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{{Quality|Fine}}
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{{Quality|Superior|02:10, 29 April 2013 (UTC)}}
 
{{av}}
 
{{av}}
[[File:raw_preview.png|240px|right]]
 
  
'''Raw files''' are text files found in the <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\</code> subdirectory of ''Dwarf Fortress'' (used for [[world generation]]), as well as inside the [[save|saved game]] folder for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
+
'''Raw files''' are text files found in the '''raw/objects/''' subdirectory of ''Dwarf Fortress'' (used for [[world generation]]), as well as inside the [[saved game folder]] ('''data/save/&lt;region name&gt;/raw/objects/''') for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
  
The <code>data\vanilla\*_graphics</code> subfolders are used to store user-customizable [[graphics set repository|graphics sets]]. The <code>data\vanilla\[[interaction examples]]</code> folder contains examples useful for modding but completely ignored by ''Dwarf Fortress''.
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The '''raw/graphics''' subfolder of ''Dwarf Fortress'' is used to store user-customizable [[graphics set repository|graphics sets]]. The '''raw/interaction examples''' folder is absolutely useless and completely ignored by ''Dwarf Fortress''.
  
''Dwarf Fortress'' is not currently an open-source program, so most [[modding]] of the game is limited to altering the raws or [[memory hacking]].
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Dwarf Fortress is not an open-source program, so most [[modding]] of the game is limited to altering the raws or [[memory hacking]].
  
[[Duplicated raws|Duplicating the raw files]] can cause strange, difficult-to-diagnose problems, and even crashes in some cases.
+
Duplicating the raw files can cause strange, difficult-to-diagnose problems, and even crashes in some cases.
  
 
==Syntax of raw files==
 
==Syntax of raw files==
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  <...contents...>
 
  <...contents...>
  
''filename'' is a copy of the raw file name, minus the .txt extension; every raw must begin with this. It must begin with a certain prefix depending on the TYPE (see below).
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ID is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
 
 
''TYPE'' is a keyword that instructs the game what sort of objects are being defined in the raw (see below).  An individual raw file can (and must) have only one OBJECT:TYPE.
 
 
 
''ID'' is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
 
  
 
===Types of content===
 
===Types of content===
*BODY &mdash; body parts and structures; filename prefix <code>body_</code>.
+
*BODY &mdash; body parts and structures.
*BODY_DETAIL_PLAN &mdash; similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.); filename prefix <code>b_detail_plan_</code>.
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*BODY_DETAIL_PLAN &mdash; similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)
*BUILDING &mdash; custom workshops and smelters; filename prefix <code>building_</code>.
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*BUILDING &mdash; custom workshops and smelters.
*CREATURE &mdash; [[creature]]s; filename prefix <code>creature_</code>.
+
*CREATURE &mdash; [[creature]]s.
*CREATURE_VARIATION &mdash; variations that can be applied to creatures (e.g., making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes); filename prefix <code>c_variation_</code>.
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*CREATURE_VARIATION &mdash; variations that can be applied to creatures (e.g., making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes).
*DESCRIPTOR_COLOR (tag is COLOR) &mdash; named colors for use with DESCRIPTOR_PATTERN objects (other purposes unknown); filename prefix <code>descriptor_color_</code>.
+
*DESCRIPTOR_COLOR (tag is COLOR) &mdash; named colours for use with DESCRIPTOR_PATTERN objects (other purposes unknown)
*DESCRIPTOR_PATTERN (tag is COLOR_PATTERN) &mdash; patterns with color combinations for use with creatures; filename prefix <code>descriptor_pattern_</code>.
+
*DESCRIPTOR_PATTERN (tag is COLOR_PATTERN) &mdash; patterns with colour combinations for use with creatures.
*DESCRIPTOR_SHAPE (tag is SHAPE) &mdash; shapes with descriptions and variations, used for engravings; filename prefix <code>descriptor_shape_</code>.
+
*DESCRIPTOR_SHAPE (tag is SHAPE) &mdash; shapes with descriptions and variations. These are used for engravings.
*ENTITY &mdash; civilization types, with assigned race, language, culture, ethics, and social structure; filename prefix <code>entity_</code>.
+
*ENTITY &mdash; civilization types, with assigned race, language, culture, ethics, and social structure.
*GRAPHICS &mdash; graphic tiles for creatures. These are not found inside the raw/objects folder; filename prefix <code>graphics_</code>.
+
*GRAPHICS &mdash; graphic tiles for creatures. These are not found inside the raw/objects folder.
*INTERACTION &mdash; interaction definitions; filename prefix <code>interaction_</code>.
+
*INTERACTION &mdash; interaction definitions.
*INORGANIC &mdash; inorganic material definitions; filename prefix <code>inorganic_</code>.
+
*INORGANIC &mdash; inorganic material definitions.
*ITEM &mdash; items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID]; filename prefix <code>item_</code>.
+
*ITEM &mdash; items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID].
 
**ITEM_AMMO &mdash; ammunition for ranged weapons.
 
**ITEM_AMMO &mdash; ammunition for ranged weapons.
**ITEM_ARMOR &mdash; body clothing, including armor.
+
**ITEM_ARMOR &mdash; body clothing, including armour.
 
**ITEM_FOOD &mdash; prepared food definitions.
 
**ITEM_FOOD &mdash; prepared food definitions.
**ITEM_GLOVES &mdash; hand clothing, including armor.
+
**ITEM_GLOVES &mdash; hand clothing, including armour.
**ITEM_HELM &mdash; head clothing, including armor.
+
**ITEM_HELM &mdash; head clothing, including armour.
 
**ITEM_INSTRUMENT &mdash; instrument definitions.
 
**ITEM_INSTRUMENT &mdash; instrument definitions.
**ITEM_PANTS &mdash; lower body clothing, including armor.
+
**ITEM_PANTS &mdash; lower body clothing, including armour.
 
**ITEM_SHIELD &mdash; shields.
 
**ITEM_SHIELD &mdash; shields.
**ITEM_SHOES &mdash; foot clothing, including armor.
+
**ITEM_SHOES &mdash; foot clothing, including armour.
 
**ITEM_SIEGEAMMO &mdash; ammunition for siege weapons that [[ballista]]e fire.
 
**ITEM_SIEGEAMMO &mdash; ammunition for siege weapons that [[ballista]]e fire.
 
**ITEM_TOOL &mdash; multi-purpose items that can serve as a [[weapon]], food storage container, etc.
 
**ITEM_TOOL &mdash; multi-purpose items that can serve as a [[weapon]], food storage container, etc.
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**ITEM_TRAPCOMP &mdash; components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE).
 
**ITEM_TRAPCOMP &mdash; components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE).
 
**ITEM_WEAPON &mdash; weapons that are used by soldiers, as well as digging tools.
 
**ITEM_WEAPON &mdash; weapons that are used by soldiers, as well as digging tools.
*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects; filename prefix <code>language_</code>.
+
*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
 
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).
 
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).
*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place); filename prefix <code>material_template_</code>.
+
*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place).
*MUSIC &mdash; assigns music files to background and event music cues, modding currently very limited; filename prefix <code>music_</code>.
+
*PLANT &mdash; definitions of plants, their materials, and their derivatives.
*PALETTE &mdash; defines a color palette and associates those colors to an image file containing color swatches; filename prefix <code>palette_</code>.
+
*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort).
*PLANT &mdash; definitions of plants, their materials, and their derivatives; filename prefix <code>plant_</code>.
+
*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures.
*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort); filename prefix <code>reaction_</code>.
 
*SOUND &mdash; associates sound files with in-game event cues; filename prefix <code>sound_</code>.
 
*TEXT_SET &mdash; conversation text, mostly used in Adventure mode; ; filename prefix <code>text_</code>. Example: [[text_dwarf.txt]]
 
*TILE_PAGE &mdash; assigns IDs to image files and establishes their parameters for use in GRAPHICS raws; filename prefix <code>tile_page_</code>.
 
*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures; filename prefix <code>tissue_template_</code>.
 
  
 
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
 
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
  
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
 +
 +
When a world is generated, the raw files are copied from <game folder>/raw/ to <game folder>/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save.
  
 
A list of tokens can be seen at [[:Category:Tokens]].
 
A list of tokens can be seen at [[:Category:Tokens]].
  
 
== Parsing ==
 
== Parsing ==
{{migrated section}}
+
The order that Dwarf Fortress parses raw files in is determined by the first line of the raw file (''not'' necessarily the filename). This parsing order is important for certain tags such as [COPY_TAGS_FROM], but not for most other tags.  
The order that ''Dwarf Fortress'' parses raw files in is determined by the first line of the raw file (''not'' necessarily the filename). This parsing order is important for certain tags, such as [COPY_TAGS_FROM], but not for most other tags.
 
 
 
The names of raw files are completely irrelevant - when you create a new creature, you can put it in any file you want (or even in a brand-new file) and the game won't behave any differently. You can even rename all of the existing raw files and the game still won't care (as long as you generate a new world first, of course).  
 
  
==Required objects==
+
The load order (recorded by logging DF 0.44.09 file activity in Windows 10) follows the following pattern:
{{migrated section}}
 
While most of the raw files are replaceable or removable, some contain raw objects that are used by procedurally generated creatures (such as [[Forgotten beast|FBs]] and [[experiment]]s). Raws with the following IDs must exist, to support those creatures. The file names are where said objects exist by default, but are not important on their own, as long as the objects exist somewhere in the raws the game may use them. This list was compiled by examining the code that emits the various "Cannot generate random creatures -- missing *" error messages.
 
  
material_template_default.txt:
+
  language_*
  SKIN_TEMPLATE
+
  descriptor_shape_*
  FAT_TEMPLATE
+
  descriptor_color_*
  MUSCLE_TEMPLATE
+
  descriptor_pattern_*
  SINEW_TEMPLATE
+
  material_template_*
  BONE_TEMPLATE
+
  inorganic_*
  CARTILAGE_TEMPLATE
+
  plant_*
  HAIR_TEMPLATE
+
  tissue_template_*
  FEATHER_TEMPLATE
+
  item_*
  SCALE_TEMPLATE
+
  building_*
  NAIL_TEMPLATE
+
  b_detail_plan_*
  TOOTH_TEMPLATE
+
  body_*
  EYE_TEMPLATE
+
  c_variation_*
NERVE_TEMPLATE
+
  creature_*
BRAIN_TEMPLATE
+
  entity_*
LUNG_TEMPLATE
+
  reaction_*
HEART_TEMPLATE
+
  interaction_*
LIVER_TEMPLATE
 
GUT_TEMPLATE
 
STOMACH_TEMPLATE
 
PANCREAS_TEMPLATE
 
SPLEEN_TEMPLATE
 
KIDNEY_TEMPLATE
 
LEATHER_TEMPLATE
 
HORN_TEMPLATE
 
PEARL_TEMPLATE
 
SILK_TEMPLATE
 
BLOOD_TEMPLATE
 
ICHOR_TEMPLATE
 
GOO_TEMPLATE
 
SLIME_TEMPLATE
 
SHELL_TEMPLATE
 
SOAP_TEMPLATE
 
TALLOW_TEMPLATE
 
CHITIN_TEMPLATE
 
MILK_TEMPLATE
 
CREATURE_CHEESE_TEMPLATE
 
STRUCTURAL_PLANT_TEMPLATE
 
SEED_TEMPLATE
 
LEAF_TEMPLATE
 
THREAD_PLANT_TEMPLATE
 
PLANT_ALCOHOL_TEMPLATE
 
PLANT_POWDER_TEMPLATE
 
PLANT_EXTRACT_TEMPLATE
 
CREATURE_EXTRACT_TEMPLATE
 
FLAME_TEMPLATE
 
tissue_template_default.txt:
 
SKIN_TEMPLATE
 
FAT_TEMPLATE
 
MUSCLE_TEMPLATE
 
BONE_TEMPLATE
 
SHELL_TEMPLATE
 
HORN_TEMPLATE
 
CARTILAGE_TEMPLATE
 
HAIR_TEMPLATE
 
CHEEK_WHISKERS_TEMPLATE
 
CHIN_WHISKERS_TEMPLATE
 
MOUSTACHE_TEMPLATE
 
SIDEBURNS_TEMPLATE
 
EYEBROW_TEMPLATE
 
EYELASH_TEMPLATE
 
FEATHER_TEMPLATE
 
SCALE_TEMPLATE
 
NAIL_TEMPLATE
 
CLAW_TEMPLATE
 
TALON_TEMPLATE
 
TOOTH_TEMPLATE
 
EYE_TEMPLATE
 
NERVE_TEMPLATE
 
BRAIN_TEMPLATE
 
LUNG_TEMPLATE
 
HEART_TEMPLATE
 
LIVER_TEMPLATE
 
GUT_TEMPLATE
 
STOMACH_TEMPLATE
 
PANCREAS_TEMPLATE
 
SPLEEN_TEMPLATE
 
KIDNEY_TEMPLATE
 
FLAME_TEMPLATE
 
b_detail_plan_default.txt:
 
STANDARD_MATERIALS
 
STANDARD_TISSUES
 
CHITIN_MATERIALS
 
CHITIN_TISSUES
 
FACIAL_HAIR_TISSUES
 
HEAD_HAIR_TISSUE_LAYERS
 
FACIAL_HAIR_TISSUE_LAYERS
 
BODY_HAIR_TISSUE_LAYERS
 
BODY_FEATHER_TISSUE_LAYERS
 
VERTEBRATE_TISSUE_LAYERS
 
EXOSKELETON_TISSUE_LAYERS
 
STANDARD_HEAD_POSITIONS
 
HUMANOID_HEAD_POSITIONS
 
HUMANOID_RIBCAGE_POSITIONS
 
SHELL_POSITIONS
 
HUMANOID_RELSIZES
 
c_variation_default.txt:
 
STANDARD_BIPED_GAITS
 
STANDARD_QUADRUPED_GAITS
 
STANDARD_WALKING_GAITS
 
STANDARD_CLIMBING_GAITS
 
STANDARD_SWIMMING_GAITS
 
STANDARD_CRAWLING_GAITS
 
STANDARD_FLYING_GAITS
 
STANDARD_WALK_CRAWL_GAITS
 
body_rcp.txt:
 
RCP_BASIC_BODY
 
RCP_BASIC_BODY_STANCE
 
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
 
RCP_UPPER_BODY
 
RCP_LOWER_BODY
 
RCP_THORAX
 
RCP_ABDOMEN
 
RCP_CEPHALOTHORAX
 
RCP_HEAD
 
RCP_NECK
 
RCP_TWO_PART_ARMS
 
RCP_PINCERS
 
RCP_CLAW_ARMS
 
RCP_FIRST_SIMPLE_LEGS
 
RCP_FIRST_SIMPLE_LEGS_GRASP
 
RCP_SECOND_SIMPLE_LEGS
 
RCP_THIRD_SIMPLE_LEGS
 
RCP_FOURTH_SIMPLE_LEGS
 
RCP_FIFTH_SIMPLE_LEGS
 
RCP_SIMPLE_FRONT_LEGS
 
RCP_SIMPLE_FRONT_LEGS_GRASP
 
RCP_SIMPLE_REAR_LEGS
 
RCP_TWO_PART_LEGS
 
RCP_FRONT_FLIPPER
 
RCP_REAR_FLIPPER
 
RCP_TWO_FLIGHTLESS_WINGS
 
RCP_TWO_WINGS
 
RCP_TAIL
 
RCP_2_TAILS
 
RCP_3_TAILS
 
RCP_TAIL_STINGER
 
RCP_LOWER_BODY_STINGER
 
RCP_PROBOSCIS
 
RCP_TRUNK
 
RCP_SHELL
 
RCP_ANTENNAE
 
RCP_1_HEAD_HORN
 
RCP_2_HEAD_HORNS
 
RCP_3_HEAD_HORNS
 
RCP_4_HEAD_HORNS
 
RCP_LARGE_MANDIBLES
 
RCP_5_FINGERS
 
RCP_4_FINGERS
 
RCP_3_FINGERS
 
RCP_2_FINGERS
 
RCP_5_TOES
 
RCP_4_TOES
 
RCP_3_TOES
 
RCP_2_TOES
 
RCP_5_FRONT_TOES
 
RCP_4_FRONT_TOES
 
RCP_3_FRONT_TOES
 
RCP_2_FRONT_TOES
 
RCP_5_REAR_TOES
 
RCP_4_REAR_TOES
 
RCP_3_REAR_TOES
 
RCP_2_REAR_TOES
 
RCP_1_EYE
 
RCP_2_EYES
 
RCP_3_EYES
 
RCP_BEAK
 
RCP_NOSE
 
RCP_CHEEKS
 
RCP_LUNGS
 
RCP_HEART
 
RCP_GUTS
 
RCP_THROAT
 
RCP_SPINE
 
RCP_UPPER_SPINE
 
RCP_BRAIN
 
RCP_SKULL
 
RCP_MOUTH
 
RCP_TEETH
 
RCP_RIBS
 
RCP_RIBS_EXTERNAL
 
RCP_LIPS
 
RCP_1_EYELID
 
RCP_2_EYELIDS
 
RCP_3_EYELIDS
 
RCP_GLOSS_HOOF
 
RCP_GLOSS_PAW
 
  RCP_5_FRONT_FINGERS*
 
  RCP_4_FRONT_FINGERS*
 
  RCP_3_FRONT_FINGERS*
 
  RCP_2_FRONT_FINGERS*
 
  RCP_TONGUE*
 
  
: * - The game does not confirm the presence of these objects, but it ''will'' still attempt to use them (and fail if they are missing)
+
Therefore, vanilla DF 0.44.09 loads RAW files in the following order:
  
The objects RCP_FORKED_TONGUE, RCP_BILL, and RCP_2_HEAD_ANTLERS are currently '''not''' used by the game and can be safely removed.
+
language_DWARF.txt
 +
language_ELF.txt
 +
language_GOBLIN.txt
 +
language_HUMAN.txt
 +
language_SYM.txt
 +
language_words.txt
 +
descriptor_shape_standard.txt
 +
descriptor_color_standard.txt
 +
descriptor_pattern_iris_eye.txt
 +
descriptor_pattern_pupil_eye.txt
 +
descriptor_pattern_special.txt
 +
material_template_default.txt
 +
inorganic_metal.txt
 +
inorganic_other.txt
 +
inorganic_stone_gem.txt
 +
inorganic_stone_layer.txt
 +
inorganic_stone_mineral.txt
 +
inorganic_stone_soil.txt
 +
plant_crops.txt
 +
plant_garden.txt
 +
plant_grasses.txt
 +
plant_new_trees.txt
 +
plant_standard.txt
 +
tissue_template_default.txt
 +
item_ammo.txt
 +
item_armor.txt
 +
item_food.txt
 +
item_gloves.txt
 +
item_helm.txt
 +
item_pants.txt
 +
item_shield.txt
 +
item_shoes.txt
 +
item_siegeammo.txt
 +
item_tool.txt
 +
item_toy.txt
 +
item_trapcomp.txt
 +
item_weapon.txt
 +
building_custom.txt
 +
b_detail_plan_default.txt
 +
body_default.txt
 +
body_rcp.txt
 +
c_variation_default.txt
 +
creature_amphibians.txt
 +
creature_annelids.txt
 +
creature_birds.txt
 +
creature_birds_new.txt
 +
creature_bug_slug_new.txt
 +
creature_desert_new.txt
 +
creature_domestic.txt
 +
creature_equipment.txt
 +
creature_fanciful.txt
 +
creature_insects.txt
 +
creature_large_mountain.txt
 +
creature_large_ocean.txt
 +
creature_large_riverlake.txt
 +
creature_large_temperate.txt
 +
creature_large_tropical.txt
 +
creature_large_tundra.txt
 +
creature_mountain_new.txt
 +
creature_next_underground.txt
 +
creature_ocean_new.txt
 +
creature_other.txt
 +
creature_reptiles.txt
 +
creature_riverlakepool_new.txt
 +
creature_small_mammals.txt
 +
creature_small_mammal_new.txt
 +
creature_small_ocean.txt
 +
creature_small_riverlake.txt
 +
creature_standard.txt
 +
creature_subterranean.txt
 +
creature_temperate_new.txt
 +
creature_tropical_new.txt
 +
creature_tundra_taiga_new.txt
 +
entity_default.txt
 +
reaction_adv_carpenter.txt
 +
reaction_other.txt
 +
reaction_smelter.txt
 +
interaction_standard.txt
  
==Examples==
 
*[[Creature examples]]
 
*[[Interaction examples]]
 
*[[Reaction examples]]
 
*[[Syndrome examples]]
 
  
{{Category|Files}}
+
[[Category:Files]]
 
{{Category|Modding}}
 
{{Category|Modding}}
{{Category|Raws}}
 
 
[[ru:Raw file]]
 
[[ru:Raw file]]

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