1,200<br />
|-<br />
| Alpaca || 7000 || 2613 || 857<br />
|-<br />
| Donkey || 30000 || 877 || 200<br />
|-<br />
| Cow || 60000 || 522 || 100<br />
|-<br />
| Water Buffalo || 100000 || 356 || 60<br />
|-<br />
| Elephant || 500000 || 106 || 12<br />
|}<br />
<br />
Using the rule of thumb that 20000=Grazer*Required_tiles, then: <br />
{| class="wikitable sortable"<br />
|-<br />
! Animal!! New Tiles !! New NxN !! Old Tiles !! Old NxN<br />
|-<br />
| Rabbit || 0.2 || 1x1 || 0.2 || 1x1<br />
|-<br />
| Sheep || 6 || 2x3 || 17 || 4x4<br />
|-<br />
| Alpaca || 8 || 3x3 || 25 || 5x5<br />
|-<br />
| Donkey || 23 || 5x5 || 100 || 10x10<br />
|-<br />
| Cow || 38 || 6x7 || 200 || 14x14<br />
|-<br />
| Water Buffalo || 56 || 8x8 || 333 || 18x18<br />
|-<br />
| Elephant || 188 || 14x14 || 1667 || 41x41<br />
|}<br />
<br />
Those are significantly smaller for the larger animals, and look like they could be reasonable. I'll try reducing my pastures to the sizes based on this formula and see if they do OK. If so, I'll update the page with the new formula and values. Thanks for the info!<br />
<br />
[[User:Khearn|Khearn]] ([[User talk:Khearn|talk]]) 23:12, 25 September 2014 (UTC)<br />
<br />
:I actually forgot a part that impacts a few creatures - the standard_grazer tag has a floor of 150 (meaning rhino-sized and larger creatures all get a grazer value of 150), and a ceiling of 3 million (which probably requires a high graze coefficient to be reaached.) [[User:Knight Otu|Knight Otu]] ([[User talk:Knight Otu|talk]]) 07:34, 26 September 2014 (UTC)<br />
<br />
Why is there first person writing under the Key section?<br />
<br />
:...that I just fixed due to not being generally done around here, you mean? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 16:43, 11 January 2024 (UTC)</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=DF2014:Grazer&diff=296861
DF2014:Grazer
2024-01-11T16:37:16Z
<p>Silverwing235: /* List of grazing animals */ fix unnecessary 1st person</p>
<hr />
<div>{{Quality|Superior|20:05, 19 December 2016 (UTC)}}<br />
{{av}}{{buggy}}<br />
[[File:grazing_preview.jpg|thumb|275px|right|It tastes like ramen to them.]]Tame '''grazing''' animals (those with the {{token|STANDARD_GRAZER}} token) require a constant source of [[grass]] or [[cave moss]] to survive. [[Pasture]]s are currently the easiest such source, however care must be taken to ensure that the pasture is large enough to provide food for all the assigned animals (and any auto-assigned babies). Other sources are [[Animal caretaker|animal caretakers]] feeding chained/caged creatures, and dwarves feeding their [[pet]]s.<br />
<br />
==Grazing animals and pasture size==<br />
Grazing animals use the {{token|STANDARD_GRAZER}} which calculates a value from this formula:<br />
<br />
GRAZER = 20000 &times; G &times; (max size)<sup>-3/4</sup><br />
<br />
'''''G''' can be set in d_init (100 by default)''<br />
<br />
'''''max size''' is the maximum size a creature can reach, divided by 10.''<br />
<br />
''The minimum resulting GRAZER value is capped at 150, the maximum at 3 million.''<br />
<br />
For custom creatures, you could also set the value directly with the {{token|GRAZER|cr|<value>}} token. In either case, this is an inverse number - the GRAZER value signifies how much hunger is reduced when eating a unit of grass. (Hunger increases every tick; a creature dies when it reaches 100,000). A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. Because of this, it may be wise to give larger animals grazing areas separate from other animals, as the larger animals are likely to not leave enough grass for other animals, which can lead to them starving. If you started your fortress in an undead biome, you may need to assign more space for a pasture, as much of the grass is dead - animals will not eat dead grass and will only eat the still-living patches.<br />
<br />
Animals which graze are typically good livestock candidates, as many of them can be [[milk]]ed and three also can be [[shear]]ed for [[wool]]. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed. Grazing animals who are pets will occasionally be fed by their owners, allowing them to roam free without the need of a pasture, however this is unreliable due to pet feeding being a very low-priority job, often leading to these pets starving and possibly dying if not supervised. If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material, which may be [[sand]], [[clay]] or [[soil]]. In this way, you receive a visual clue as to the size of the pasture required.<br />
<br />
==List of grazing animals==<br />
{{catbox}}<br />
Take the following numbers with a grain of salt; they ignore the differing abilities of various biomes to replenish grass and are instead based on a rule of thumb that 20000=Grazer*Required_tiles. Usually you can get along with way smaller pastures. Nevertheless, a fairly large herd can cause overgrazing fast, so keep an eye out for hungry animals and desolate [[grass]]less pastures.<br />
<br />
{| class="wikitable sortable" style="text-align:left"<br />
|-<br />
! Animal<br />
! Grazer<br>value<br />
! Creature<br>Size<br />
! [[Milking|Milkable]]<br />
! [[Shearing|Shearable]]<br />
! Recommended Pasture Size<br>per individual<br />
! Needed Tiles (per rule-of-thumb)<br />
! Sqrt of Needed Tiles<br />
|-<br />
<br />
| [[Elephant]]<br />
|style="text-align:right"| 106.366<br />
|style="text-align:right"| 5,000,000<br />
|| || || 19 × 10 || 188.03 || 13.7<br />
|-<br />
<br />
| [[Giant moose|Giant bull moose]]<br />
|style="text-align:right"| 119.990<br />
|style="text-align:right"| 4,257,750<br />
| <br />
| <br />
| 14 × 12<br />
| 166.68<br />
| 12.9<br />
|-<br />
<br />
| [[Rhinoceros]]<br />
|style="text-align:right"| 156.023<br />
|style="text-align:right"| 3,000,000<br />
| <br />
| <br />
| 13 × 10<br />
| 128.19<br />
| 11.3<br />
|-<br />
<br />
| [[Giant moose|Giant moose cow]]<br />
|style="text-align:right"| 176.008<br />
|style="text-align:right"| 2,554,650<br />
| <br />
| <br />
| 13 × 9<br />
| 113.63<br />
| 10.7<br />
|-<br />
<br />
| [[Draltha]]<br />
|style="text-align:right"| 178.885<br />
|style="text-align:right"| 2,500,000<br />
| <br />
| <br />
| 14 × 8<br />
| 111.80<br />
| 10.6<br />
|-<br />
<br />
| [[Gigantic panda]]<br />
|style="text-align:right"| 318.005<br />
|style="text-align:right"| 1,160,900<br />
| <br />
| <br />
| <s>9 × 7</s> ♠<br />
| <s>62.89</s> ♠<br />
| <s>7.9</s> ♠<br />
|-<br />
<br />
| [[Water buffalo]]<br />
|style="text-align:right"| 355.656<br />
|style="text-align:right"| 1,000,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 10 × 6<br />
| 56.23<br />
| 7.5<br />
|-<br />
<br />
| [[Giraffe]]<br />
|style="text-align:right"| 355.656<br />
|style="text-align:right"| 1,000,000<br />
| <br />
| <br />
| 10 × 6<br />
| 56.23<br />
| 7.5<br />
|-<br />
<br />
| [[Yak]]<br />
|style="text-align:right"| 464.736<br />
|style="text-align:right"| 700,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 9 × 5<br />
| 43.04<br />
| 6.6<br />
|-<br />
<br />
| [[Cow]]<br />
|style="text-align:right"| 521.695<br />
|style="text-align:right"| 600,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 8 × 5<br />
| 38.34<br />
| 6.2<br />
|-<br />
<br />
| [[Unicorn]]<br />
|style="text-align:right"| 521.695<br />
|style="text-align:right"| 600,000<br />
| <br />
| <br />
| 8 × 5<br />
| 38.34<br />
| 6.2<br />
|-<br />
<br />
| [[Moose|Bull moose]]<br />
|style="text-align:right"| 576.648<br />
|style="text-align:right"| 525,000<br />
| <br />
| <br />
| 7 × 5<br />
| 34.68<br />
| 5.9<br />
|-<br />
<br />
| [[Giant capybara]]<br />
|style="text-align:right"| 578.011<br />
|style="text-align:right"| 523,350<br />
| <br />
| <br />
| 7 × 5<br />
| 34.60<br />
| 5.9<br />
|-<br />
<br />
| [[Horse]]<br />
|style="text-align:right"| 598.140<br />
|style="text-align:right"| 500,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 7 × 5<br />
| 33.44<br />
| 5.8<br />
|-<br />
<br />
| [[Camel]] (both)<br />
|style="text-align:right"| 598.140<br />
|style="text-align:right"| 500,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 7 × 5<br />
| 33.44<br />
| 5.8<br />
|-<br />
<br />
| [[Mule]]<br />
|style="text-align:right"| 707.107<br />
|style="text-align:right"| 400,000<br />
| <br />
| <br />
| 6 × 5<br />
| 28.28<br />
| 5.3<br />
|-<br />
<br />
| [[Moose|Cow moose]]<br />
|style="text-align:right"| 845.857<br />
|style="text-align:right"| 315,000<br />
| <br />
| <br />
| 5 × 5<br />
| 23.64<br />
| 4.9<br />
|-<br />
<br />
| [[Donkey]]<br />
|style="text-align:right"| 877.383<br />
|style="text-align:right"| 300,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 5 × 5<br />
| 22.80<br />
| 4.8<br />
|-<br />
<br />
| [[Elk]]<br />
|style="text-align:right"| 877.383<br />
|style="text-align:right"| 300,000<br />
| <br />
| <br />
| 5 × 5<br />
| 22.80<br />
| 4.8<br />
|-<br />
<br />
| [[Muskox]]<br />
|style="text-align:right"| 911.793<br />
|style="text-align:right"| 285,000<br />
| <br />
| <br />
| 5 × 5<br />
| 21.93<br />
| 4.7<br />
|-<br />
<br />
| [[Giant red panda]]<br />
|style="text-align:right"| 1,053.393<br />
|style="text-align:right"| 235,100<br />
| <br />
| <br />
| <strike>5 × 4</strike> ♠<br />
| <strike>18.99</strike> ♠<br />
| <strike>4.4</strike> ♠<br />
|-<br />
<br />
| [[Tapir]]<br />
|style="text-align:right"| 1,189.207<br />
|style="text-align:right"| 200,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 6 × 3<br />
| 16.82<br />
| 4.1<br />
|-<br />
<br />
| [[Llama]]<br />
|style="text-align:right"| 1,286.991<br />
|style="text-align:right"| 180,000<br />
| style="text-align:center"| Yes <br />
| style="text-align:center"| Yes <br />
| 4 × 4<br />
| 15.54<br />
| 3.9<br />
|-<br />
<br />
| [[Deer]]<br />
|style="text-align:right"| 1,553.939<br />
|style="text-align:right"| 140,000<br />
| <br />
| <br />
| 5 × 3<br />
| 12.87<br />
| 3.6<br />
|-<br />
<br />
| [[Reindeer]]<br />
|style="text-align:right"| 1,642.754<br />
|style="text-align:right"| 130,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 5 × 3<br />
| 12.17<br />
| 3.5<br />
|-<br />
<br />
| [[Panda]]<br />
|style="text-align:right"| 1,642.754<br />
|style="text-align:right"| 130,000<br />
| <br />
| <br />
| <strike>5 × 3</strike> ♠<br />
| <strike>12.17</strike> ♠<br />
| <strike>3.5</strike> ♠<br />
|-<br />
<br />
| [[Warthog]]<br />
|style="text-align:right"| 2,000.000<br />
|style="text-align:right"| 100,000<br />
| <br />
| <br />
| 4 × 3<br />
| 10.00<br />
| 3.2<br />
|-<br />
<br />
| [[Elk bird]]<br />
|style="text-align:right"| 2,000.000<br />
|style="text-align:right"| 100,000<br />
| <br />
| <br />
| 4 × 3<br />
| 10.00<br />
| 3.2<br />
|-<br />
<br />
| [[Kangaroo]]<br />
|style="text-align:right"| 2,164.453<br />
|style="text-align:right"| 90,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 4 × 3<br />
| 9.24<br />
| 3.0<br />
|-<br />
<br />
| [[Alpaca]]<br />
|style="text-align:right"| 2,613.403<br />
|style="text-align:right"| 70,000<br />
| style="text-align:center"| Yes <br />
| style="text-align:center"| Yes <br />
| 4 × 2<br />
| 7.65<br />
| 2.8<br />
|-<br />
<br />
| [[Goat]]<br />
|style="text-align:right"| 3,363.586<br />
|style="text-align:right"| 50,000<br />
| style="text-align:center"| Yes <br />
| <br />
| 3 × 2<br />
| 5.95<br />
| 2.4<br />
|-<br />
<br />
| [[Mountain goat]]<br />
|style="text-align:right"| 3,363.586<br />
|style="text-align:right"| 50,000<br />
| <br />
| <br />
| 3 × 2<br />
| 5.95<br />
| 2.4<br />
|-<br />
<br />
| [[Ibex]]<br />
|style="text-align:right"| 3,363.586<br />
|style="text-align:right"| 50,000<br />
| <br />
| <br />
| 3 × 2<br />
| 5.95<br />
| 2.4<br />
|-<br />
<br />
| [[Impala]]<br />
|style="text-align:right"| 3,363.586<br />
|style="text-align:right"| 50,000<br />
| <br />
| <br />
| 3 × 2<br />
| 5.95<br />
| 2.4<br />
|-<br />
<br />
| [[Sheep]]<br />
|style="text-align:right"| 3,363.586<br />
|style="text-align:right"| 50,000<br />
| style="text-align:center"| Yes <br />
| style="text-align:center"| Yes <br />
| 3 × 2<br />
| 5.95<br />
| 2.4<br />
|-<br />
<br />
| [[Capybara]]<br />
|style="text-align:right"| 3,640.161<br />
|style="text-align:right"| 45,000<br />
| <br />
| <br />
| 3 × 2<br />
| 5.49<br />
| 2.3<br />
|-<br />
<br />
| [[Wombat]]<br />
|style="text-align:right"| 5,656.854<br />
|style="text-align:right"| 25,000<br />
| <br />
| <br />
| 2 × 2<br />
| 3.54<br />
| 1.9<br />
|-<br />
<br />
| [[Gazelle]]<br />
|style="text-align:right"| 6,687.403<br />
|style="text-align:right"| 20,000<br />
| <br />
| <br />
| 2 × 2<br />
| 2.99<br />
| 1.7<br />
|-<br />
<br />
| [[Hoary marmot]]<br />
|style="text-align:right"| 11,246.827<br />
|style="text-align:right"| 10,000<br />
| <br />
| <br />
| 2 × 1<br />
| 1.78<br />
| 1.3<br />
|-<br />
<br />
| [[Red panda]]<br />
|style="text-align:right"| 18,914.832<br />
|style="text-align:right"| 5,000<br />
| <br />
| <br />
| <strike>2 × 1</strike> ♠<br />
| <strike>1.06</strike> ♠<br />
| <strike>1.0</strike> ♠<br />
|-<br />
<br />
| [[Hare]]<br />
|style="text-align:right"| 24,716.044<br />
|style="text-align:right"| 3,500<br />
| <br />
| <br />
| 1 × 1<br />
| 0.81<br />
| 0.9<br />
|-<br />
<br />
| [[Groundhog]]<br />
|style="text-align:right"| 27,745.276<br />
|style="text-align:right"| 3,000<br />
| <br />
| <br />
| 1 × 1<br />
| 0.72<br />
| 0.8<br />
|-<br />
<br />
| [[Cavy]]<br />
|style="text-align:right"| 74767.439<br />
|style="text-align:right"| 800<br />
| <br />
| <br />
| 1 × 1<br />
| 0.27<br />
| 0.5<br />
|-<br />
<br />
| [[Rabbit]]<br />
|style="text-align:right"| 106365.918<br />
|style="text-align:right"| 500<br />
| <br />
| <br />
| 1 × 1<br />
| 0.19<br />
| 0.4<br />
|-<br />
|}<br />
;Key: ♠ the four panda species will eat ''only bamboo'' (any type), in effect requiring much larger pasture areas even on maps where bamboo does grow, and modding to survive on maps where it doesn't<br />
<br />
The giant animals not listed here are not included yet because that's a bunch more work, and it is uncertain how many of them (if any) are still bugged.<!--<br />
<br />
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.<br />
<br />
{| class="wikitable sortable" style="text-align:right"<br />
|-<br />
! Animal<br />
! Grazer<br>value<br />
! Creature<br>Size<br />
! [[Milking|Milkable]]<br />
! [[Shearing|Shearable]]<br />
! Recommended Pasture Size<br>per individual<br />
! Pasture Area<br />
|-<br />
<br />
|style="text-align:left"| [[Giant tapir]]<br />
| 300<br />
| 1,700,000<br />
| Yes<br />
|<br />
|style="text-align:left"| 9 × 9 ?<br />
||81<br />
|-<br />
<br />
|style="text-align:left"| [[Giant kangaroo]]<br />
| 667<br />
| 857,700<br />
| Yes<br />
|<br />
|style="text-align:left"| 6 × 6<br />
||36<br />
|-<br />
<br />
|style="text-align:left"| [[Giant ibex]]<br />
| 1,200<br />
| 560,000<br />
| <br />
| <br />
|style="text-align:left"| 4 × 4<br />
||20<br />
|-<br />
<br />
|style="text-align:left"| [[Giant impala]]<br />
| 1,200<br />
| 560,000<br />
| <br />
| <br />
|style="text-align:left"| 4 × 4<br />
||20<br />
|-<br />
<br />
|style="text-align:left"| [[Giant wombat]]<br />
| 2,308<br />
| 377,750<br />
| <br />
| <br />
|style="text-align:left"| 3 × 3 ?<br />
||9<br />
|-<br />
<br />
|style="text-align:left"| [[Giant hare]]<br />
| 17,143<br />
| 224,560<br />
|<br />
|<br />
|style="text-align:left"| 1 × 1 ?<br />
||1<br />
|-<br />
|}<br />
--><br />
<br />
==Bugs==<br />
<br />
* Grass does not grow back on mountain biomes.{{bug|4164}}<br />
* Egg-laying grazers will starve themselves sitting on a [[nest box]].{{bug|4637}}<br />
** Some workarounds are detailed in [http://www.bay12forums.com/smf/index.php?topic=175915.0 this forum thread.]<br />
* Grazing juveniles tend to clump in the same tile as their mother, leading to starvation and [[overcrowding]]. This is particularly problematic for species with large litters, like [[giant capybara]]s.{{verify|no bug report}}<br />
* When a [[civilian alert]] is active, grazers outside of the alert burrow refuse to eat.{{bug|6240}}<br />
[[ru:Grazer]]<br />
<br />
{{category|Fortress mode}}</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Vampire&diff=296845
Vampire
2024-01-10T23:47:38Z
<p>Silverwing235: /* Identification */</p>
<hr />
<div>{{Quality|Exceptional|16:31, 27 February 2023 (CST)}}<br />
{{av}}<br />
{{buggy}}<br />
{{minorspoiler}}<br />
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}<br />
<br />
[[File:vampire_sprite_preview.png|right]]'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their former [[deity|deities]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood, or [[water]] contaminated by said vampire blood.<br />
<br />
Graphically, if revealed to be a vampire, dwarves and [[human]]s will have light green skin. [[Elves]], [[goblin]]s and [[kobold]]s on the other hand, will have blue skin. [[Animal people]] will appear as they are, with no color palette changes.<br />
==Description==<br />
{{Translation<br />
| term = blood sucker<br />
| dwarven = nazush-eb<br />
| elvish = cameda-pelese<br />
| goblin = ogom-oson<br />
| human = cadem-engo<br />
}}<br />
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related to world size, population, and history, and it can be directly controlled with [[advanced world generation]]—a world generating with "{{tt|Number of Vampire Curse Types}}" set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshipper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be human or dwarven. However, since [[civilization]]s can have members not of their founding race, the occasional vampiric goblin, elf, or even [[Animal people|animal person]] will also occur.<br />
<br />
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food]], or need to breathe (and thus, cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm, fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully, they receive a large happiness boost.<br />
<br />
Vampires do not [[age]] - most live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s while they hide their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not-uncommon sight upon the thrones of certain ill-starred [[civilization]]s, which do not seem to wonder as to how their liege has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will nonplayer [[necromancer]]s—while they're undead, necromancers cannot control vampires, as they possess free will. Vampires are sterile, and therefore can't have [[children]].<br />
<br />
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshiping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power. {{verify}}<br />
<br />
None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)<br />
<br />
== Habits ==<br />
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampiric resident within the first few years - some may see two or more. Vampires arrive with a false name, hiding their true name and kill list until they are discovered. They act as any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: they do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, vampires will not claim rooms on their own{{verify}}), and own items. The most important difference is that sometimes ''(when? how often?)'', they drink the blood of dwarves or other creatures (if any tame animals somehow fall asleep - eg via a syndrome - vampires will drink their blood as willingly as they will that of a dwarf or other creature) that they catch sleeping. If a vampire is in the military and has current station orders, they may ignore them and search out a victim, still displaying 'station'.<br />
If a vampire is caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. If a vampire is killed, the corpse will bear the original name of the creature, rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.<br />
<br />
== Identification ==<br />
<br />
Visually, in the default Steam edition tileset, vampires have unnatural looking pale-green skin, and this is the easiest way to identify them, provided they are not wearing armor/clothing that conceals their skin, such as a helmet or mask. Vampires are not smart enough to deliberately conceal their appearance, but since they often have strong military skills, an inexperienced player may immediately put the vampire in a military squad, inadvertently concealing their appearance with armor.<br />
<br />
Should a concealed dwarf be a suspected vampire, they can be stripped naked by being put in a military squad and issued a minimal or empty uniform set to "replace clothing".<br />
<br />
=== Non-visual identification ===<br />
<br />
It might be smart to scan the [[thoughts and preferences]] screens of all incoming migrants before welcoming them to their new home, as a safety measure; it really ''sucks'' when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood. Sometimes, when getting visitors, the game might immediately disclose some vampire visitors with messages like the following:<br><br />
{{DFtext|Eman Togiocba, Human Bard vampire is visiting.|2:1}}<br />
<br />
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around: They were most likely fed upon, but survived. Dwarven [[corpse]]s being discovered "drained of blood" are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well and speedily, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.<br />
<br />
Once you suspect you have a vampire, you probably want to know ''who'' it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers. When using the [[Premium version]] graphics, it gives vampires distinctive blueish-white skin, making them very easy to identify. <br />
<br />
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and "great" or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than normal dwarves; abnormally long lists of [[relationships|relations]], and often many, many children, none of whom are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.<br />
<br />
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they "have the appearance of somebody who is (x) years old," a very good indicator of a vampire in cases where they have too many children - or too many civilization associations - to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that "s/he could really use a drink," "s/he has not had a drink in far, far too long," or "can't even remember the last time s/he had some." This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the "took joy in slaughter lately" thought. It is also possible to find surface thoughts reacting "seeing [the victim] die" -- since normally the vampire is the only witness to their own murder, it's a strong signal.<br />
<br />
There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], with injured lungs they have no problem "breathing", nor will submerged vampires [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.<br />
<br />
Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires of other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf or human bone item is a vampire; having multiples of these items is a stronger indication.<br />
<br />
One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.<br />
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.<br />
<br />
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. Vampires often still worship the god that cursed them with vampirism, so one of the deities of a vampire may have a "cursed the dwarf [vampire's true name] . . ." clause. Note that the level of worship of their deity by vampires is *always* 'dubious'. (might be incorrect in 0.50+{{verify}} ) Deities also list historical figures which have begun worshiping them. If an already-cursed vampire comes to worship a new deity, they are flagged as such in the deity's history, with an "In the [season] of [year], [deity] received the worship of the [species] vampire [vampire's true name]" clause. Lacking both of these clauses from all of their deities seems to be a clear sign that the suspect is ''not'' a vampire. This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.<br />
<br />
Then there are the (in ''Dwarf Fortress'', inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue|statuary]] and [[engraving]]s, through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one ("Dwarf A") to "Dwarf A Vampire" when they are doing certain activities.<br />
<br />
There are a few "cheap" ways as well. [[Utilities#DFHack|DFHack]] has a special command, "cursecheck," which returns the count of cursed creatures on a tile, and will report vampires. Anyway, it shows only "true" vampire name, which you cant find at unit list, and you can just check one dwarf at a time, so good tactics is to start check from new mayor, traders, administrators and other social-based dwarves. You also can use "cursecheck nick" command at the moment, when there is no cursor on the screen (for example when you at {{K|U}}nit List screen), and after running at Unit list press {{K|v}}iew and then {{K|y}}customize to look at the nickname: if unit is vampire - such will be his nickname. DF Hack manual says that set the type of curse as nickname does not always show up in-game, some vamps don’t like nicknames.<br />
Checking out a drained dwarf in [[legends]] mode will tell you that "In the year Z X was drained of all blood by Y."<br />
<br />
To see if a vampire was cursed by a deity that it worships, look under the <s>vampire's</s> dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: "In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]". Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after "needs alcohol to get through the working day").<br />
<br />
Finally, a suspected vampire will have an unusually large amount of kills, if you are using an utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills.<br />
<br />
Rarely, vampires may settle in a [[lair|burrow]] after fleeing from their parent civilization. Their vampiric status isn't hidden at all, so if you embark on that burrow, you will see that creature as a vampire from the start.<br />
<br />
== Defense ==<br />
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty, such as temporary imprisonment. If you want to get rid of them, you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work, but melting chambers (like drowning chambers, but with magma instead of water), however, will. This can be facilitated through the use of burrows, but you will need to be fast when using those, because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized, because even the ghosts of vampires will seek out your sleeping citizens and kill them.<br />
<br />
== Uses ==<br />
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarves to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as [[Immortality|immortal]] as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.<br />
<br />
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.<br />
<br />
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the "can't even remember the last time he/she had some" level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.<br />
<br />
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should they be assigned to the lever room. Of course, you could drop them some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply them with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment "delayed".<br />
<br />
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using them as a miner or easily trained into a legendary swimmer. A vampiric craftsdwarf may be burrow-limited to their workshop plus a stockpile, or a miner restricted to specific mining levels, avoiding any other miners. It will be safe if all of the miners have separate, assigned bedrooms.<br />
<br />
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time, which gives your medical team lots of experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.<br />
<br />
Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress. However, do note that a very long time without sucking blood heavily penalizes their skill rolls, leading to even legendary dwarves rarely or never producing masterworks.<br />
<br />
If you have no better idea, you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.<br />
<br />
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.<br />
<br />
== Unfortunate accidents ==<br />
Although keeping a single vampire in eternal [[solitary confinement]] can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them—they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].<br />
<br />
== Adventure mode ==<br />
=== Becoming a vampire ===<br />
There are three ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood (or simply attacking them, causing them to bleed and then drinking their blood off the floor), which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}} In some cases, drinking water that has been tainted with the vampire's blood will be more effective, much like drinking from a blood-tainted well.<br />
<br />
Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. <br />
<br />
Another, safer method is by toppling statues of your god/s in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.). If a statue unrelated to your religion is toppled, nothing will happen.<br />
<br />
The third way of acquiring the vampire curse is to find an altar with a suitable set of divination [[dice]] and roll it until the gods are enraged and curse you for your insolence. After receiving a message stating "Do not tempt fate.", another roll of the dice will transform you into either a werebeast or vampire. As above, the curse is random, and reloading will give you a different curse.<br />
<br />
=== Playing as a vampire ===<br />
You will be able to feed on other creatures by using {{k|e}} and choosing the "Feed" option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu, but their description will show them as extremely muscular. Physical attributes, such as endurance, are still able to increase after becoming a vampire.<br />
<br />
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. (The vampire ability to sense living creatures will satisfy your need to "See Animal" through walls.) Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue. Due to such conditions, it is relatively impossible to quench your thirst on any member of a civilization without antagonizing any of your companions - even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side, you just need to suck the blood of the first creature you find, and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone, weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive, and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief window of time to suck a sleeping person's blood.<br />
<br />
After becoming a vampire, you become invincible to zombies, since you're now an undead night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against [[bogeymen]] and [[night troll]]s, since you'll be quicker than both.<br />
<br />
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (As of 40.24, it seems companions actually do care, and this can cause a loyalty cascade, it doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampiric bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals such as [[dingo]]s is possible, but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry [[bronze colossus]]. <br />
<br />
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.<br />
<br />
=== Finding vampires ===<br />
There are several ways to find a vampire in adventure mode.<br />
<br />
* Asking local citizens (not nobles, hearthpersons or travelers) about "troubles" and "beasts" will usually point out the nearest ones first.<br />
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of "the dwarf vampire Urist McBloodsucker".<br />
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.<br />
<br />
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.<br />
<br />
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.<br />
<br />
=== Killing vampires ===<br />
Vampires in adventure mode that are in hiding always wield the basic knife common to all villagers and wear basic clothing, perhaps also jewellery – their lousy weapons make them a lesser threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non-combat kills ''a la'' fortress mode vampires. In some cases, the vampire may be accompanied by cultists who will assist the bloodsucker in combat.<br />
<br />
Vampires don't breathe or feel pain, so don't bother trying to strangle them or using blunt weapons. Instead, just slice them up with something edged, so they rapidly bleed to death, try to decapitate them, or use wrestling to break their weapon arm and then finish them off at your leisure.<br />
<br />
Vampires attack anyone around them once exposed, so if you like, you can allow them to begin attacking random civilians, and target them while they're busy, or even wait until the peasants weaken them.<br />
<br />
Note that, even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.<br />
<br />
== Modding ==<br />
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.<br />
<br />
== Bugs ==<br />
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}<br />
** Vampires can drink alcohol if it is served by tavern keeper. <br />
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}<br />
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}<br />
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}<br />
* Weapon kill lists identify vampires.{{bug|5635}}<br />
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}<br />
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}<br />
<br />
{| {{listboxformat|class=gamedata}}<br />
!colspan="2" style="border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell" | Example raws (as extracted from world.dat)<br />
|- style="text-align: left; display:table-cell; "<br />
| <div style="overflow:auto; max-width:800px"><span class="gamedata-content" style="font-family: monospace; font-size:1.25em; white-space:pre;"><br />
<br />
[INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
<br />
[GENERATED]<br />
<br />
[I_SOURCE:DEITY]<br />
[IS_USAGE_HINT:MAJOR_CURSE]<br />
[IS_HIST_STRING_1: cursed ]<br />
[IS_HIST_STRING_2: to prowl the night in search of blood]<br />
[IS_TRIGGER_STRING_SECOND:have]<br />
[IS_TRIGGER_STRING_THIRD:has]<br />
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]<br />
<br />
[I_SOURCE:INGESTION]<br />
[IS_HIST_STRING_1: consumed the tainted blood of ]<br />
[IS_HIST_STRING_2: and was cursed]<br />
<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_REQUIRES:HAS_BLOOD]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_FORBIDDEN:SUPERNATURAL]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:VAMPCURSE]<br />
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]<br />
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]<br />
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]<br />
[CE:INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
[CE:SYNDROME_TAG:SYN_INGESTED]<br />
[CE:SYNDROME_TAG:SYN_INJECTED]<br />
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]<br />
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]<br />
<br />
|-<br />
|}<br />
<br />
{{Creatures}}<br />
{{category|humanoids}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[Ru:Vampire]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=DF2014:Vampire&diff=296844
DF2014:Vampire
2024-01-10T23:41:36Z
<p>Silverwing235: /* Identification */</p>
<hr />
<div>{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
{{minorspoiler}}<br />
[[File:vampire_preview.jpg|thumb|Prefers Type O-.]]<br />
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}<br />
<br />
'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their former [[deity|deities]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood, or [[water]] contaminated by said vampire blood.<br />
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==Description==<br />
{{Translation<br />
| term = blood sucker<br />
| dwarven = nazush-eb<br />
| elvish = cameda-pelese<br />
| goblin = ogom-oson<br />
| human = cadem-engo<br />
}}<br />
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related to world size, population, and history, and it can be directly controlled with [[advanced world generation]]—a world generating with "{{tt|Number of Vampire Curse Types}}" set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshipper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their founding race, the occasional vampiric [[goblin]], [[elf]], or even [[Animal people|animal person]] will also occur.<br />
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food]], or need to breathe (and thus, cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm, fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully, they receive a large happiness boost.<br />
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Vampires do not [[age]] - most live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s while they hide their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not-uncommon sight upon the thrones of certain ill-starred [[civilization]]s, which do not seem to wonder as to how their liege has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will nonplayer [[necromancer]]s—while they're undead, necromancers cannot control vampires, as they possess free will. Vampires are sterile, and therefore can't have [[children]].<br />
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshiping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power. {{verify}}<br />
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None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)<br />
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== Habits ==<br />
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampiric resident within the first few years - some may see two or more. Vampires arrive with a false name, hiding their true name and kill list until they are discovered. They act as any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: they do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, vampires will not claim rooms on their own{{verify}}), and own items. The most important difference is that sometimes ''(when? how often?)'', they drink the blood of dwarves or other creatures (if any tame animals somehow fall asleep - eg via a syndrome - vampires will drink their blood as willingly as they will that of a dwarf or other creature) that they catch sleeping. If a vampire is in the military and has current station orders, they may ignore them and search out a victim, still displaying 'station'.<br />
If a vampire is caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. If a vampire is killed, the corpse will bear the original name of the creature, rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.<br />
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== Identification ==<br />
It might be smart to scan the [[thoughts and preferences]] screens of all incoming migrants before welcoming them to their new home, as a safety measure; it really ''sucks'' when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.<br />
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around: They were most likely fed upon, but survived. Dwarven [[corpse]]s being discovered "drained of blood" are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well and speedily, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.<br />
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Once you suspect you have a vampire, you probably want to know ''who'' it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.<br />
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Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and "great" or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than normal dwarves; abnormally long lists of [[relationships|relations]], and often many, many children, none of whom are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.<br />
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they "have the appearance of somebody who is (x) years old," a very good indicator of a vampire in cases where they have too many children - or too many civilization associations - to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that "s/he could really use a drink," "s/he has not had a drink in far, far too long," or "can't even remember the last time s/he had some." This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the "took joy in slaughter lately" thought. It is also possible to find surface thoughts reacting "seeing [the victim] die" -- since normally the vampire is the only witness to their own murder, it's a strong signal.<br />
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There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], with injured lungs they have no problem "breathing", nor will submerged vampires [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.<br />
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Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires of other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf or human bone item is a vampire; having multiples of these items is a stronger indication.<br />
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One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.<br />
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.<br />
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. Vampires often still worship the god that cursed them with vampirism, so one of the deities of a vampire may have a "cursed the dwarf [vampire's true name] . . ." clause. Note that the level of worship of their deity by vampires is *always* 'dubious'. (Might be incorrect in 0.44) Deities also list historical figures which have begun worshiping them. If an already-cursed vampire comes to worship a new deity, they are flagged as such in the deity's history, with an "In the [season] of [year], [deity] received the worship of the [species] vampire [vampire's true name]" clause. Lacking both of these clauses from all of their deities seems to be a clear sign that the suspect is ''not'' a vampire. This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.<br />
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Then there are the (in ''Dwarf Fortress'', inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue|statuary]] and [[engraving]]s, through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one ("Dwarf A") to "Dwarf A Vampire" when they are doing certain activities.<br />
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There are a few "cheap" ways as well. [[Utilities#DFHack|DFHack]] has a special command, "cursecheck," which returns the count of cursed creatures on a tile, and will report vampires. Anyway, it shows only "true" vampire name, which you cant find at unit list, and you can just check one dwarf at a time, so good tactics is to start check from new mayor, traders, administrators and other social-based dwarves. You also can use "cursecheck nick" command at the moment, when there is no cursor on the screen (for example when you at {{K|U}}nit List screen), and after running at Unit list press {{K|v}}iew and then {{K|y}}customize to look at the nickname: if unit is vampire - such will be his nickname. DF Hack manual says that set the type of curse as nickname does not always show up in-game, some vamps don’t like nicknames.<br />
Checking out a drained dwarf in [[legends]] mode will tell you that "In the year Z X was drained of all blood by Y."<br />
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To see if a vampire was cursed by a deity that it worships, look under the <s>vampire's</s> dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: "In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]". Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after "needs alcohol to get through the working day").<br />
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Finally, a suspected vampire will have an unusually large amount of kills, if you are using an utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills.<br />
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Rarely, vampires may settle in a [[lair|burrow]] after fleeing from their parent civilization. Their vampiric status isn't hidden at all, so if you embark on that burrow, you will see that creature as a vampire from the start.<br />
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== Defense ==<br />
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty, such as temporary imprisonment. If you want to get rid of them, you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those, because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized, because even the ghosts of vampires will seek out your sleeping citizens and kill them.<br />
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== Uses ==<br />
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarves to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as [[Immortality|immortal]] as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.<br />
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.<br />
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the "can't even remember the last time he/she had some" level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.<br />
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should they be assigned to the lever room. Of course, you could drop them some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply them with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment "delayed".<br />
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using them as a miner or easily trained into a legendary swimmer. A vampiric craftsdwarf may be burrow-limited to their workshop plus a stockpile, or a miner restricted to specific mining levels, avoiding any other miners. It will be safe if all of the miners have separate, assigned bedrooms.<br />
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time, which gives your medical team lots of experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.<br />
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Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress. However, do note that a very long time without sucking blood heavily penalizes their skill rolls, leading to even legendary dwarves rarely or never producing masterworks.<br />
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If you have no better idea, you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.<br />
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.<br />
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== Unfortunate accidents ==<br />
Although keeping a single vampire in eternal [[solitary confinement]] can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them—they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].<br />
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== Adventure mode ==<br />
=== Becoming a vampire ===<br />
There are three ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood (or simply attacking them, causing them to bleed and then drinking their blood off the floor), which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}} In some cases, drinking water that has been tainted with the vampire's blood will be more effective, much like drinking from a blood-tainted well.<br />
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Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. <br />
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{{New in|0.47.04}}<br />
Another, safer method is by toppling statues of your god/s in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.). If a statue unrelated to your religion is toppled, nothing will happen.<br />
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The third way of acquiring the vampire curse is to find an altar with a suitable set of divination [[dice]] and roll it until the gods are enraged and curse you for your insolence. After receiving a message stating "Do not tempt fate.", another roll of the dice will transform you into either a werebeast or vampire. As above, the curse is random, and reloading will give you a different curse.<br />
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=== Playing as a vampire ===<br />
You will be able to feed on other creatures by using {{k|e}} and choosing the "Feed" option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu, but their description will show them as extremely muscular. Physical attributes, such as endurance, are still able to increase after becoming a vampire.<br />
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If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. (The vampire ability to sense living creatures will satisfy your need to "See Animal" through walls.) Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue. Due to such conditions, it is relatively impossible to quench your thirst on any member of a civilization without antagonizing any of your companions - even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side, you just need to suck the blood of the first creature you find, and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone, weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive, and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief window of time to suck a sleeping person's blood.<br />
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After becoming a vampire, you become invincible to zombies, since you're now an undead night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against [[bogeymen]] and [[night troll]]s, since you'll be quicker than both.<br />
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (As of 40.24, it seems companions actually do care, and this can cause a loyalty cascade, it doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampiric bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals such as [[dingo]]s is possible, but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry [[bronze colossus]]. <br />
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Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.<br />
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=== Finding vampires ===<br />
There are several ways to find a vampire in adventure mode.<br />
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* Asking local citizens (not nobles, hearthpersons or travelers) about "troubles" and "beasts" will usually point out the nearest ones first.<br />
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of "the dwarf vampire Urist McBloodsucker".<br />
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.<br />
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Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.<br />
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Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPCs for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.<br />
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=== Killing vampires ===<br />
Vampires in adventure mode that are in hiding always wield the basic knife common to all villagers and wear basic clothing, perhaps also jewellery – their lousy weapons make them a lesser threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non-combat kills ''a la'' fortress mode vampires. In some cases, the vampire may be accompanied by cultists who will assist the bloodsucker in combat.<br />
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Vampires don't breathe or feel pain, so don't bother trying to strangle them or using blunt weapons. Instead, just slice them up with something edged, so they rapidly bleed to death, try to decapitate them, or use wrestling to break their weapon arm and then finish them off at your leisure.<br />
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Vampires attack anyone around them once exposed, so if you like, you can allow them to begin attacking random civilians, and target them while they're busy, or even wait until the peasants weaken them.<br />
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Note that, even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.<br />
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== Creating vampires ==<br />
{{removed feature<br />
|version=0.47.01<br />
|section=1<br />
|This technique does not work in v0.47 and above, because the statue toppler also needs to worship the relevant god.<br />
}}<br />
Key:<br />
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F: floor<br />
W: wall<br />
B: bridge<br />
P: pit/pond zone<br />
S: statue (in a temple meeting zone)<br />
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{{diagram|spaces=yes|\<br />
z0 ║z-1 ║z-2<br />
WWW ║WWW ║WWWWW<br />
WPW ║W W ║WFBSW<br />
WFW ║WWW ║WWWWW<br />
}}<br />
Using the vampire-maker©:<br />
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1: Capture a [[building destroyer]], such as a [[troll]].<br />
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2: Throw building destroyer into pit.<br />
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3: Throw useless, weak animals or enemies down until the building destroyer gets a title from it.<br />
<br />
4: Open bridge.<br />
<br />
5: Let it destroy the statue. You now have a vampire! (or [[werebeast]].)<br />
<br />
(for z1, just make it so it can't get up)<br />
<br />
== Modding ==<br />
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.<br />
<br />
== Bugs ==<br />
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}<br />
** Vampires can drink alcohol if it is served by tavern keeper. <br />
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}<br />
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}<br />
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}<br />
* Weapon kill lists identify vampires.{{bug|5635}}<br />
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}<br />
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}<br />
<br />
{| {{listboxformat|class=gamedata}}<br />
!colspan="2" style="border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell" | Example raws (as extracted from world.dat)<br />
|- style="text-align: left; display:table-cell; "<br />
| <div style="overflow:auto; max-width:800px"><span class="gamedata-content" style="font-family: monospace; font-size:1.25em; white-space:pre;"><br />
<br />
[INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
<br />
[GENERATED]<br />
<br />
[I_SOURCE:DEITY]<br />
[IS_USAGE_HINT:MAJOR_CURSE]<br />
[IS_HIST_STRING_1: cursed ]<br />
[IS_HIST_STRING_2: to prowl the night in search of blood]<br />
[IS_TRIGGER_STRING_SECOND:have]<br />
[IS_TRIGGER_STRING_THIRD:has]<br />
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]<br />
<br />
[I_SOURCE:INGESTION]<br />
[IS_HIST_STRING_1: consumed the tainted blood of ]<br />
[IS_HIST_STRING_2: and was cursed]<br />
<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_REQUIRES:HAS_BLOOD]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_FORBIDDEN:SUPERNATURAL]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:VAMPCURSE]<br />
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]<br />
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]<br />
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]<br />
[CE:INTERACTION:DEITY_CURSE_VAMPIRE_1]<br />
[CE:SYNDROME_TAG:SYN_INGESTED]<br />
[CE:SYNDROME_TAG:SYN_INJECTED]<br />
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]<br />
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]<br />
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]<br />
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]<br />
<br />
|-<br />
|}<br />
<br />
{{Creatures}}<br />
{{category|humanoids}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[Ru:Vampire]]</div>
Silverwing235
https://dwarffortresswiki.org/index.php?title=Material_definition_token&diff=296804
Material definition token
2024-01-06T09:50:50Z
<p>Silverwing235: and grammar</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]].<br />
<br />
__TOC__<br />
{{clear}}<br />
<br />
==Material properties==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|USE_MATERIAL_TEMPLATE}}<br />
|<br />
* <template name><br />
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.<br />
<br />
|-<br />
| {{text_anchor|PREFIX}}<br />
|<br />
* <prefix> or NONE<br />
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|STONE_NAME}}<br />
|<br />
* <name><br />
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders").<br />
<br />
|-<br />
| {{text_anchor|IS_GEM}}<br />
|<br />
* <name><br />
* <plural><br />
* OVERWRITE_SOLID (optional)<br />
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.<br />
<br />
|-<br />
| {{text_anchor|TEMP_DIET_INFO}}<br />
| <br />
* <type><br />
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.<br />
<br />
|-<br />
| {{text_anchor|POWDER_DYE}}<br />
|<br />
*<[[Color#Color_tokens|color token]]><br />
| Allows the material to be used as [[dye]], and defines color of dyed items.<br />
<br />
|-<br />
| {{text_anchor|TILE}}<br />
| <br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').<br />
<br />
|-<br />
| {{text_anchor|ITEM_SYMBOL}}<br />
|<br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]<br />
<br />
|-<br />
| {{text_anchor|BUILD_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|TILE_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|BASIC_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|STATE_COLOR}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<[[Color#Color_tokens|color token]]><br />
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
| Determines the name of the material at the specified state, as displayed in-game.<br />
[STATE_NAME:ALL_SOLID:stone]<br />
<br />
|-<br />
| {{text_anchor|STATE_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<adjective><br />
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
*<adjective><br />
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.<br />
<br />
|-<br />
| {{text_anchor|ABSORPTION}}<br />
|<br />
*<value><br />
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TORSION_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|BENDING_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|MAX_EDGE}}<br />
|<br />
*<value><br />
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_VALUE}}<br />
|<br />
*<value><br />
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.<br />
<br />
|-<br />
| {{text_anchor|MULTIPLY_VALUE}}<br />
|<br />
*<value><br />
| Multiplies the value of the material. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SPEC_HEAT}}<br />
|<br />
*<specific heat capacity><br />
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature below which the material takes damage from cold. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material will catch fire. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material melts. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material boils. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Items composed of this material will initially have this temperature. Used in conjunction with <code>[SPEC_HEAT:NONE]</code> to make material's temperature fixed at the specified value. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SOLID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).<br />
<br />
|-<br />
| {{text_anchor|MOLAR_MASS}}<br />
|<br />
*<value><br />
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Also affects combat calculations like the densities, but only for attacks made by gases (e.g. forgotten beasts made of steam).<br />
<br />
|-<br />
| {{text_anchor|EXTRACT_STORAGE}}<br />
| * BARREL or FLASK<br />
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.<br />
<br />
|-<br />
| {{text_anchor|BUTCHER_SPECIAL}}<br />
|<br />
*<[[item token]]><br />
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.<br />
<br />
|-<br />
| {{text_anchor|MEAT_NAME}}<br />
|<br />
*<prefix><br />
*<name><br />
*<adjective><br />
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.<br />
<br />
|-<br />
| {{text_anchor|BLOCK_NAME}}<br />
|<br />
*<singular><br />
*<plural><br />
| Specifies the name of [[block]]s made from this material.<br />
<br />
|-<br />
| {{text_anchor|WAFERS}}<br />
|<br />
| The material forms "wafers" instead of "[[bar]]s".<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}<br />
|<br />
*<reaction reference><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.<br />
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]<br />
<br />
|-<br />
| {{text_anchor|ITEM_REACTION_PRODUCT}}<br />
|<br />
*<item reference><br />
*<[[item token]]><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a complete item. The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws. The rest refers to the type of item, then its material.<br />
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]<br />
<br />
|-<br />
| {{text_anchor|REACTION_CLASS}}<br />
|<br />
*<reaction class name><br />
| Used to classify all items made of the material, so that reactions can use them as generic reagents.<br />
In default raws, the following are used:<br />
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX<br />
* CAN_GLAZE - items made from this material can be glazed.<br />
* FLUX - can be used as [[flux]] in pig iron and steel making.<br />
* GYPSUM - can be processed into [[gypsum plaster]].<br />
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].<br />
<br />
|-<br />
| {{text_anchor|METAL_ORE}}<br />
|<br />
* <inorganic material name e.g. [[lead|LEAD]]><br />
* <value><br />
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).<br />
<br />
|-<br />
| {{text_anchor|THREAD_METAL}}<br />
|<br />
* <inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]><br />
* <value><br />
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|HARDENS_WITH_WATER}}<br />
|<br />
* <[[material token]]><br />
| Allows the material to be used to make [[healthcare|casts]].<br />
<br />
|-<br />
| {{text_anchor|SOAP_LEVEL}}<br />
|<br />
*<value><br />
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SYNDROME}}<br />
|<br />
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].<br />
<br />
|-<br />
| {{text_anchor|ANTLER}}<br />
|<br />
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|FEATHER}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|SCALE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HOOF}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CHITIN}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CARTILAGE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|MEAT_CATEGORY}}<br />
| category<br />
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.<br />
|}<br />
<br />
<br />
<br />
<br />
===Material states===<br />
<br />
The following is a list of valid material states:<br />
<br />
{| {{prettytable}}<br />
|-<br />
|'''SOLID'''<br />
|-<br />
|'''LIQUID'''<br />
|-<br />
|'''GAS'''<br />
|-<br />
|'''POWDER''' (or '''SOLID_POWDER''')<br />
|-<br />
|'''PASTE''' (or '''SOLID_PASTE''')<br />
|-<br />
|'''PRESSED''' (or '''SOLID_PRESSED''')<br />
|}<br />
<br />
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
!Value<br />
!Description<br />
|-<br />
|'''ALL'''<br />
|Denotes all possible material states.<br />
|-<br />
|'''ALL_SOLID'''<br />
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.<br />
|}<br />
<br />
==Material usage tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|IMPLIES_ANIMAL_KILL}}<br />
|<br />
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_PLANT}}<br />
|<br />
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_CREATURE}}<br />
|<br />
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL}}<br />
|<br />
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_PLANT}}<br />
|<br />
| Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE_CREATURE}}<br />
|<br />
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE}}<br />
|<br />
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_PLANT}}<br />
|<br />
| Classifies the material as plant powder, allowing its storage in food stockpiles under "Milled Plant".<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_CREATURE}}<br />
|<br />
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". Unlike milled plants, such as sugar and flour, "Bone Meal" barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC}}<br />
|<br />
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}<br />
|<br />
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PASTE}}<br />
|<br />
| Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}<br />
|<br />
| Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}<br />
|<br />
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_PLANT}}<br />
|<br />
| Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_CREATURE}}<br />
|<br />
| Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_OTHER}}<br />
|<br />
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC}}<br />
|<br />
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STRUCTURAL_PLANT_MAT}}<br />
|<br />
| Classifies the material as a plant, allowing its storage in food stockpiles under "Plants".<br />
<br />
|-<br />
| {{text_anchor|SEED_MAT}}<br />
|<br />
| Classifies the material as a plant seed, allowing its storage in food stockpiles under "Seeds".<br />
<br />
|-<br />
| {{text_anchor|BONE}}<br />
|<br />
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|WOOD}}<br />
|<br />
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|THREAD_PLANT}}<br />
|<br />
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".<br />
<br />
|-<br />
| {{text_anchor|TOOTH}}<br />
|<br />
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HORN}}<br />
|<br />
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|PEARL}}<br />
|<br />
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|SHELL}}<br />
|<br />
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|LEATHER}}<br />
|<br />
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.<br />
<br />
|-<br />
| {{text_anchor|SILK}}<br />
|<br />
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".<br />
<br />
|-<br />
| {{text_anchor|SOAP}}<br />
|<br />
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}}<br />
<br />
|-<br />
| {{text_anchor|GENERATES_MIASMA}}<br />
|<br />
| Material generates miasma when it rots.<br />
<br />
|-<br />
| {{text_anchor|MEAT}}<br />
|<br />
| Classifies the material as edible meat.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|ROTS}}<br />
|<br />
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]<br />
<br />
|-<br />
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").<br />
<br />
|-<br />
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "ichor".<br />
<br />
|-<br />
| {{text_anchor|GOO_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "goo".<br />
<br />
|-<br />
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "slime".<br />
<br />
|-<br />
| {{text_anchor|PUS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "pus".<br />
<br />
|-<br />
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "sweat".<br />
<br />
|-<br />
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "tears".<br />
<br />
|-<br />
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "spit".<br />
<br />
|-<br />
| {{text_anchor|EVAPORATES}}<br />
|<br />
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.<br />
<br />
|-<br />
| {{text_anchor|ENTERS_BLOOD}}<br />
|<br />
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_VERMIN}}<br />
|<br />
| Can be eaten by vermin.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_RAW}}<br />
|<br />
| Can be eaten raw.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_COOKED}}<br />
|<br />
| Can be cooked and then eaten.<br />
<br />
|-<br />
| {{text_anchor|DO_NOT_CLEAN_GLOB}}<br />
|<br />
| Prevents globs made of this material from being cleaned up and destroyed.<br />
<br />
|-<br />
| {{text_anchor|NO_STONE_STOCKPILE}}<br />
|<br />
| Prevents the material from showing up in Stone stockpile settings.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_METAL}}<br />
|<br />
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_BARRED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[bone]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SCALED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[shell]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_LEATHER}}<br />
|<br />
| Equivalent to ITEMS_SOFT. Given to [[leather]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SOFT}}<br />
|<br />
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_HARD}}<br />
|<br />
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.<br />
<br />
|-<br />
| {{text_anchor|IS_STONE}}<br />
|<br />
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.<br />
<br />
|-<br />
| {{text_anchor|UNDIGGABLE}}<br />
| <br />
| Used for a stone that cannot be dug into.<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_UNGLAZED}}<br />
|<br />
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.<br />
<br />
|-<br />
| {{text_anchor|YARN}}<br />
|<br />
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_THREAD_METAL}}<br />
|<br />
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".<br />
<br />
|-<br />
| {{text_anchor|IS_METAL}}<br />
|<br />
| Defines the material as being metal, allowing it to be used at forges.<br />
<br />
|-<br />
| {{text_anchor|IS_GLASS}}<br />
|<br />
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.<br />
<br />
|-<br />
| {{text_anchor|IS_CERAMIC}}<br />
|<br />
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.<br />
<br />
|-<br />
| {{text_anchor|CRYSTAL_GLASSABLE}}<br />
|<br />
| Can be used in the production of crystal glass.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON}}<br />
| <br />
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON_RANGED}}<br />
|<br />
| Ranged weapons can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ANVIL}}<br />
|<br />
| [[Anvil]]s can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_AMMO}}<br />
|<br />
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DIGGER}}<br />
|<br />
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ARMOR}}<br />
|<br />
| [[Armor]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DELICATE}}<br />
|<br />
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SIEGE_ENGINE}}<br />
|<br />
| Siege engine parts can be made out of this material. Does not appear to work.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_QUERN}}<br />
|<br />
| Querns and millstones can be made out of this material. Does not appear to work.<br />
|}<br />
<br />
==Syndrome tokens==<br />
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|- <br />
| {{text_anchor|SYN_NAME <br />
| <br />
* text <br />
| Defines the name of the syndrome<br />
<br />
|-<br />
| {{text_anchor|SYN_INJECTED}}<br />
| <br />
| Syndrome can be contracted by injection (by a creature)<br />
<br />
|- <br />
| {{text_anchor|SYN_CONTACT}}<br />
| <br />
| Syndrome can be contracted on contact (e.g. poison dust or liquid)<br />
<br />
|- <br />
| {{text_anchor|SYN_INHALED}}<br />
| <br />
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)<br />
<br />
|-<br />
| {{text_anchor|SYN_INGESTED}}<br />
| <br />
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CLASS}}<br />
| <br />
* creature class name<br />
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CLASS}}<br />
| <br />
* creature class name<br />
| Makes the class of creatures immune to the syndrome<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Adds a specific creature to those affected.<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Makes the creature immune to the syndrome<br />
<br />
|- <br />
| CE_PAIN<br />CE_SWELLING<br />CE_OOZING<br />CE_BRUISING<br />CE_BLISTERS<br />CE_NUMBNESS<br />CE_PARALYSIS<br />CE_FEVER<br />CE_BLEEDING<br />CE_COUGH_BLOOD<br />CE_VOMIT_BLOOD<br />CE_NAUSEA<br />CE_UNCONSCIOUSNESS<br />CE_NECROSIS<br />CE_IMPAIR_FUNCTION<br />CE_DROWSINESS<br />CE_DIZZINESS<br />
| <br />
*SEV:<value> (severity, higher is worse)<br />
*PROB:<value(1-100)> (probability)<br />
*RESISTABLE (optional) allows resistance<br />
*SIZE_DILUTES (optional) lessens effect based on size <br />
Place affected:<br />
*LOCALIZED (optional)<br />
*VASCULAR_ONLY (optional)<br />
*MUSCULAR_ONLY (optional)<br />
*BP:BY_CATEGORY:category:tissue (optional)<br />
*BP:BY_TYPE:type:tissue (optional)<br />
*BP:BY_TOKEN:token:tissue (optional)<br />
Timeline:<br />
*Start:effect start time<br />
*Peak:effect peak time<br />
*End:effect end time<br />
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]<br />
<br />
|}<br />
<br />
==See also==<br />
* [[Inorganic material definition token]]<br />
* [[Syndrome]]<br />
* [[Hardcoded material]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Material definition token]]</div>
Silverwing235