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Difference between revisions of "String dump"

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{{Migrated_article}}
+
{{migrated article}}
 
{{av}}
 
{{av}}
 +
{{Quality|Tattered}}
 +
This '''string dump''' is generated with this shell script (using the Windows and OS X versions of DF 0.40.24):
 +
<pre>
 +
strings df_osx/dwarfort.exe > strings_osx.txt
 +
strings df_win/Dwarf\ Fortress.exe > strings_win.txt
 +
perl -ne 'print if ($seen{$_} .= @ARGV) =~ /10$/' strings_osx.txt strings_win.txt > strings.txt
 +
</pre>
 +
 +
A working windows option is also available:
 +
https://learn.microsoft.com/en-us/sysinternals/downloads/strings
 +
 +
== String Dump ==
 
{{minorspoiler}}
 
{{minorspoiler}}
<pre>
+
{{gamedata}}
Fatal Error
+
[[ru:String dump]]
Out of memory - aborting
+
 
WinMain() error
+
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
DDRAW.DLL
+
| <strong>Here are all uppercased expressions which were not present in the previous string dump</strong>
TRANS_NAME
+
|-
FIRST_NAME
+
|UTF-16LE
PRO_POS
+
NO_EXCLUSIVE
PRO_OBJ
+
SEMIANNUAL
PRO_SUB
+
NEAREST
PRO_REF
+
LANCZOS
invalid string position
+
SOFTWARE
string too long
+
H*0"ZOW
vector<T> too long
+
V_:X1:
Activity
+
SIDEBURNS
Training Session
+
MOUSTACHE
Activity Event
+
PETITIONS
Organize Combat Training
+
ANY_WOOD_MATERIAL
Lead Combat Training
+
ANY_GEM_MATERIAL
Wait for Combat Training
+
ANY_STONE_MATERIAL
Organize
+
NOT_ARTIFACT
Lead
+
IS_CRAFTED_ARTIFACT
Wait for
+
TOOLTIP
Watch
+
PROCEDURAL_CREATURE_GRAPHICS
Individual Combat Drill
+
PCG_LAYERING
Spar
+
SLAIN_SPEECH
Watch Sparring Practice
+
SELECT_CREATURE
Archery Practice
+
CUT_CREATURE
The
+
LOG_CURRENT_ENTRY
Your
+
SLAIN_CASTE_SPEECH
spinning
+
WEREBEAST_ANTEATER
flying
+
WEREBEAST_ANTELOPE
passing through a hole in the
+
WEREBEAST_ELK
main part
+
WEREBEAST_FOX
jamming the
+
WEREBEAST_GECKO
out of the wound
+
WEREBEAST_GILA_MONSTER
through the
+
WEREBEAST_COYOTE
tearing
+
WEREBEAST_DEER
tearing apart
+
WEREBEAST_DONKEY
shattering
+
WEREBEAST_ELEPHANT
chipping
+
WEREBEAST_HEDGEHOG
fracturing
+
WEREBEAST_HORSE
denting
+
WEREBEAST_HYENA
bruising
+
WEREBEAST_IGUANA
breaking away
+
WEREBEAST_GIRAFFE
fetid
+
WEREBEAST_GOAT
rotten
+
WEREBEAST_GOPHER
decomposing
+
WEREBEAST_HARE
rancid
+
WEREBEAST_BEAVER
stinking
+
WEREBEAST_BISON
filthy
+
WEREBEAST_BUFFALO
reeking
+
WEREBEAST_BULL
foul
+
WEREBEAST_APE
many nerves
+
WEREBEAST_ARMADILLO
have
+
WEREBEAST_BADGER
torn
+
WEREBEAST_BEAR
sprained
+
WEREBEAST_CHAMELEON
bruised
+
WEREBEAST_CHINCHILLA
strained
+
WEREBEAST_CIVET
Press
+
WEREBEAST_COATI
migrants,
+
WEREBEAST_CAPYBARA
migrants has arrived.
+
WEREBEAST_CAMEL
data
+
WEREBEAST_CAT
data/save
+
WEREBEAST_CAVY
data/save/current
+
WEREBEAST_PORCUPINE
data/save/current/art_image-
+
WEREBEAST_RABBIT
art_image-
+
WEREBEAST_RACCOON
data/save/current/
+
WEREBEAST_RAT
data/save/
+
WEREBEAST_PANDA
themselves
+
WEREBEAST_PANGOLIN
looks
+
WEREBEAST_PANTHER
look
+
WEREBEAST_PIG
the
+
WEREBEAST_SKUNK
two
+
WEREBEAST_SLOTH
three
+
WEREBEAST_SQUIRREL
four
+
WEREBEAST_TAPIR
five
+
WEREBEAST_RHINOCEROS
Untitled
+
WEREBEAST_SHEEP
skeletal
+
WEREBEAST_SHREW
rotting
+
WEREBEAST_SKINK
ghostly
+
WEREBEAST_LIZARD
female
+
WEREBEAST_LLAMA
male
+
WEREBEAST_LORIS
bad cast
+
WEREBEAST_MAMMOTH
errorlog.txt
+
WEREBEAST_JACKAL
gamelog.txt
+
WEREBEAST_KANGAROO
negative
+
WEREBEAST_KOALA
zero
+
WEREBEAST_LEMUR
three
+
WEREBEAST_MOOSE
four
+
WEREBEAST_MONKEY
five
+
WEREBEAST_MOUSE
seven
+
WEREBEAST_OPOSSUM
eight
+
WEREBEAST_MARMOT
nine
+
WEREBEAST_MOLE
eleven
+
WEREBEAST_MONGOOSE
twelve
+
WEREBEAST_MONITOR_LIZARD
thirteen
+
WEREBEAST_WOMBAT
fourteen
+
WEREBEAST_ZEBRA
fifteen
+
WEREBEAST_TORTOISE
sixteen
+
WEREBEAST_WARTHOG
seventeen
+
WEREBEAST_WEASEL
eighteen
+
WEREBEAST_WOLF
nineteen
+
BEAST_AMORPHOUS
twenty
+
BEAST_AMORPHOUS_SHELL_BACK
thirty
+
BEAST_SNAKE
forty
+
BEAST_WORM_SHORT_SHELL_BACK
fifty
+
BEAST_WORM_SHORT_TRUNK
sixty
+
BEAST_WORM_SHORT_ANTENNAE
seventy
+
BEAST_INSECT
eighty
+
BEAST_INSECT_MANDIBLES
ninety
+
BEAST_INSECT_HORNS
Negative
+
BEAST_INSECT_WINGS_LACY_BACK
Zeroth
+
BEAST_INSECT_WINGS_FEATHERED_FRONT
First
+
BEAST_WORM_SHORT_WINGS_LACY_BACK
Second
+
BEAST_WORM_SHORT_WINGS_LACY_FRONT
Third
+
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
Fourth
+
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
Fifth
+
BEAST_WORM_SHORT_WINGS_BAT_BACK
Sixth
+
BEAST_WORM_SHORT_EYE_ONE
Seventh
+
BEAST_WORM_SHORT_EYE_TWO
Eighth
+
BEAST_WORM_SHORT_EYE_THREE
Ninth
+
BEAST_SPIDER
Tenth
+
BEAST_SPIDER_MANDIBLES
Eleventh
+
BEAST_SPIDER_HORNS
Twelfth
+
BEAST_SPIDER_WINGS_LACY_FRONT
Thirteenth
+
BEAST_SPIDER_WINGS_FEATHERED_FRONT
Fourteenth
+
BEAST_SPIDER_WINGS_BAT_FRONT
Fifteenth
+
BEAST_SPIDER_EYE_ONE
Sixteenth
+
BEAST_SPIDER_EYE_TWO
Seventeenth
+
BEAST_INSECT_WINGS_BAT_FRONT
Eighteenth
+
BEAST_INSECT_EYE_ONE
Nineteenth
+
BEAST_INSECT_EYE_TWO
The impertinent lava has defaced a
+
BEAST_INSECT_EYE_THREE
The impertinent magma has defaced a
+
BEAST_INSECT_PROBOSCIS
Digging designation cancelled: warm stone located.
+
BEAST_INSECT_SHELL_BACK
Digging designation cancelled: damp stone located.
+
BEAST_INSECT_TRUNK
item
+
BEAST_INSECT_ANTENNAE
TAN_MAT
+
BEAST_SNAKE_EYE_ONE
Shop
+
BEAST_SNAKE_EYE_TWO
Trade Depot
+
BEAST_SNAKE_EYE_THREE
Nest
+
BEAST_SNAKE_SHELL_BACK
Nest Box
+
BEAST_SNAKE_TRUNK
Hive
+
BEAST_SNAKE_ANTENNAE
Wagon
+
BEAST_WORM_LONG
Carpenter's Workshop
+
BEAST_WORM_LONG_MANDIBLES
Farmer's Workshop
+
BEAST_SNAKE_MANDIBLES
Ashery
+
BEAST_SNAKE_HORNS
Mason's Workshop
+
BEAST_SNAKE_WINGS_LACY_BACK
Craftsman
+
BEAST_SNAKE_WINGS_LACY_FRONT
Jeweler's Workshop
+
BEAST_SNAKE_WINGS_FEATHERED_BACK
Metalsmith's Forge
+
BEAST_SNAKE_WINGS_FEATHERED_FRONT
Magma Forge
+
BEAST_SNAKE_WINGS_BAT_BACK
Bowyer's Workshop
+
BEAST_SNAKE_WINGS_BAT_FRONT
Mechanic's Workshop
+
BEAST_WORM_LONG_EYE_TWO
Siege Workshop
+
BEAST_WORM_LONG_EYE_THREE
Butcher's Shop
+
BEAST_WORM_LONG_SHELL_BACK
Leather Works
+
BEAST_WORM_LONG_TRUNK
Tanner's Shop
+
BEAST_WORM_LONG_ANTENNAE
Dyer's Shop
+
BEAST_WORM_SHORT
Clothier's Shop
+
BEAST_WORM_SHORT_MANDIBLES
Fishery
+
BEAST_WORM_SHORT_HORNS
Still
+
BEAST_WORM_LONG_HORNS
Loom
+
BEAST_WORM_LONG_WINGS_LACY_BACK
Quern
+
BEAST_WORM_LONG_WINGS_LACY_FRONT
Millstone
+
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
Kennels
+
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
Kitchen
+
BEAST_WORM_LONG_WINGS_BAT_BACK
Tool
+
BEAST_WORM_LONG_WINGS_BAT_FRONT
Workshop
+
BEAST_WORM_LONG_EYE_ONE
Zone
+
BEAST_HUMANOID_HORNS
Farm Plot
+
BEAST_HUMANOID_WINGS_LACY_BACK
Smelter
+
BEAST_HUMANOID_WINGS_LACY_FRONT
Glass Furnace
+
BEAST_HUMANOID_WINGS_FEATHERED_BACK
Wood Furnace
+
BEAST_HUMANOID_WINGS_BAT_BACK
Kiln
+
BEAST_HUMANOID_EYE_ONE
Magma Smelter
+
BEAST_HUMANOID_EYE_TWO
Magma Glass Furnace
+
BEAST_HUMANOID_EYE_THREE
Magma Kiln
+
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
Furnace
+
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
Lever
+
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
Pressure Plate
+
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
Cage Trap
+
BEAST_BIPEDAL_DINOSAUR_TRUNK
Stone-Fall Trap
+
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
Weapon Trap
+
BEAST_HUMANOID
Trap
+
BEAST_HUMANOID_MANDIBLES
Catapult
+
BEAST_FRONT_GRASP_OCT
Ballista
+
BEAST_FRONT_GRASP_MANDIBLES
Siege Engine
+
BEAST_FRONT_GRASP_HORNS
Door
+
BEAST_FRONT_GRASP_WINGS_LACY_BACK
Floor Hatch
+
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
Wall Grate
+
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
Floor Grate
+
BEAST_FRONT_GRASP_WINGS_BAT_BACK
Vertical Bars
+
BEAST_FRONT_GRASP_EYE_ONE
Floor Bars
+
BEAST_HUMANOID_TAIL_ONE
Floodgate
+
BEAST_HUMANOID_TAIL_TWO
Restraint
+
BEAST_HUMANOID_TAIL_THREE
Cage
+
BEAST_HUMANOID_SHELL_BACK
Support
+
BEAST_HUMANOID_TRUNK
Gear Assembly
+
BEAST_HUMANOID_ANTENNAE
Horizontal Axle
+
BEAST_FRONT_GRASP
Vertical Axle
+
BEAST_FRONT_GRASP_HEX
Upright Spear/Spike
+
BEAST_SCORPION_WINGS_LACY_FRONT
Archery Target
+
BEAST_SCORPION_WINGS_FEATHERED_BACK
Screw Pump
+
BEAST_SCORPION_WINGS_FEATHERED_FRONT
Water Wheel
+
BEAST_SCORPION_WINGS_BAT_BACK
Windmill
+
BEAST_SCORPION_WINGS_BAT_FRONT
Burial Receptacle
+
BEAST_SCORPION_EYE_ONE
Seat
+
BEAST_SCORPION_EYE_TWO
Animal Trap
+
BEAST_SCORPION_EYE_THREE
Table
+
BEAST_SPIDER_EYE_THREE
Cabinet
+
BEAST_SPIDER_SHELL_FRONT
Weapon Rack
+
BEAST_SPIDER_TRUNK
Armor Stand
+
BEAST_SPIDER_ANTENNAE
Container
+
BEAST_SCORPION
Traction Bench
+
BEAST_SCORPION_MANDIBLES
Dirt Road
+
BEAST_SCORPION_HORNS
Paved Road
+
BEAST_SCORPION_WINGS_LACY_BACK
Bridge
+
BEAST_BIPEDAL_DINOSAUR_HORNS
Well
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
Statue
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
Slab
+
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
Glass Window
+
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
Gem Window
+
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
Stockpile
+
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
Wall
+
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
Floor
+
BEAST_SCORPION_TAIL_ONE
Down Stair
+
BEAST_SCORPION_TAIL_TWO
Ramp
+
BEAST_SCORPION_TAIL_THREE
Fortification
+
BEAST_SCORPION_SHELL_FRONT
Construction
+
BEAST_SCORPION_TRUNK
Vacant Shop
+
BEAST_SCORPION_ANTENNAE
General Store
+
BEAST_BIPEDAL_DINOSAUR
Crafts Market
+
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
Clothing Shop
+
BEAST_QUADRUPED_SLINKY_EYE_THREE
Exotic Clothing Shop
+
BEAST_QUADRUPED_SLINKY_TAIL_ONE
Custom Workshop
+
BEAST_QUADRUPED_SLINKY_TAIL_TWO
Vertical
+
BEAST_QUADRUPED_SLINKY_TAIL_THREE
Aquarium
+
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
Terrarium
+
BEAST_QUADRUPED_SLINKY_TRUNK
Shared
+
BEAST_QUADRUPED_SLINKY_ANTENNAE
Rough
+
BEAST_WALRUS
Horizontal
+
BEAST_QUADRUPED_SLINKY_HORNS
Retracted
+
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
Upright
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
Spikes
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
Spears
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
Spears/Spikes
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
Weapon
+
BEAST_QUADRUPED_SLINKY_EYE_ONE
Dirt
+
BEAST_QUADRUPED_SLINKY_EYE_TWO
Glass
+
BEAST_WALRUS_EYE_THREE
Armor
+
BEAST_WALRUS_TAIL_ONE
Weapon
+
BEAST_WALRUS_TAIL_TWO
Animal
+
BEAST_WALRUS_TAIL_THREE
Food
+
BEAST_WALRUS_SHELL_BACK
Furniture
+
BEAST_WALRUS_TRUNK
Corpse
+
BEAST_WALRUS_ANTENNAE
Refuse
+
BEAST_SMALL_AMORPHOUS
Stone
+
BEAST_WALRUS_MANDIBLES
Ammo
+
BEAST_WALRUS_WINGS_LACY_BACK
Coins
+
BEAST_WALRUS_WINGS_LACY_FRONT
Bar/Block
+
BEAST_WALRUS_WINGS_FEATHERED_BACK
Gem
+
BEAST_WALRUS_WINGS_FEATHERED_FRONT
Finished Goods
+
BEAST_WALRUS_WINGS_BAT_BACK
Leather
+
BEAST_WALRUS_EYE_ONE
Cloth
+
BEAST_WALRUS_EYE_TWO
Wood
+
BEAST_QUADRUPED_BULKY
Stockpile #
+
BEAST_QUADRUPED_BULKY_HEX
You've caught a
+
BEAST_QUADRUPED_BULKY_OCT
Your trap was robbed of the
+
BEAST_QUADRUPED_BULKY_MANDIBLES
BALLISTA
+
BEAST_QUADRUPED_BULKY_HORNS
preparetomb() HAS NULL owner
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
preparetomb() HAS LIVE owner
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
Home
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
Plot
+
BEAST_FRONT_GRASP_EYE_TWO
Craft Shop
+
BEAST_FRONT_GRASP_EYE_THREE
Basement
+
BEAST_FRONT_GRASP_TAIL_ONE
Weaponsmith's Shop
+
BEAST_FRONT_GRASP_TAIL_TWO
Armorsmith's Shop
+
BEAST_FRONT_GRASP_TAIL_THREE
Food Shop
+
BEAST_FRONT_GRASP_SHELL_BACK
Mead Hall
+
BEAST_FRONT_GRASP_TRUNK
Temple
+
BEAST_FRONT_GRASP_ANTENNAE
Throneroom
+
BEAST_QUADRUPED_BULKY_TAIL_THREE
Entrance
+
BEAST_QUADRUPED_BULKY_SHELL_FRONT
Treasury
+
BEAST_QUADRUPED_BULKY_TRUNK
Guard post
+
BEAST_QUADRUPED_BULKY_ANTENNAE
Activity Zone
+
BEAST_QUADRUPED_SLINKY
Captive Room
+
BEAST_QUADRUPED_SLINKY_HEX
Tower Top
+
BEAST_QUADRUPED_SLINKY_OCT
Courtyard
+
BEAST_QUADRUPED_SLINKY_MANDIBLES
Secret Library
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
Library
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
Market Stall
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
Invalid Type
+
BEAST_QUADRUPED_BULKY_EYE_ONE
Building Level Map Overflow
+
BEAST_QUADRUPED_BULKY_EYE_TWO
OBJECT
+
BEAST_QUADRUPED_BULKY_EYE_THREE
BUILDING_WORKSHOP
+
BEAST_QUADRUPED_BULKY_TAIL_ONE
BUILDING_FURNACE
+
BEAST_QUADRUPED_BULKY_TAIL_TWO
Unrecognized Building Definition Type:
+
BEAST_SMALL_WORM_SHORT_EYE_TWO
REACTION_CLASS
+
BEAST_SMALL_WORM_SHORT_EYE_THREE
HAS_MATERIAL_REACTION_PRODUCT
+
BEAST_SMALL_WORM_SHORT_SHELL_BACK
UNROTTEN
+
BEAST_SMALL_WORM_SHORT_TRUNK
CONTAINS_LYE
+
BEAST_SMALL_WORM_SHORT_ANTENNAE
POTASHABLE
+
BEAST_SMALL_INSECT
NOT_WEB
+
BEAST_SMALL_INSECT_MANDIBLES
WEB_ONLY
+
BEAST_SMALL_INSECT_HORNS
EMPTY
+
BEAST_SMALL_WORM_SHORT_MANDIBLES
NOT_CONTAIN_BARREL_ITEM
+
BEAST_SMALL_WORM_SHORT_HORNS
GLASS_MATERIAL
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
BUILDMAT
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
FIRE_BUILD_SAFE
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
MAGMA_BUILD_SAFE
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
CAN_USE_ARTIFACT
+
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
WORTHLESS_STONE_ONLY
+
BEAST_SMALL_WORM_SHORT_EYE_ONE
ANY_PLANT_MATERIAL
+
BEAST_SMALL_INSECT_TRUNK
ANY_SILK_MATERIAL
+
BEAST_SMALL_INSECT_ANTENNAE
ANY_YARN_MATERIAL
+
BEAST_SMALL_SPIDER
ANY_SOAP_MATERIAL
+
BEAST_SMALL_SPIDER_MANDIBLES
ANY_LEATHER_MATERIAL
+
BEAST_SMALL_SPIDER_HORNS
ANY_BONE_MATERIAL
+
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
ANY_STRAND_TISSUE
+
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
ANY_SHELL_MATERIAL
+
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
ANY_TOOTH_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_LACY_BACK
ANY_HORN_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
ANY_PEARL_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
USE_BODY_COMPONENT
+
BEAST_SMALL_INSECT_EYE_ONE
NOT_ENGRAVED
+
BEAST_SMALL_INSECT_EYE_TWO
METAL_ORE
+
BEAST_SMALL_INSECT_EYE_THREE
MIN_DIMENSION
+
BEAST_SMALL_INSECT_PROBOSCIS
HAS_TOOL_USE
+
BEAST_SMALL_INSECT_SHELL_BACK
BUILD_ITEM
+
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
CREATURE_MAT
+
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
PLANT_MAT
+
BEAST_SMALL_SNAKE_EYE_ONE
NAME
+
BEAST_SMALL_SNAKE_EYE_TWO
NAME_COLOR
+
BEAST_SMALL_SNAKE_EYE_THREE
BUILD_LABOR
+
BEAST_SMALL_SNAKE_SHELL_BACK
WORK_LOCATION
+
BEAST_SMALL_SNAKE_TRUNK
BUILD_KEY
+
BEAST_SMALL_SNAKE_ANTENNAE
NEEDS_MAGMA
+
BEAST_SMALL_AMORPHOUS_SHELL_BACK
BLOCK
+
BEAST_SMALL_SNAKE
TILE
+
BEAST_SMALL_SNAKE_MANDIBLES
COLOR
+
BEAST_SMALL_SNAKE_HORNS
Unrecognized Building Definition (Workshop) Token:
+
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
Unrecognized Building Definition (Furnace) Token:
+
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
Any Labor
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
This is the
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
RANDOM
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
NONE
+
BEAST_SMALL_WORM_LONG_EYE_ONE
strike
+
BEAST_SMALL_WORM_LONG_EYE_TWO
strikes
+
BEAST_SMALL_WORM_LONG_EYE_THREE
attack
+
BEAST_SMALL_WORM_LONG_SHELL_BACK
attacks
+
BEAST_SMALL_WORM_LONG_TRUNK
surprised by the ferocity of
+
BEAST_SMALL_WORM_LONG_ANTENNAE
You tangle together and fall over!
+
BEAST_SMALL_WORM_SHORT
They tangle together and fall over!
+
BEAST_SMALL_WORM_LONG
You tangle together and tumble forward!
+
BEAST_SMALL_WORM_LONG_MANDIBLES
They tangle together and tumble forward!
+
BEAST_SMALL_WORM_LONG_HORNS
your
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
push
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
pushes
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
strangle
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
grab
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
grabs
+
BEAST_SMALL_HUMANOID
Empty biased index vector
+
BEAST_SMALL_HUMANOID_MANDIBLES
Biased index vector computation error
+
BEAST_SMALL_HUMANOID_HORNS
corrected null contaminant
+
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
specks
+
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
dusting
+
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
coating
+
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
spatter
+
BEAST_SMALL_HUMANOID_EYE_ONE
smear
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
covering
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
Hello
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
Don't talk to me.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
Behold, mortal.  I am
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
Talking to
+
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
Your name precedes you.  Thank you for all that you have done.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
Welcome to
+
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
Welcome home, my child.
+
BEAST_SMALL_FRONT_GRASP
Welcome to the
+
BEAST_SMALL_FRONT_GRASP_HEX
Hopefully your friends can dissuade you from this foolishness.
+
BEAST_SMALL_FRONT_GRASP_OCT
Traveling alone in the wilds?!  You know better than that.
+
BEAST_SMALL_FRONT_GRASP_MANDIBLES
Only a hero such as yourself can travel at night.  The bogeyman would get me.
+
BEAST_SMALL_FRONT_GRASP_HORNS
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
The sun will set soon.  Be careful that the bogeyman doesn't get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
Don't travel alone at night, or the bogeyman will get you.
+
BEAST_SMALL_HUMANOID_EYE_TWO
Let's trade.
+
BEAST_SMALL_HUMANOID_EYE_THREE
You'll have to talk to somebody older.
+
BEAST_SMALL_HUMANOID_TAIL_ONE
Fantastic!  Please come closer and ask again.
+
BEAST_SMALL_HUMANOID_TAIL_TWO
You do business.
+
BEAST_SMALL_HUMANOID_TAIL_THREE
Come see me in my store sometime.
+
BEAST_SMALL_HUMANOID_SHELL_BACK
Come see me in the market sometime.
+
BEAST_SMALL_HUMANOID_TRUNK
You should probably try a shopkeeper.
+
BEAST_SMALL_HUMANOID_ANTENNAE
Join me on my adventures!
+
BEAST_SMALL_SCORPION_HORNS
Yes, let's continue onward!
+
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
Hey...  that sounds like a great idea!
+
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
Surely any place is better than this.  Let's set off immediately!
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
Excitement!  Adventure!  I am thrilled to join you.
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
Take me away from here.
+
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
With a band so large, what share of the glory would I have?
+
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
Please let me shelter here for the night.
+
BEAST_SMALL_SCORPION_EYE_ONE
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
+
BEAST_SMALL_SPIDER_EYE_ONE
Tell me about this area.
+
BEAST_SMALL_SPIDER_EYE_TWO
Ask me when I've returned to my home!
+
BEAST_SMALL_SPIDER_EYE_THREE
Tell me about
+
BEAST_SMALL_SPIDER_SHELL_FRONT
You look like a mighty warrior indeed.
+
BEAST_SMALL_SPIDER_TRUNK
Please help me to escape from this place.
+
BEAST_SMALL_SPIDER_ANTENNAE
But mostly I just like to drink.
+
BEAST_SMALL_SCORPION
How I long for some excitement in my life...
+
BEAST_SMALL_SCORPION_MANDIBLES
Can you lead me to battle and a warrior's death?
+
BEAST_SMALL_BIPEDAL_DINOSAUR
Tell me about your family.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
Let me regale you with tales of adventure... [shares news]
+
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
This is fantastic!
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
May
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
Not only
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
Rumors from faraway lands will not save us.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
What is this madness?  Calm yourself!
+
BEAST_SMALL_SCORPION_EYE_TWO
And serve our cause you shall have, as soon as
+
BEAST_SMALL_SCORPION_EYE_THREE
the enemy
+
BEAST_SMALL_SCORPION_TAIL_ONE
Perhaps one of my subjects has need of your skills.
+
BEAST_SMALL_SCORPION_TAIL_TWO
You?  What chance do you have against the great monsters of this world?  Maybe one of my subjects has need of you.  Begone!
+
BEAST_SMALL_SCORPION_TAIL_THREE
Mighty one, your coming is a blessing to us.  Naught but you can stop the terror that has befallen us.
+
BEAST_SMALL_SCORPION_SHELL_FRONT
You have saved many from the monsters of this land.  Deliver us from a deadly foe!
+
BEAST_SMALL_SCORPION_TRUNK
You have done a great many wondrous deeds.
+
BEAST_SMALL_SCORPION_ANTENNAE
The quest I will now give you will see your name set forever in the stars or lost in the dust as the ages roll.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
Hero, your deeds are known far and wide.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
The quest I have for you now will truely test your strength.  Know that the whole world is watching the outcome.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
You may think you have proved your mettle by smiting lesser foes.  Now is the true test of your herohood.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
Win, and be known throughout the land.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
Lose, and be dead or worse:  cursed forever as a coward.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
You should consider bringing some of my soldiers along with you.  You do not have to face this trial alone.
+
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
Some of my soldiers enjoy taking on these lesser matters from time to time.  Feel free to speak to them about it.
+
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
Death will find you soon enough.
+
BEAST_SMALL_QUADRUPED_SLINKY_OCT
the master
+
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
Goodbye.
+
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
Greet
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
Nevermind
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
Trade
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
Join
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
Profession
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
Family
+
BEAST_SMALL_WALRUS_EYE_ONE
Capital
+
BEAST_SMALL_WALRUS_EYE_TWO
Permission to stay for a day
+
BEAST_SMALL_WALRUS_EYE_THREE
Surroundings
+
BEAST_SMALL_WALRUS_TAIL_ONE
Accuse of being a night creature
+
BEAST_SMALL_WALRUS_TAIL_TWO
Service
+
BEAST_SMALL_WALRUS_TAIL_THREE
Report successes/spread news
+
BEAST_SMALL_WALRUS_SHELL_BACK
Goodbye
+
BEAST_SMALL_WALRUS_TRUNK
You begin a conversation with
+
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
Can I help you with something?
+
BEAST_SMALL_WALRUS
Our people have been pestered by a skulking villian.
+
BEAST_SMALL_WALRUS_MANDIBLES
Our people have been tormented by a fearsome foe.
+
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
The forces of darkness have descended upon us.
+
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
Skulking pests are a minor blight on the world.
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
One of the petty warlords has been left unchecked for too long.
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
Among all the bandits, one is reckoned mighty indeed.
+
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
Brigands and lawless ruffians must be brought to justice.
+
BEAST_SMALL_FRONT_GRASP_TRUNK
Outcast lowlives must be taught lessons on occasion.
+
BEAST_SMALL_FRONT_GRASP_ANTENNAE
Vanquishing a great beast on our behalf would bring us all much glory.
+
BEAST_SMALL_QUADRUPED_BULKY
Mastering the forces of nature would glorify us in the eyes of the world.
+
BEAST_SMALL_QUADRUPED_BULKY_HEX
Demons from the underworld must not be permitted to walk freely upon the land.
+
BEAST_SMALL_QUADRUPED_BULKY_OCT
Not far from here, a fearsome creature has made its home.
+
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
Terrible monstrosities live deep under the ground.
+
BEAST_SMALL_QUADRUPED_BULKY_HORNS
The world is safer for travelers when night creatures no longer stalk the darkness.
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
Something truly horrifying has vomited itself forth from the depths of the world.
+
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
Creatures grow mighty out in the wildest regions.
+
BEAST_SMALL_FRONT_GRASP_EYE_ONE
You might win fame by putting down a wild beast of great renown.
+
BEAST_SMALL_FRONT_GRASP_EYE_TWO
Sometimes animals just get out of control.
+
BEAST_SMALL_FRONT_GRASP_EYE_THREE
Seek this place and confront
+
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
Seek and confront
+
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
Seek this place and kill
+
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
Seek and kill
+
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
Slave
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
Prisoner
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
Search first in
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
the dungeon
+
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
the sewers
+
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
the catacombs
+
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
west
+
BEAST_SMALL_QUADRUPED_SLINKY
east
+
BEAST_SMALL_QUADRUPED_SLINKY_HEX
north
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
south
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
northwest
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
northeast
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
southwest
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
southeast
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
Search first in a cottage to the
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
Search first in the keep to the
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
Search first in a house to the
+
BEAST_SMALL_WALRUS_ANTENNAE
the imported goods market
+
DELIVER_MESSAGES
the imported food market
+
VERMIN_ALT
the imported clothing market
+
SWARM_LARGE
the meat market
+
SWARM_MEDIUM
the fruit and vegetable market
+
SWARM_SMALL
the cheese market
+
LIGHT_VERMIN
the processed goods market
+
LIGHT_VERMIN_ALT
Body corrupted beyond reckoning,
+
LIGHT_SWARM_LARGE
Knowing no mercy,
+
LIGHT_SWARM_MEDIUM
devoured
+
LIGHT_SWARM_SMALL
devoured our livestock
+
TRACTION_BENCH_ROPE
stole
+
TRACTION_BENCH_CHAIN
stole our treasures
+
STONECUTTER
destroyed
+
STONE_CARVER
destroyed our homes
+
CUT_STONE
profaned
+
CARVE_STONE
disturbed
+
ENGRAVE_STONE
profaned our homes
+
MODSKILL03
This bloodsucking fiend
+
MODSKILL04
This vile fiend
+
MODSKILL05
even
+
MODSKILL06
murdered
+
MODSKILL07
has even killed
+
MODSKILL08
has killed
+
MODSKILL09
somebody
+
MODSKILL10
There is no clear evidence, but there have been so many strange happenings that every honest person in the community now holds it to be true.
+
MODSKILL01
None of us are brave enough to level an accusation against the beast, but since you would help us, that is what I ask of you.
+
MODSKILL02
was once
+
HOSPITAL
Save us from this
+
NO_DESTINATION
horror
+
FEY_MOOD
traitor
+
MIGRANT
Beware!  It it said that only
+
NO_JOB
Other arms may not cut so deeply.
+
MINOR_INJURY
Capital of what?
+
MAJOR_INJURY
This is all there is.
+
SECRETIVE_MOOD
There is no capital.
+
FELL_MOOD
There's absolutely nothing interesting around here.
+
MACABRE_MOOD
There is a great keep there
+
TANTRUM
There is a temple
 
There is a tomb
 
That place is blessed.
 
Savage beasts call it their home.
 
The surrounding area is called
 
PLACE
 
the wilds
 
something
 
CONTEXT
 
ENTITY
 
HIST_FIG
 
ABSTRACT_BUILDING
 
SITE
 
SUBREGION
 
FAMILY_RELATIONSHIP
 
NUMBER
 
ORDINAL
 
UNIT_NAME
 
RACE
 
INDEF_FAMILY_RELATIONSHIP
 
SPHERE
 
DEF_SPHERE
 
ARCH_ELEMENT
 
JUSTIFICATION
 
SQUAD
 
FORMATION
 
ACTIVITY
 
BREED
 
BATTLEFIELD
 
INTERACTION_INSTANCE
 
WRITTEN_CONTENT
 
IDENTITY
 
INCIDENT
 
CRIME
 
REGION_WEATHER
 
CREATION_ZONE
 
SPEAKER
 
AUDIENCE
 
The Void
 
You are a hero and should aspire to great deeds.
 
You have earned great respect in the eyes of our people.
 
vector<bool> too long
 
MATERIAL
 
USE_MATERIAL
 
USE_MATERIAL_TEMPLATE
 
Unrecognized Material Template:
 
SELECT_MATERIAL
 
PLUS_MATERIAL
 
REMOVE_MATERIAL
 
TISSUE
 
USE_TISSUE
 
USE_TISSUE_TEMPLATE
 
Unrecognized Tissue Template:
 
SELECT_TISSUE
 
REMOVE_TISSUE
 
CASTE
 
USE_CASTE
 
SELECT_CASTE
 
SELECT_ADDITIONAL_CASTE
 
DEFAULT
 
Caste Selection Fails:
 
BIOME
 
PROFESSION_NAME
 
FANCIFUL
 
DOES_NOT_EXIST
 
LARGE_ROAMING
 
LOOSE_CLUSTERS
 
VERMIN_FISH
 
VERMIN_SOIL
 
VERMIN_SOIL_COLONY
 
ARTIFICIAL_HIVEABLE
 
UBIQUITOUS
 
HIVE_PRODUCT
 
VERMIN_EATER
 
VERMIN_GROUNDER
 
VERMIN_ROTTER
 
MUNDANE
 
FREQUENCY
 
UNDERGROUND_DEPTH
 
POPULATION_NUMBER
 
CLUSTER_NUMBER
 
TRIGGERABLE_GROUP
 
GENERAL_BABY_NAME
 
GENERAL_CHILD_NAME
 
GLOWCOLOR
 
CREATURE_TILE
 
CREATURE_SOLDIER_TILE
 
GLOWTILE
 
ALTTILE
 
SOLDIER_ALTTILE
 
GOOD
 
EVIL
 
SAVAGE
 
EQUIPMENT_WAGON
 
PREFSTRING
 
SPEECH
 
SPEECH_MALE
 
SPEECH_FEMALE
 
GENERATED
 
Unrecognized Creature Token:
 
CREATURE
 
COPY_TAGS_FROM
 
Unrecognized Creature Copy (Order is important!):
 
APPLY_CREATURE_VARIATION
 
Unrecognized Creature Variation:
 
APPLY_CURRENT_CREATURE_VARIATION
 
Creature Tissue Material Failure:
 
Custom tissue shape not found:
 
data/speech/
 
Custom butcher object shape not found:
 
Unrecognized Color Token:
 
LOCAL_CREATURE_MAT
 
ADD_COLOR
 
twins
 
triplets
 
quadruplets
 
quintuplets
 
sextuplets
 
septuplets
 
octuplets
 
nonuplets
 
decaplets
 
undecaplets
 
duodecaplets
 
tredecaplets
 
quattuordecaplets
 
quindecaplets
 
many babies
 
creature
 
NUMBERED_NAME
 
zombie
 
BODY_APPEARANCE_MODIFIER
 
SET_BP_GROUP
 
PLUS_BP_GROUP
 
SET_TL_GROUP
 
PLUS_TL_GROUP
 
TISSUE_STYLE_UNIT
 
TSU_NOUN
 
TISSUE_LAYER_APPEARANCE_MODIFIER
 
SHEARABLE_TISSUE_LAYER
 
APP_MOD_DESC_RANGE
 
APP_MOD_NOUN
 
APP_MOD_IMPORTANCE
 
APP_MOD_RATE
 
TLCM_TIMING
 
TLCM_NOUN
 
TLCM_IMPORTANCE
 
APP_MOD_GENETIC_MODEL
 
TLCM_GENETIC_MODEL
 
CASTE_SPEECH
 
POP_RATIO
 
FEATURE_ATTACK_GROUP
 
CHILD
 
BABY
 
CASTE_PROFESSION_NAME
 
CHILDNAME
 
BABYNAME
 
AQUATIC
 
AMPHIBIOUS
 
MOUNT
 
MOUNT_EXOTIC
 
LIKES_FIGHTING
 
PEARL
 
VEGETATION
 
MAGICAL
 
NATURAL
 
NATURAL_ANIMAL
 
SUPERNATURAL
 
VERMIN_HATEABLE
 
COLONY_EXTERNAL
 
DIE_WHEN_VERMIN_BITE
 
REMAINS_ON_VERMIN_BITE_DEATH
 
REMAINS_UNDETERMINED
 
BODY
 
Duplicate Body Token:
 
Unrecognized Creature Caste Body Token:
 
Body Token Recognized But Could Not Connect:
 
BODYGLOSS
 
Unrecognized Creature Caste Body Gloss Token:
 
RELSIZE
 
RETRACT_INTO_BP
 
CAN_DO_INTERACTION
 
CDI token precedes any CAN_DO_INTERACTION tag:
 
Unrecognized CDI Token:
 
EXTRA_BUTCHER_OBJECT
 
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
 
EBO_ITEM
 
ANY_HARD_STONE
 
EBO_SHAPE
 
ATTACK
 
BODYPART
 
TISSUE_LAYER
 
CHILD_BODYPART_GROUP
 
CHILD_TISSUE_LAYER_GROUP
 
Attack
 
ATTACK_SKILL
 
ATTACK_VERB
 
ATTACK_CONTACT_PERC
 
ATTACK_PENETRATION_PERC
 
ATTACK_PRIORITY
 
MAIN
 
ATTACK_VELOCITY_MODIFIER
 
ATTACK_FLAG_CANLATCH
 
ATTACK_FLAG_WITH
 
ATTACK_FLAG_EDGE
 
SPECIALATTACK_INTERACTION
 
SPECIALATTACK_INJECT_EXTRACT
 
SPECIALATTACK_SUCK_BLOOD
 
NOSMELLYROT
 
NATURAL_SKILL
 
LAYS_UNUSUAL_EGGS
 
ITEMCORPSE
 
ITEMCORPSE_QUALITY
 
BEACH_FREQUENCY
 
UNDERSWIM
 
CANOPENDOORS
 
GETS_WOUND_INFECTIONS
 
GETS_INFECTIONS_FROM_ROT
 
NOFEAR
 
NOSTUCKINS
 
PARALYZEIMMUNE
 
NOSKULL
 
NOSKIN
 
NOBONES
 
NOMEAT
 
HASSHELL
 
NOEXERT
 
NOPAIN
 
TENDONS
 
HAS_NERVES
 
LIGAMENTS
 
CAVE_ADAPT
 
NOTHOUGHT
 
ARENA_RESTRICTED
 
NOEMOTION
 
TRANCES
 
NOSTUN
 
NONAUSEA
 
EXTRAVISION
 
OPPOSED_TO_LIFE
 
CRAZED
 
BLOODSUCKER
 
BONECARN
 
CARNIVORE
 
GOBBLE_VERMIN_CREATURE
 
GOBBLE_VERMIN_CLASS
 
ROOT_AROUND
 
CREATURE_CLASS
 
PERSONALITY
 
LISP
 
MATERIAL_FORCE_MULTIPLIER
 
GENERAL_MATERIAL_FORCE_MULTIPLIER
 
SOUND
 
GRAZER
 
PRONE_TO_RAGE
 
LAYS_EGGS
 
EGG_SIZE
 
CLUTCH_SIZE
 
INTELLIGENT
 
CAN_LEARN
 
SLOW_LEARNER
 
CAN_SPEAK
 
UTTERANCES
 
EQUIPS
 
ALL_ACTIVE
 
DIURNAL
 
NOCTURNAL
 
CREPUSCULAR
 
MATUTINAL
 
VESPERTINE
 
POWER
 
MEGABEAST
 
SEMIMEGABEAST
 
FEATURE_BEAST
 
TITAN
 
DEMON
 
UNIQUE_DEMON
 
NIGHT_CREATURE_HUNTER
 
NIGHT_CREATURE_BOGEYMAN
 
MEANDERER
 
ALCOHOL_DEPENDENT
 
NOBREATHE
 
AMBUSHPREDATOR
 
LOCKPICKER
 
TRAPAVOID
 
NOT_BUTCHERABLE
 
MISCHIEVIOUS
 
MISCHIEVOUS
 
COOKABLE_LIVE
 
PATTERNFLIER
 
CURIOUSBEAST_EATER
 
CURIOUSBEAST_ITEM
 
CURIOUSBEAST_GUZZLER
 
FLEEQUICK
 
VERMINHUNTER
 
RETURNS_VERMIN_KILLS_TO_OWNER
 
HUNTS_VERMIN
 
DIVE_HUNTS_VERMIN
 
ADOPTS_OWNER
 
IMMOLATE
 
LARGE_PREDATOR
 
BENIGN
 
SMALL_REMAINS
 
remains
 
REMAINS
 
SPECIFIC_FOOD
 
PLANT
 
CASTE_NAME
 
CASTE_COLOR
 
CASTE_GLOWCOLOR
 
REMAINS_COLOR
 
IMMOBILE
 
IMMOBILE_LAND
 
LIGHT_GEN
 
VERMIN_MICRO
 
NOT_LIVING
 
CANNOT_UNDEAD
 
COMMON_DOMESTIC
 
WAGON_PULLER
 
PACK_ANIMAL
 
FLIER
 
PET_EXOTIC
 
TRAINABLE
 
TRAINABLE_HUNTING
 
TRAINABLE_WAR
 
WEBBER
 
THICKWEB
 
WEBIMMUNE
 
MULTIPLE_LITTER_RARE
 
MAGMA_VISION
 
FIREIMMUNE
 
FIREIMMUNE_SUPER
 
FEMALE
 
MALE
 
LITTERSIZE
 
MAXAGE
 
GNAWER
 
DESCRIPTION
 
PETVALUE
 
PETVALUE_DIVISOR
 
BODY_SIZE
 
GRAVITATE_BODY_SIZE
 
CHANGE_BODY_SIZE_PERC
 
ATTACK_TRIGGER
 
MODVALUE
 
VIEWRANGE
 
BUILDINGDESTROYER
 
DIFFICULTY
 
GRASSTRAMPLE
 
SPEED
 
SWIMS_LEARNED
 
SWIMS_INNATE
 
SWIM_SPEED
 
TRADE_CAPACITY
 
LAIR_HUNTER
 
LAIR_HUNTER_SPEECH
 
LAIR
 
LAIR_CHARACTERISTIC
 
HABIT
 
HABIT_NUM
 
TEST_ALL
 
BLOOD
 
SECRETION
 
EGG_MATERIAL
 
CASTE_TILE
 
CASTE_SOLDIER_TILE
 
CASTE_GLOWTILE
 
CASTE_ALTTILE
 
CASTE_SOLDIER_ALTTILE
 
EXTRACT
 
MILKABLE
 
CONVERTED_SPOUSE
 
SPOUSE_CONVERTER
 
SPOUSE_CONVERSION_TARGET
 
MANNERISM_LAUGH
 
MANNERISM_SMILE
 
MANNERISM_WALK
 
MANNERISM_SIT
 
MANNERISM_BREATH
 
MANNERISM_POSTURE
 
MANNERISM_STRETCH
 
MANNERISM_EYELIDS
 
MANNERISM_FINGERS
 
MANNERISM_NOSE
 
MANNERISM_EAR
 
MANNERISM_HEAD
 
MANNERISM_EYES
 
MANNERISM_MOUTH
 
MANNERISM_HAIR
 
MANNERISM_KNUCKLES
 
MANNERISM_LIPS
 
MANNERISM_CHEEK
 
MANNERISM_NAILS
 
MANNERISM_FEET
 
MANNERISM_ARMS
 
MANNERISM_HANDS
 
MANNERISM_TONGUE
 
MANNERISM_LEG
 
VERMIN_BITE
 
PENETRATEPOWER
 
FISHITEM
 
VERMIN_NOROAM
 
VERMIN_NOFISH
 
VERMIN_NOTRAP
 
HOMEOTHERM
 
FIXED_TEMP
 
SKILL_RATE
 
SKILL_RUST_RATE
 
SKILL_LEARN_RATE
 
SKILL_RATES
 
SKILL_LEARN_RATES
 
SKILL_RUST_RATES
 
PHYS_ATT_RANGE
 
Attribute range not in increasing order, repaired
 
Attribute range less than
 
Attribute range greater than
 
PHYS_ATT_RATES
 
PHYS_ATT_CAP_PERC
 
Attribute cap perc less than 100, set to 100
 
MENT_ATT_RANGE
 
MENT_ATT_RATES
 
MENT_ATT_CAP_PERC
 
TISSUE_LAYER_UNDER
 
TISSUE_LAYER_OVER
 
NORMAL
 
Unknown Body Group/Relation Token(s):
 
Unknown Body Part Position Token:
 
Tissue layer not added because no BP found:
 
SELECT_TISSUE_LAYER
 
PLUS_TISSUE_LAYER
 
BODY_DETAIL_PLAN
 
Body detail plan not found:
 
ARG1
 
ARG2
 
ARG3
 
ARG4
 
ARG5
 
SET_LAYER_TISSUE
 
TISSUE_NAME
 
Tissue Definition
 
TISSUE_MATERIAL
 
RELATIVE_THICKNESS
 
HEALING_RATE
 
VASCULAR
 
PAIN_RECEPTORS
 
THICKENS_ON_STRENGTH
 
THICKENS_ON_ENERGY_STORAGE
 
ARTERIES
 
SCARS
 
STRUCTURAL
 
CONNECTIVE_TISSUE_ANCHOR
 
SETTABLE
 
SPLINTABLE
 
FUNCTIONAL
 
NERVOUS
 
THOUGHT
 
MUSCULAR
 
SMELL
 
HEAR
 
FLIGHT
 
BREATHE
 
SIGHT
 
CONNECTS
 
MAJOR_ARTERIES
 
INSULATION
 
COSMETIC
 
STYLEABLE
 
TISSUE_SHAPE
 
SUBORDINATE_TO_TISSUE
 
TISSUE_MAT_STATE
 
TISSUE_LEAKS
 
Tissue Template
 
TISSUE_TEMPLATE
 
Unrecognized Tissue Template Token:
 
LOCAL_PLANT_MAT
 
CVCT_MASTER
 
CVCT_TARGET
 
CVCT_REPLACEMENT
 
CREATURE_VARIATION
 
Unrecognized Creature Variation Token:
 
ADD_MATERIAL
 
ADD_TISSUE
 
Unrecognized Body Detail Plan Token:
 
nothing
 
chunk
 
chunks
 
creature_layer
 
UPPERBODY
 
LOWERBODY
 
HEAD
 
CON_CAT
 
CONTYPE
 
GRASP
 
STANCE
 
Unrecognized Creature Bodypart CONTYPE Token:
 
LIMB
 
THROAT
 
JOINT
 
SKELETON
 
UNDER_PRESSURE
 
TOTEMABLE
 
VERMIN_BUTCHER_ITEM
 
EMBEDDED
 
APERTURE
 
SMALL
 
INTERNAL
 
CIRCULATION
 
GUTS
 
RIGHT
 
LEFT
 
DIGIT
 
CONNECTOR
 
SOCKET
 
MOUTH
 
CATEGORY
 
DEFAULT_RELSIZE
 
INDIVIDUAL_NAME
 
Unrecognized Creature Bodypart Token:
 
Unrecognized Creature Body Token:
 
SOLID
 
LIQUID
 
POWDER
 
SOLID_POWDER
 
PASTE
 
SOLID_PASTE
 
PRESSED
 
SOLID_PRESSED
 
ALL_SOLID
 
Unrecognized Material State Token:
 
Unrecognized Location Hint Token:
 
MAJOR_CURSE
 
GREETING
 
CLEAN_SELF
 
CLEAN_FRIEND
 
FLEEING
 
Unrecognized Usage Hint Token:
 
TRAILING_DUST_FLOW
 
TRAILING_VAPOR_FLOW
 
TRAILING_GAS_FLOW
 
SOLID_GLOB
 
LIQUID_GLOB
 
SPATTER_POWDER
 
SPATTER_LIQUID
 
UNDIRECTED_GAS
 
UNDIRECTED_VAPOR
 
UNDIRECTED_DUST
 
WEB_SPRAY
 
DRAGONFIRE
 
FIREJET
 
FIREBALL
 
WEATHER_CREEPING_GAS
 
WEATHER_CREEPING_VAPOR
 
WEATHER_CREEPING_DUST
 
WEATHER_FALLING_MATERIAL
 
Unrecognized Breath Attack Token:
 
LAW_MAKING
 
LAW_ENFORCEMENT
 
RECEIVE_DIPLOMATS
 
MEET_WORKERS
 
MANAGE_PRODUCTION
 
TRADE
 
ACCOUNTING
 
ESTABLISH_COLONY_TRADE_AGREEMENTS
 
MAKE_INTRODUCTIONS
 
MAKE_PEACE_AGREEMENTS
 
MAKE_TOPIC_AGREEMENTS
 
COLLECT_TAXES
 
ESCORT_TAX_COLLECTOR
 
EXECUTIONS
 
TAME_EXOTICS
 
RELIGION
 
ATTACK_ENEMIES
 
PATROL_TERRITORY
 
MILITARY_GOALS
 
MILITARY_STRATEGY
 
UPGRADE_SQUAD_EQUIPMENT
 
EQUIPMENT_MANIFESTS
 
SORT_AMMUNITION
 
BUILD_MORALE
 
HEALTH_MANAGEMENT
 
Unrecognized Position Responsibility Token:
 
KILL_ENTITY_MEMBER
 
KILL_NEUTRAL
 
KILL_ENEMY
 
KILL_ANIMAL
 
EAT_SAPIENT_OTHER
 
EAT_SAPIENT_KILL
 
MAKE_TROPHY_SAME_RACE
 
MAKE_TROPHY_SAPIENT
 
MAKE_TROPHY_ANIMAL
 
KILL_PLANT
 
TORTURE_AS_EXAMPLE
 
TORTURE_FOR_INFORMATION
 
TORTURE_FOR_FUN
 
TORTURE_ANIMALS
 
TREASON
 
OATH_BREAKING
 
LYING
 
VANDALISM
 
TRESPASSING
 
THEFT
 
ASSAULT
 
SLAVERY
 
Unrecognized Ethic Action Token:
 
NOT_APPLICABLE
 
REQUIRED
 
ACCEPTABLE
 
PERSONAL_MATTER
 
JUSTIFIED_IF_NO_REPERCUSSIONS
 
JUSTIFIED_IF_GOOD_REASON
 
JUSTIFIED_IF_EXTREME_REASON
 
JUSTIFIED_IF_SELF_DEFENSE
 
ONLY_IF_SANCTIONED
 
MISGUIDED
 
SHUN
 
APPALLING
 
PUNISH_REPRIMAND
 
PUNISH_SERIOUS
 
PUNISH_EXILE
 
PUNISH_CAPITAL
 
UNTHINKABLE
 
Unrecognized Ethic Response Token:
 
ROAD
 
TUNNEL
 
BRIDGE
 
WALL
 
Unrecognized World Construction Token:
 
PANTHEON
 
REGIONAL_FORCE
 
Unrecognized Religion Token:
 
SPRING
 
SUMMER
 
AUTUMN
 
WINTER
 
Unrecognized Season Token:
 
AGRICULTURE
 
ANIMALS
 
BALANCE
 
BEAUTY
 
BIRTH
 
BLIGHT
 
BOUNDARIES
 
CAVERNS
 
CHAOS
 
CHARITY
 
CHILDREN
 
COASTS
 
CONSOLATION
 
COURAGE
 
CRAFTS
 
CREATION
 
DANCE
 
DARKNESS
 
DAWN
 
DEATH
 
DEFORMITY
 
DEPRAVITY
 
DISCIPLINE
 
DISEASE
 
DREAMS
 
DUSK
 
DUTY
 
EARTH
 
FAMILY
 
FAME
 
FATE
 
FERTILITY
 
FESTIVALS
 
FIRE
 
FISH
 
FISHING
 
FOOD
 
FORGIVENESS
 
FORTRESSES
 
FREEDOM
 
GAMBLING
 
GAMES
 
GENEROSITY
 
HAPPINESS
 
HEALING
 
HOSPITALITY
 
HUNTING
 
INSPIRATION
 
JEALOUSY
 
JEWELS
 
JUSTICE
 
LABOR
 
LAKES
 
LAWS
 
LIES
 
LIGHT
 
LIGHTNING
 
LONGEVITY
 
LOVE
 
LOYALTY
 
LUCK
 
LUST
 
MARRIAGE
 
MERCY
 
METALS
 
MINERALS
 
MISERY
 
MIST
 
MOON
 
MOUNTAINS
 
MUCK
 
MURDER
 
MUSIC
 
NATURE
 
NIGHT
 
NIGHTMARES
 
OATHS
 
OCEANS
 
ORDER
 
PAINTING
 
PEACE
 
PERSUASION
 
PLANTS
 
POETRY
 
PREGNANCY
 
RAIN
 
RAINBOWS
 
REBIRTH
 
REVELRY
 
REVENGE
 
RIVERS
 
RULERSHIP
 
RUMORS
 
SACRIFICE
 
SALT
 
SCHOLARSHIP
 
SEASONS
 
SILENCE
 
SONG
 
STARS
 
STORMS
 
STRENGTH
 
SUICIDE
 
THRALLDOM
 
THUNDER
 
TORTURE
 
TRAVELERS
 
TREACHERY
 
TREES
 
TRICKERY
 
TRUTH
 
TWILIGHT
 
VALOR
 
VICTORY
 
VOLCANOS
 
WATER
 
WEALTH
 
WEATHER
 
WIND
 
WISDOM
 
WRITING
 
YOUTH
 
Unrecognized Sphere Token:
 
IMMORTALITY
 
Unrecognized Secret Goal Token:
 
OWN_RACE
 
Unrecognized Art Facet Token:
 
TREE
 
SHAPE
 
ITEM
 
Unrecognized Art Image Element Token:
 
ART_IMAGE
 
COVERED
 
GLAZED
 
RINGS_HANGING
 
BANDS
 
SPIKES
 
ITEMSPECIFIC
 
THREAD
 
CLOTH
 
SEWN_IMAGE
 
PAGES
 
ILLUSTRATION
 
Unrecognized Item Improvement Token:
 
PLAYER_FORTRESS
 
DARK_FORTRESS
 
CAVE
 
CAVE_DETAILED
 
TREE_CITY
 
CITY
 
FORTRESS
 
MONUMENT
 
Unrecognized Site Token:
 
LAW_ENFORCE
 
TAX_ESCORT
 
ANIMATED
 
GHOST
 
ADVENTURER
 
Unrecognized Creature Texture Token:
 
MOTHER
 
FATHER
 
SPOUSE
 
DEITY
 
LOVER
 
PRISONER
 
IMPRISONER
 
MASTER
 
APPRENTICE
 
Unrecognized Historical Figure Hist Fig Link Token:
 
MERCENARY
 
FORMER_MERCENARY
 
ENEMY
 
CRIMINAL
 
MEMBER
 
FORMER_MEMBER
 
SLAVE
 
FORMER_SLAVE
 
FORMER_PRISONER
 
HERO
 
SHOPKEEPER
 
MINER
 
WOODWORKER
 
CARPENTER
 
BOWYER
 
WOODCUTTER
 
STONEWORKER
 
ENGRAVER
 
MASON
 
RANGER
 
ANIMAL_CARETAKER
 
ANIMAL_TRAINER
 
HUNTER
 
TRAPPER
 
ANIMAL_DISSECTOR
 
METALSMITH
 
FURNACE_OPERATOR
 
WEAPONSMITH
 
ARMORER
 
BLACKSMITH
 
METALCRAFTER
 
JEWELER
 
GEM_CUTTER
 
GEM_SETTER
 
CRAFTSMAN
 
WOODCRAFTER
 
POTTER
 
WAX_WORKER
 
STONECRAFTER
 
LEATHERWORKER
 
BONE_CARVER
 
WEAVER
 
CLOTHIER
 
GLASSMAKER
 
STRAND_EXTRACTOR
 
FISHERY_WORKER
 
FISHERMAN
 
FISH_DISSECTOR
 
FISH_CLEANER
 
FARMER
 
CHEESE_MAKER
 
MILKER
 
SHEARER
 
SPINNER
 
COOK
 
THRESHER
 
MILLER
 
BUTCHER
 
TANNER
 
DYER
 
PRESSER
 
BEEKEEPER
 
GLAZER
 
PLANTER
 
HERBALIST
 
BREWER
 
SOAP_MAKER
 
POTASH_MAKER
 
LYE_MAKER
 
WOOD_BURNER
 
ENGINEER
 
MECHANIC
 
SIEGE_ENGINEER
 
SIEGE_OPERATOR
 
PUMP_OPERATOR
 
CLERK
 
ARCHITECT
 
DOCTOR
 
DIAGNOSER
 
BONE_SETTER
 
SUTURER
 
SURGEON
 
ADMINISTRATOR
 
TRADER
 
ALCHEMIST
 
MERCHANT
 
HAMMERMAN
 
MASTER_HAMMERMAN
 
SPEARMAN
 
MASTER_SPEARMAN
 
CROSSBOWMAN
 
MASTER_CROSSBOWMAN
 
WRESTLER
 
MASTER_WRESTLER
 
AXEMAN
 
MASTER_AXEMAN
 
SWORDSMAN
 
MASTER_SWORDSMAN
 
MACEMAN
 
MASTER_MACEMAN
 
PIKEMAN
 
MASTER_PIKEMAN
 
BOWMAN
 
MASTER_BOWMAN
 
BLOWGUNMAN
 
MASTER_BLOWGUNMAN
 
RECRUIT
 
TRAINED_HUNTER
 
TRAINED_WAR
 
MASTER_THIEF
 
THIEF
 
STANDARD
 
DRUNK
 
LASHER
 
MASTER_LASHER
 
MINE
 
HAUL_STONE
 
HAUL_WOOD
 
HAUL_BODY
 
HAUL_FOOD
 
HAUL_REFUSE
 
HAUL_ITEM
 
HAUL_FURNITURE
 
HAUL_ANIMALS
 
CLEAN
 
CUTWOOD
 
DETAIL
 
ANIMALTRAIN
 
ANIMALCARE
 
DIAGNOSE
 
SURGERY
 
BONE_SETTING
 
SUTURING
 
DRESSING_WOUNDS
 
FEED_WATER_CIVILIANS
 
RECOVER_WOUNDED
 
DISSECT_VERMIN
 
LEATHER
 
CLOTHESMAKER
 
PROCESS_PLANT
 
MAKE_CHEESE
 
MILK
 
CLEAN_FISH
 
DISSECT_FISH
 
HUNT
 
SMELT
 
FORGE_WEAPON
 
FORGE_ARMOR
 
FORGE_FURNITURE
 
METAL_CRAFT
 
CUT_GEM
 
ENCRUST_GEM
 
WOOD_CRAFT
 
POTTERY
 
WAX_WORKING
 
STONE_CRAFT
 
BONE_CARVE
 
EXTRACT_STRAND
 
SIEGECRAFT
 
SIEGEOPERATE
 
POTASH_MAKING
 
LYE_MAKING
 
GLAZING
 
BURN_WOOD
 
OPERATE_PUMP
 
PRESSING
 
BEEKEEPING
 
Unrecognized Labor Token:
 
Unrecognized Unit Type Token:
 
MINING
 
WOODCUTTING
 
CARPENTRY
 
DETAILSTONE
 
MASONRY
 
PROCESSFISH
 
TRAPPING
 
WEAVING
 
BREWING
 
ALCHEMY
 
CLOTHESMAKING
 
MILLING
 
PROCESSPLANTS
 
CHEESEMAKING
 
SHEARING
 
SPINNING
 
HERBALISM
 
CUTGEM
 
ENCRUSTGEM
 
WOODCRAFT
 
STONECRAFT
 
METALCRAFT
 
LEATHERWORK
 
BONECARVE
 
SWORD
 
MISC_WEAPON
 
DAGGER
 
MACE
 
HAMMER
 
SPEAR
 
CROSSBOW
 
SHIELD
 
ARMOR
 
PIKE
 
WHIP
 
BLOWGUN
 
THROW
 
MECHANICS
 
MAGIC_NATURE
 
SNEAK
 
DESIGNBUILDING
 
DRESS_WOUNDS
 
SET_BONE
 
SUTURE
 
CRUTCH_WALK
 
WOOD_BURNING
 
SOAP_MAKING
 
SWIMMING
 
NEGOTIATION
 
JUDGING_INTENT
 
APPRAISAL
 
ORGANIZATION
 
RECORD_KEEPING
 
INTIMIDATION
 
CONVERSATION
 
COMEDY
 
FLATTERY
 
CONSOLE
 
PACIFY
 
TRACKING
 
KNOWLEDGE_ACQUISITION
 
CONCENTRATION
 
SITUATIONAL_AWARENESS
 
PROSE
 
READING
 
SPEAKING
 
COORDINATION
 
LEADERSHIP
 
TEACHING
 
MELEE_COMBAT
 
RANGED_COMBAT
 
WRESTLING
 
BITE
 
GRASP_STRIKE
 
STANCE_STRIKE
 
DODGING
 
KNAPPING
 
MILITARY_TACTICS
 
Unrecognized Skill Token:
 
AMBER
 
CORAL
 
GLASS_GREEN
 
GLASS_CLEAR
 
GLASS_CRYSTAL
 
POTASH
 
PEARLASH
 
VOMIT
 
FILTH_B
 
FILTH_Y
 
UNKNOWN_SUBSTANCE
 
GRIME
 
STONE
 
METAL
 
INORGANIC
 
COAL
 
GET_MATERIAL_FROM_REAGENT
 
Unrecognized Material Token:
 
FORCED
 
UNCOMMON
 
RARE
 
SMALLGEM
 
BLOCKS
 
ROUGH
 
BOULDER
 
WOOD
 
DOOR
 
FLOODGATE
 
HATCH_COVER
 
GRATE
 
TRACTION_BENCH
 
CHAIR
 
CHAIN
 
FLASK
 
GOBLET
 
INSTRUMENT
 
TOOL
 
WINDOW
 
CAGE
 
BARREL
 
BUCKET
 
ANIMALTRAP
 
TABLE
 
COFFIN
 
STATUE
 
SLAB
 
BOOK
 
QUERN
 
MILLSTONE
 
CORPSE
 
WEAPON
 
SHOES
 
HELM
 
GLOVES
 
ARMORSTAND
 
WEAPONRACK
 
CABINET
 
FIGURINE
 
AMULET
 
SCEPTER
 
AMMO
 
CROWN
 
RING
 
EARRING
 
BRACELET
 
ANVIL
 
CORPSEPIECE
 
MEAT
 
FISH_RAW
 
VERMIN
 
SEEDS
 
SKIN_TANNED
 
LEAVES
 
TOTEM
 
PANTS
 
BACKPACK
 
QUIVER
 
SPLINT
 
ORTHOPEDIC_CAST
 
CRUTCH
 
CATAPULTPARTS
 
BALLISTAPARTS
 
SIEGEAMMO
 
BALLISTAARROWHEAD
 
TRAPPARTS
 
TRAPCOMP
 
DRINK
 
POWDER_MISC
 
CHEESE
 
LIQUID_MISC
 
COIN
 
GLOB
 
ROCK
 
PIPE_SECTION
 
Unrecognized Item Token:
 
VESSEL
 
MILITARY_UNIT
 
TEMPLE
 
BATTLE
 
SIEGE
 
map_rejection_log.txt
 
COKE
 
CHARCOAL
 
USE_LAVA_STONE
 
Unrecognized Inorganic Token:
 
Unrecognized Coal Token:
 
VEIN
 
CLUSTER
 
CLUSTER_SMALL
 
CLUSTER_ONE
 
Unrecognized Inclusion Type Token:
 
West
 
East
 
North
 
South
 
Below
 
Above
 
Here
 
Leather
 
Cloth (Plant)
 
Cloth (Silk)
 
Cloth (Yarn)
 
Crafts
 
Wood
 
Pets
 
Drinks
 
Cheeses
 
Powders
 
Extracts
 
Meat
 
Fish
 
Eggs
 
Plants
 
Meat/Fish Recipes
 
Other Recipes
 
Metal Bars
 
Small Cut Gems
 
Large Cut Gems
 
Stone Blocks
 
Seeds
 
Anvils
 
Weapons
 
Training Weapons
 
Bodywear
 
Ammo
 
Trap Components
 
Digging Implements
 
Headwear
 
Handwear
 
Footwear
 
Legwear
 
Shields
 
Toys
 
Tools
 
Instruments
 
Stone
 
Sand
 
Clay
 
Cages
 
Bags (Leather)
 
Bags (Plant)
 
Bags (Silk)
 
Bags (Yarn)
 
Thread (Plant)
 
Thread (Silk)
 
Thread (Yarn)
 
Ropes (Plant)
 
Ropes (Silk)
 
Ropes (Yarn)
 
Barrels
 
Miscellaneous
 
Flasks/Waterskins
 
Quivers
 
Backpacks
 
Buckets
 
Splints
 
Crutches
 
None
 
Dungeon Commander
 
Insane Mood
 
Undead Hunt
 
Sieger Patrol
 
Maraude Target
 
Sieger Basepoint
 
Sieger Mill
 
Ambush Patrol
 
Marauder Mill
 
Wilderness Curious Wander
 
Wilderness Curious Steal Target
 
Wilderness Roamer
 
Pattern Patrol
 
Inactive Marauder
 
Owner
 
Commander
 
Chained Animal
 
Meeting Location
 
Meeting Location Building
 
Depot
 
Vermin Hunting
 
Seek Commander
 
Return to Base
 
Mill Anywhere
 
Mill Building
 
Head for Edge
 
Milling Flood
 
Milling Burrow
 
Squad Move
 
Squad Kill List
 
Squad Patrol
 
Squad Defend Burrow
 
Squad Defend Burrow From Target
 
Lair Hunter
 
Nonsense
 
Come to Job Building
 
Valid Pond Dump Unit
 
Valid Pond Dump
 
Conflict Defense
 
Adventure Move
 
Thief Target
 
Check Chest
 
Sleep Bed
 
Sleep Barracks
 
Sleep Ground
 
Leave Wall
 
Flee Terrain
 
Tax Room
 
Guard Taxes
 
Ransack Taxes
 
Get Empty Sand Bag
 
Sand Zone
 
Clay Zone
 
Colony to Install
 
Return Colony To Install
 
Grab Cage
 
Uncage Animal
 
Capture Small Pet
 
Grab Cage Unit
 
Grab Milk Unit
 
Grab Shear Unit
 
Lay Egg/Nest Box
 
Grab Animal Trap
 
Cage Vermin
 
Grab Unfill Bucket
 
Seek Fill Bucket
 
Seek Patient for Carry
 
Seek Patient for Diagnosis
 
Seek Patient for Immobilize Break
 
Seek Patient for Crutch
 
Seek Patient for Suturing
 
Seek Patient for Dress Wound
 
Seek Surgery Site
 
Carry Patient to Bed
 
Seek Give Water Bucket
 
Seek Job Item
 
Seek Unit For Item Drop
 
Seek Unit For Job
 
Seek Building For Item Drop
 
Seek Building For Job
 
Seek Splint
 
Seek Crutch
 
Seek Suture Thread
 
Seek Dressing Cloth
 
Seek Food for Target
 
Seek Target for Food
 
Seek Animal for Slaughter
 
Seek Slaughter Building
 
Seek Animal for Chain
 
Seek Chain for Animal
 
Seek Cage for Unchain
 
Seek Animal for Unchain
 
Grab Food for Taming
 
Seek Animal for Taming
 
Seek Drink Item
 
Seek Food Item
 
Seek Eating Chair
 
Seek Eating Chair 2
 
Seek Bad Mood Building
 
Set Glass Mood Building
 
Set Mood Building
 
Seek Fell Victim
 
Clean Building Site
 
Reset Priority Goal
 
Main Job Building
 
Drop Off Job Items
 
Grab Job Resources
 
Work at Building
 
Grab Uniform
 
Grab Clothing
 
Grab Weapon
 
Grab Ammunition
 
Grab Shield
 
Grab Armor
 
Grab Helm
 
Grab Boots
 
Grab Gloves
 
Grab Pants
 
Grab Quiver
 
Grab Backpack
 
Grab Waterskin
 
Start Hunt
 
Start Fish
 
Clean
 
Hunt Vermin
 
Patrol
 
Squad Station
 
Seek Infant
 
Shop Specific
 
Mill in Shop
 
Seek Training Ammunition
 
Archery Training Site
 
Sparring Partner
 
Sparring Site
 
Attend Party
 
Seek Artifact
 
Grab Ammunition for Building
 
Seek Building for Ammunition
 
Seek Item for Storage
 
Store Item
 
Grab Kill
 
Grab Execution Weapon
 
Drop Kill at Butcher
 
Drop Kill out Front
 
Seek Kidnap Victim
 
Seek Blood Suck Victim
 
Seek Sheriff
 
Seek Hunting Target
 
Seek Target Mechanism
 
Seek Target for Mechanism
 
Seek Mechanism for Trigger
 
Seek Trigger for Mechanism
 
Seek Trap for Vermin Catch
 
Seek Vermin for Catching
 
Seek Vermin Catch Location
 
Wander Vermin Catch Location
 
Seek Vermin for Hunting
 
Seek Vermin Hunting Spot
 
Wander Vermin Hunting Spot
 
Seek Fish Trap
 
Seek Fish Catch Location
 
Seek Well for Water
 
Seek Drink Area for Water
 
Manage Work Orders
 
Update Stockpile Records
 
Upgrade Squad Equipment
 
Prepare Equipment Manifests
 
Wander Depot
 
Seek Update Office
 
Seek Manage Office
 
Assigned Building Job
 
Chase Opponent
 
Chase Opponent (Same Square)
 
Flee from Opponent
 
Attack Building
 
Start Bed Carry
 
Start Give Food Water
 
Start Medical Aid
 
Seek Station Flood
 
Seek Station
 
Start Water Job Well
 
Start Water Job Drink Area
 
Start Eat Job
 
Scheduled Meal
 
Scheduled Sleep Bed
 
Scheduled Sleep Ground
 
Rest
 
Remove Construction
 
Chop
 
Detail
 
Gather Plant
 
Mischief
 
Rest (Recovered)
 
Rest (Reset)
 
Combat Training
 
Skill Demonstration
 
Individual Skill Drill
 
PRIMITIVE
 
FLOWERY
 
UGLY
 
BOUNDARY
 
NAME_CAVE
 
VIOLENT
 
WILD
 
ASSERTIVE
 
ARTIFICE
 
MYSTERY
 
LEADER
 
DOMESTIC
 
MYTHIC
 
FESTIVAL
 
SUBORDINATE
 
NEGATIVE
 
NEGATOR
 
PROTECT
 
NAME_LAKE
 
RESTRAIN
 
ROMANTIC
 
NAME_MOUNTAINS
 
NAME_OCEAN
 
TRAVEL
 
NAME_FOREST
 
NAME_VOLCANO
 
agriculture
 
animals
 
balance
 
beauty
 
birth
 
blight
 
boundaries
 
caverns
 
chaos
 
charity
 
children
 
coasts
 
consolation
 
courage
 
crafts
 
creation
 
dance
 
darkness
 
dawn
 
death
 
deformity
 
depravity
 
discipline
 
disease
 
dreams
 
dusk
 
duty
 
earth
 
family
 
fame
 
fate
 
fertility
 
festivals
 
fire
 
fish
 
fishing
 
food
 
forgiveness
 
fortresses
 
freedom
 
gambling
 
games
 
generosity
 
happiness
 
healing
 
hospitality
 
hunting
 
inspiration
 
jealousy
 
jewels
 
justice
 
labor
 
lakes
 
laws
 
lies
 
light
 
lightning
 
longevity
 
love
 
loyalty
 
luck
 
lust
 
marriage
 
mercy
 
metals
 
minerals
 
misery
 
mist
 
moon
 
mountains
 
muck
 
murder
 
music
 
nature
 
night
 
nightmares
 
oaths
 
oceans
 
order
 
painting
 
peace
 
persuasion
 
plants
 
poetry
 
pregnancy
 
rain
 
rainbows
 
rebirth
 
revelry
 
revenge
 
rivers
 
rulership
 
rumors
 
sacrifice
 
salt
 
scholarship
 
seasons
 
silence
 
song
 
speech
 
stars
 
storms
 
strength
 
suicide
 
theft
 
thralldom
 
thunder
 
torture
 
trade
 
travelers
 
treachery
 
trees
 
trickery
 
truth
 
twilight
 
valor
 
victory
 
volcanos
 
water
 
wealth
 
weather
 
wind
 
wisdom
 
writing
 
youth
 
paved outdoor area
 
uneven pillars
 
square of pillars
 
pillars on the perimeter
 
upper floors
 
lower floors
 
water pool
 
lava pool
 
stagnant pool
 
open structure
 
paved indoor areas
 
detailed surfaces
 
MOUNTAIN
 
GLACIER
 
TUNDRA
 
SWAMP_TEMPERATE_FRESHWATER
 
SWAMP_TEMPERATE_SALTWATER
 
MARSH_TEMPERATE_FRESHWATER
 
MARSH_TEMPERATE_SALTWATER
 
SWAMP_TROPICAL_FRESHWATER
 
SWAMP_TROPICAL_SALTWATER
 
SWAMP_MANGROVE
 
MARSH_TROPICAL_FRESHWATER
 
MARSH_TROPICAL_SALTWATER
 
FOREST_TAIGA
 
TAIGA
 
FOREST_TEMPERATE_CONIFER
 
FOREST_TEMPERATE_BROADLEAF
 
FOREST_TROPICAL_CONIFER
 
FOREST_TROPICAL_DRY_BROADLEAF
 
FOREST_TROPICAL_MOIST_BROADLEAF
 
GRASSLAND_TEMPERATE
 
SAVANNA_TEMPERATE
 
SHRUBLAND_TEMPERATE
 
GRASSLAND_TROPICAL
 
SAVANNA_TROPICAL
 
SHRUBLAND_TROPICAL
 
DESERT_BADLAND
 
DESERT_ROCK
 
DESERT_SAND
 
OCEAN_TROPICAL
 
OCEAN_TEMPERATE
 
OCEAN_ARCTIC
 
POOL_TEMPERATE_FRESHWATER
 
POOL_TEMPERATE_BRACKISHWATER
 
POOL_TEMPERATE_SALTWATER
 
POOL_TROPICAL_FRESHWATER
 
POOL_TROPICAL_BRACKISHWATER
 
POOL_TROPICAL_SALTWATER
 
LAKE_TEMPERATE_FRESHWATER
 
LAKE_TEMPERATE_BRACKISHWATER
 
LAKE_TEMPERATE_SALTWATER
 
LAKE_TROPICAL_FRESHWATER
 
LAKE_TROPICAL_BRACKISHWATER
 
LAKE_TROPICAL_SALTWATER
 
RIVER_TEMPERATE_FRESHWATER
 
RIVER_TEMPERATE_BRACKISHWATER
 
RIVER_TEMPERATE_SALTWATER
 
RIVER_TROPICAL_FRESHWATER
 
RIVER_TROPICAL_BRACKISHWATER
 
RIVER_TROPICAL_SALTWATER
 
SUBTERRANEAN_WATER
 
SUBTERRANEAN_CHASM
 
SUBTERRANEAN_LAVA
 
ALL_MAIN
 
ANY_LAND
 
ANY_OCEAN
 
ANY_LAKE
 
ANY_TEMPERATE_LAKE
 
ANY_TROPICAL_LAKE
 
ANY_RIVER
 
ANY_TEMPERATE_RIVER
 
ANY_TROPICAL_RIVER
 
ANY_POOL
 
NOT_FREEZING
 
ANY_TEMPERATE
 
ANY_TROPICAL
 
ANY_FOREST
 
ANY_SHRUBLAND
 
ANY_GRASSLAND
 
ANY_SAVANNA
 
ANY_TEMPERATE_FOREST
 
ANY_TROPICAL_FOREST
 
ANY_TEMPERATE_BROADLEAF
 
ANY_TROPICAL_BROADLEAF
 
ANY_WETLAND
 
ANY_TROPICAL_WETLAND
 
ANY_TEMPERATE_WETLAND
 
ANY_TROPICAL_MARSH
 
ANY_TEMPERATE_MARSH
 
ANY_TROPICAL_SWAMP
 
ANY_TEMPERATE_SWAMP
 
ANY_DESERT
 
Unrecognized Biome Token:
 
mother
 
father
 
parent
 
husband
 
wives
 
wife
 
spouse
 
eldest son
 
second eldest son
 
third eldest son
 
fourth eldest son
 
fifth eldest son
 
sixth eldest son
 
seventh eldest son
 
eighth eldest son
 
ninth eldest son
 
tenth eldest son
 
youngest son
 
only son
 
eldest daughter
 
second eldest daughter
 
third eldest daughter
 
fourth eldest daughter
 
fifth eldest daughter
 
sixth eldest daughter
 
seventh eldest daughter
 
eighth eldest daughter
 
ninth eldest daughter
 
tenth eldest daughter
 
daughter
 
only daughter
 
youngest daughter
 
eldest child
 
second eldest child
 
third eldest child
 
fourth eldest child
 
fifth eldest child
 
sixth eldest child
 
seventh eldest child
 
eighth eldest child
 
ninth eldest child
 
tenth eldest child
 
child
 
youngest child
 
only child
 
paternal grandmother
 
paternal grandfather
 
maternal grandmother
 
maternal grandfather
 
grandmother
 
grandfather
 
grandparent
 
older brother
 
older sister
 
older sibling
 
younger brother
 
younger sister
 
younger sibling
 
cousin
 
aunt
 
uncle
 
niece
 
nephew
 
SWAMP
 
DESERT
 
FOREST
 
OCEAN
 
LAKE
 
GRASSLAND
 
HILLS
 
Unrecognized Region Type Token:
 
Wetland
 
Desert
 
Forest
 
Mountains
 
Ocean
 
Lake
 
Glacier
 
Tundra
 
Grassland
 
Hills
 
FIRED_MAT
 
AGILITY
 
TOUGHNESS
 
ENDURANCE
 
RECUPERATION
 
DISEASE_RESISTANCE
 
Unrecognized Physical Attribute Token:
 
ANALYTICAL_ABILITY
 
FOCUS
 
WILLPOWER
 
CREATIVITY
 
INTUITION
 
PATIENCE
 
MEMORY
 
LINGUISTIC_ABILITY
 
SPATIAL_SENSE
 
MUSICALITY
 
KINESTHETIC_SENSE
 
EMPATHY
 
SOCIAL_AWARENESS
 
Unrecognized Mental Attribute Token:
 
Unrecognized Body Part Flag Token:
 
FRONT
 
BACK
 
SIDES
 
BOTTOM
 
Unrecognized Body Part Position Token:
 
AROUND
 
SURROUNDED_BY
 
ABOVE
 
BELOW
 
BEHIND
 
CLEANS
 
CLEANED_BY
 
Unrecognized Body Part Relation Token:
 
TYPE
 
TOKEN
 
BYTYPE
 
BYTOKEN
 
BYCATEGORY
 
Unrecognized Body Part Group Token:
 
HEIGHT
 
BROADNESS
 
LENGTH
 
CLOSE_SET
 
DEEP_SET
 
HIGH_POSITION
 
LARGE_IRIS
 
WRINKLY
 
CURLY
 
CONVEX
 
DENSE
 
THICKNESS
 
UPTURNED
 
SPLAYED_OUT
 
HANGING_LOBES
 
GAPS
 
HIGH_CHEEKBONES
 
BROAD_CHIN
 
JUTTING_CHIN
 
SQUARE_CHIN
 
ROUND_VS_NARROW
 
GREASY
 
DEEP_VOICE
 
RASPY_VOICE
 
Unrecognized Appearance Modifier Token:
 
DAILY
 
WEEKLY
 
MONTHLY
 
YEARLY
 
Unrecognized Appearance Modifier Rate Scale Token:
 
FADE
 
ROOT
 
Unrecognized Replacement Method Token:
 
MONOTONE
 
STRIPES
 
IRIS_EYE
 
SPOTS
 
PUPIL_EYE
 
MOTTLED
 
Unrecognized Pattern Token:
 
LAYER
 
STRANDS
 
FEATHERS
 
SCALES
 
CUSTOM
 
Unrecognized Tissue Shape Token:
 
DOMINANT_LESS
 
DOMINANT_MORE
 
Unrecognized Genetic Model Token:
 
REACHED_PEAK
 
ERA_CHANGE
 
ENDGAME_EVENT_1
 
ENDGAME_EVENT_2
 
FEATURE_DISCOVERY
 
STRUCK_DEEP_METAL
 
STRUCK_MINERAL
 
STRUCK_ECONOMIC_MINERAL
 
COMBAT_TWIST_WEAPON
 
COMBAT_LET_ITEM_DROP
 
COMBAT_START_CHARGE
 
COMBAT_SURPRISE_CHARGE
 
COMBAT_JUMP_DODGE_PROJ
 
COMBAT_JUMP_DODGE_STRIKE
 
COMBAT_DODGE
 
COMBAT_COUNTERSTRIKE
 
COMBAT_BLOCK
 
COMBAT_PARRY
 
COMBAT_CHARGE_COLLISION
 
COMBAT_CHARGE_DEFENDER_TUMBLES
 
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
 
COMBAT_CHARGE_ATTACKER_TUMBLES
 
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
 
COMBAT_CHARGE_TANGLE_TOGETHER
 
COMBAT_CHARGE_TANGLE_TUMBLE
 
COMBAT_CHARGE_RUSH_BY
 
COMBAT_CHARGE_MANAGE_STOP
 
COMBAT_CHARGE_OBSTACLE_SLAM
 
COMBAT_WRESTLE_LOCK
 
COMBAT_WRESTLE_CHOKEHOLD
 
COMBAT_WRESTLE_TAKEDOWN
 
COMBAT_WRESTLE_THROW
 
COMBAT_WRESTLE_RELEASE_LOCK
 
COMBAT_WRESTLE_RELEASE_CHOKE
 
COMBAT_WRESTLE_RELEASE_GRIP
 
COMBAT_WRESTLE_STRUGGLE
 
COMBAT_WRESTLE_RELEASE_LATCH
 
COMBAT_WRESTLE_STRANGLE_KO
 
COMBAT_WRESTLE_ADJUST_GRIP
 
COMBAT_GRAB_TEAR
 
COMBAT_STRIKE_DETAILS
 
COMBAT_STRIKE_DETAILS_2
 
COMBAT_EVENT_ENRAGED
 
COMBAT_EVENT_STUCKIN
 
COMBAT_EVENT_LATCH_BP
 
COMBAT_EVENT_LATCH_GENERAL
 
COMBAT_EVENT_PROPELLED_AWAY
 
COMBAT_EVENT_KNOCKED_OUT
 
COMBAT_EVENT_STUNNED
 
COMBAT_EVENT_WINDED
 
COMBAT_EVENT_NAUSEATED
 
MIGRANT_ARRIVAL_NAMED
 
MIGRANT_ARRIVAL
 
DIG_CANCEL_WARM
 
DIG_CANCEL_DAMP
 
AMBUSH_DEFENDER
 
AMBUSH_RESIDENT
 
AMBUSH_THIEF
 
AMBUSH_THIEF_SUPPORT_SKULKING
 
AMBUSH_THIEF_SUPPORT_NATURE
 
AMBUSH_THIEF_SUPPORT
 
AMBUSH_MISCHIEVIOUS
 
AMBUSH_MISCHIEVOUS
 
AMBUSH_SNATCHER
 
AMBUSH_SNATCHER_SUPPORT
 
AMBUSH_AMBUSHER_NATURE
 
AMBUSH_AMBUSHER
 
AMBUSH_INJURED
 
AMBUSH_OTHER
 
AMBUSH_INCAPACITATED
 
FOUND_TRAP
 
CARAVAN_ARRIVAL
 
NOBLE_ARRIVAL
 
ANIMAL_TRAP_CATCH
 
ANIMAL_TRAP_ROBBED
 
MISCHIEF_LEVER
 
MISCHIEF_PLATE
 
MISCHIEF_CAGE
 
MISCHIEF_CHAIN
 
DIPLOMAT_ARRIVAL
 
LIAISON_ARRIVAL
 
TRADE_DIPLOMAT_ARRIVAL
 
CAVE_COLLAPSE
 
BIRTH_CITIZEN
 
BIRTH_ANIMAL
 
STRANGE_MOOD
 
MADE_ARTIFACT
 
NAMED_ARTIFACT
 
ITEM_ATTACHMENT
 
VERMIN_CAGE_ESCAPE
 
TRIGGER_WEB
 
MOOD_BUILDING_CLAIMED
 
ARTIFACT_BEGUN
 
MEGABEAST_ARRIVAL
 
BERSERK_CITIZEN
 
MAGMA_DEFACES_ENGRAVING
 
ENGRAVING_MELTS
 
MASTERPIECE_ARCHITECTURE
 
MASTERPIECE_CONSTRUCTION
 
MASTER_ARCHITECTURE_LOST
 
MASTER_CONSTRUCTION_LOST
 
ADV_AWAKEN
 
ADV_SLEEP_INTERRUPTED
 
ADV_REACTION_PRODUCTS
 
CANCEL_JOB
 
ADV_CREATURE_DEATH
 
CITIZEN_DEATH
 
PET_DEATH
 
CITIZEN_MISSING
 
PET_MISSING
 
FALL_OVER
 
CAUGHT_IN_FLAMES
 
CAUGHT_IN_WEB
 
UNIT_PROJECTILE_SLAM_BLOW_APART
 
UNIT_PROJECTILE_SLAM
 
UNIT_PROJECTILE_SLAM_INTO_UNIT
 
LOSE_HOLD_OF_ITEM
 
REGAIN_CONSCIOUSNESS
 
FREE_FROM_WEB
 
PARALYZED
 
OVERCOME_PARALYSIS
 
NOT_STUNNED
 
EXHAUSTION
 
PAIN_KO
 
BREAK_GRIP
 
BLOCK_FIRE
 
BREATHE_FIRE
 
SHOOT_WEB
 
PULL_OUT_DROP
 
STAND_UP
 
MARTIAL_TRANCE
 
MAT_BREATH
 
NIGHT_ATTACK_STARTS
 
NIGHT_ATTACK_ENDS
 
NIGHT_ATTACK_TRAVEL
 
GHOST_ATTACK
 
TRAVEL_SITE_DISCOVERY
 
TRAVEL_SITE_BUMP
 
ADVENTURE_INTRO
 
CREATURE_SOUND
 
CREATURE_STEALS_OBJECT
 
BODY_TRANSFORMATION
 
INTERACTION_ACTOR
 
INTERACTION_TARGET
 
UNDEAD_ATTACK
 
MARKET_CHATTER
 
STRANGE_RAIN_SNOW
 
STRANGE_CLOUD
 
SIMPLE_ANIMAL_ACTION
 
FLOUNDER_IN_LIQUID
 
Unrecognized Announcement Token:
 
SINGULAR
 
PLURAL
 
Unrecognized Word Property Token:
 
NEATLY_COMBED
 
BRAIDED
 
DOUBLE_BRAIDS
 
PONY_TAILS
 
CLEAN_SHAVEN
 
STANDARD_HAIR_SHAPINGS
 
STANDARD_BEARD_SHAPINGS
 
STANDARD_MOUSTACHE_SHAPINGS
 
STANDARD_SIDEBURNS_SHAPINGS
 
Unrecognized Tissue Layer Shapings Token:
 
blob
 
quadruped
 
humanoid
 
silverfish
 
mayfly
 
dragonfly
 
damselfly
 
stonefly
 
earwig
 
grasshopper
 
cricket
 
stick insect
 
cockroach
 
termite
 
mantis
 
louse
 
thrips
 
aphid
 
cicada
 
assassin bug
 
wasp
 
hornet
 
tiger beetle
 
ladybug
 
weevil
 
darkling beetle
 
click beetle
 
firefly
 
scarab beetle
 
stag beetle
 
dung beetle
 
rhinoceros beetle
 
rove beetle
 
snakefly
 
lacewing
 
antlion larva
 
mosquito
 
flea
 
scorpionfly
 
caddisfly
 
butterfly
 
moth
 
caterpillar
 
maggot
 
spider
 
tarantula
 
scorpion
 
tick
 
mite
 
shrimp
 
lobster
 
crab
 
nematode
 
snail
 
slug
 
earthworm
 
leech
 
bristleworm
 
ribbon worm
 
flat worm
 
toad
 
frog
 
salamander
 
newt
 
alligator
 
crocodile
 
lizard
 
chameleon
 
iguana
 
gecko
 
skink
 
gila monster
 
monitor
 
serpent
 
viper
 
rattlesnake
 
cobra
 
python
 
anaconda
 
turtle
 
tortoise
 
pterosaur
 
dimetrodon
 
sauropod
 
theropod
 
iguanodont
 
hadrosaurid
 
stegosaurid
 
ceratopsid
 
ankylosaurid
 
duck
 
goose
 
swan
 
turkey
 
grouse
 
chicken
 
quail
 
pheasant
 
gull
 
loon
 
grebe
 
albatross
 
petrel
 
penguin
 
pelican
 
stork
 
vulture
 
flamingo
 
falcon
 
kestrel
 
condor
 
osprey
 
buzzard
 
eagle
 
harrier
 
hawk
 
kite
 
crane
 
dove
 
pigeon
 
parrot
 
cockatoo
 
cuckoo
 
nightjar
 
swift
 
hummingbird
 
kingfisher
 
hornbill
 
quetzal
 
toucan
 
woodpecker
 
lyrebird
 
thornbill
 
honeyeater
 
oriole
 
fantail
 
shrike
 
crow
 
raven
 
magpie
 
kinglet
 
lark
 
swallow
 
martin
 
bushtit
 
warbler
 
thrush
 
oxpecker
 
starling
 
mockingbird
 
wren
 
nuthatch
 
sparrow
 
tanager
 
cardinal
 
bunting
 
finch
 
titmouse
 
chickadee
 
waxwing
 
flycatcher
 
opossum
 
koala
 
wombat
 
kangaroo
 
sloth
 
anteater
 
armadillo
 
squirrel
 
marmot
 
beaver
 
gopher
 
mouse
 
porcupine
 
chinchilla
 
cavy
 
capybara
 
rabbit
 
hare
 
lemur
 
loris
 
monkey
 
hedgehog
 
shrew
 
mole
 
fruit bat
 
wolf
 
coyote
 
jackal
 
raccoon
 
coati
 
weasel
 
otter
 
badger
 
skunk
 
bear
 
panda
 
panther
 
mongoose
 
hyena
 
civet
 
walrus
 
pangolin
 
elephant
 
mammoth
 
horse
 
zebra
 
tapir
 
rhinoceros
 
warthog
 
hippopotamus
 
camel
 
llama
 
giraffe
 
deer
 
moose
 
antelope
 
sheep
 
goat
 
bison
 
buffalo
 
bull
 
Granite
 
Slate
 
Felsite
 
Hematite
 
Malachite
 
Galena
 
Limestone
 
Sandstone
 
Timber
 
Moonstone
 
Opal
 
Obsidian
 
Dabbling
 
Novice
 
Adequate
 
Competent
 
Skilled
 
Proficient
 
Talented
 
Adept
 
Expert
 
Professional
 
Accomplished
 
Great
 
Master
 
High Master
 
Grand Master
 
Legendary
 
Mining
 
Wood Cutting
 
Carpentry
 
Bowmaking
 
Engraving
 
Masonry
 
Animal Training
 
Animal Caretaking
 
Fish Dissection
 
Animal Dissection
 
Fish Cleaning
 
Butchery
 
Trapping
 
Growing
 
Herbalism
 
Ambush
 
Swimming
 
Persuasion
 
Negotiation
 
Judging Intent
 
Appraisal
 
Organization
 
Record Keeping
 
Lying
 
Intimidation
 
Conversation
 
Comedy
 
Flattery
 
Consoling
 
Pacification
 
Tracking
 
Fishing
 
Furnace Operation
 
Strand Extraction
 
Soap Making
 
Potash Making
 
Lye Making
 
Wood Burning
 
Weaponsmithing
 
Armorsmithing
 
Metalsmithing
 
Gem Cutting
 
Gem Setting
 
Wood Crafting
 
Pottery
 
Wax Working
 
Stone Crafting
 
Metal Crafting
 
Glassmaking
 
Studying
 
Concentration
 
Discipline
 
Observation
 
Writing
 
Prose
 
Poetry
 
Reading
 
Speaking
 
Coordination
 
Balance
 
Leadership
 
Military Tactics
 
Teaching
 
Fighting
 
Archery
 
Wrestling
 
Biting
 
Striking
 
Kicking
 
Dodging
 
Sword
 
Mace
 
Hammer
 
Spear
 
Crossbow
 
Pike
 
Shield
 
Armor
 
Siege Engineering
 
Siege Operation
 
Pump Operation
 
Leatherworkering
 
Tanning
 
Dyeing
 
Pressing
 
Beekeeping
 
Glazing
 
Bone Carving
 
Weaving
 
Brewing
 
Clothes Making
 
Milling
 
Threshing
 
Blowgun
 
Throwing
 
Machinery
 
Nature
 
Knife
 
Lash
 
Cooking
 
Alchemy
 
Building Design
 
Cheese Making
 
Milking
 
Shearing
 
Spinning
 
Misc. Object
 
Wound Dressing
 
Diagnostics
 
Surgery
 
Bone Setting
 
Suturing
 
Crutch-walking
 
Knapping
 
Miner
 
Wood Cutter
 
Carpenter
 
Bowyer
 
Engraver
 
Mason
 
Animal Trainer
 
Animal Caretaker
 
Fish Dissector
 
Animal Dissector
 
Fish Cleaner
 
Butcher
 
Trapper
 
Grower
 
Herbalist
 
Ambusher
 
Swimmer
 
Persuader
 
Negotiator
 
Judge of Intent
 
Appraiser
 
Organizer
 
Record Keeper
 
Liar
 
Intimidator
 
Conversationalist
 
Comedian
 
Flatterer
 
Consoler
 
Pacifier
 
Tracker
 
Fisherman
 
Furnace Operator
 
Strand Extractor
 
Soaper
 
Potash Maker
 
Lye Maker
 
Wood Burner
 
Weaponsmith
 
Armorsmith
 
Metalsmith
 
Gem Cutter
 
Gem Setter
 
Wood Crafter
 
Potter
 
Wax Worker
 
Stone Crafter
 
Metal Crafter
 
Glassmaker
 
Student
 
Observer
 
Wordsmith
 
Writer
 
Poet
 
Reader
 
Speaker
 
Knapper
 
Leader
 
Teacher
 
Fighter
 
Archer
 
Wrestler
 
Biter
 
Striker
 
Kicker
 
Dodger
 
Axeman
 
Swordsman
 
Maceman
 
Hammerman
 
Spearman
 
Crossbowman
 
Pikeman
 
Bowman
 
Shield User
 
Armor User
 
Siege Engineer
 
Siege Operator
 
Pump Operator
 
Leatherworker
 
Tanner
 
Dyer
 
Presser
 
Beekeeper
 
Glazer
 
Bone Carver
 
Weaver
 
Brewer
 
Clothier
 
Miller
 
Thresher
 
Blowgunner
 
Thrower
 
Mechanic
 
Druid
 
Knife User
 
Lasher
 
Cook
 
Alchemist
 
Building Designer
 
Cheese Maker
 
Milker
 
Shearer
 
Spinner
 
Misc. Object User
 
Wound Dresser
 
Diagnostician
 
Surgeon
 
Bone Doctor
 
Suturer
 
Crutch-walker
 
ill-sized art actions (1):
 
ill-sized art actions (2):
 
ill-sized art actions (3):
 
ill-sized art actions (4):
 
ill-sized art actions (5):
 
ill-sized art actions (6):
 
LIQUID_COOKING
 
LIQUID_SCOOP
 
GRIND_POWDER_RECEPTACLE
 
GRIND_POWDER_GRINDER
 
MEAT_CARVING
 
MEAT_BONING
 
MEAT_SLICING
 
MEAT_CLEAVING
 
HOLD_MEAT_FOR_CARVING
 
MEAL_CONTAINER
 
LIQUID_CONTAINER
 
FOOD_STORAGE
 
HIVE
 
NEST_BOX
 
SMALL_OBJECT_STORAGE
 
Unrecognized Tool Use Token:
 
SIMPLE_MOUND
 
SIMPLE_BURROW
 
LABYRINTH
 
SHRINE
 
WILDERNESS_LOCATION
 
Unrecognized Lair Token:
 
HAS_DOORS
 
Unrecognized Lair Characteristic Token:
 
GRIND_BONE_MEAL
 
COOK_BLOOD
 
GRIND_VERMIN
 
COOK_VERMIN
 
COOK_PEOPLE
 
COLLECT_TROPHIES
 
EAT_BONE_PORRIDGE
 
USE_ANY_MELEE_WEAPON
 
COLLECT_WEALTH
 
GIANT_NEST
 
Unrecognized Habit Token:
 
ALERT
 
PEACEFUL_INTERMITTENT
 
Unrecognized Creature Sound Token:
 
VOCALIZATION
 
Unrecognized Creature Sound Method Token:
 
Random Buffer Overload
 
data/init/d_init.txt
 
SHOW_ALL_HISTORY_IN_DWARF_MODE
 
SHOW_EMBARK_TUNNEL
 
ALWAYS
 
FINDER
 
SHOW_FLOW_AMOUNTS
 
SHOW_IMP_QUALITY
 
ENGRAVINGS_START_OBSCURED
 
AUTOSAVE_PAUSE
 
EMBARK_WARNING_ALWAYS
 
INITIAL_SAVE
 
AUTOSAVE
 
SEASONAL
 
AUTOBACKUP
 
PATH_COST
 
WALKING_SPREADS_SPATTER_DWF
 
WALKING_SPREADS_SPATTER_ADV
 
TEMPERATURE
 
CAVEINS
 
ARTIFACTS
 
ECONOMY
 
ZERO_RENT
 
TESTING_ARENA
 
EMBARK_RECTANGLE
 
PAUSE_ON_LOAD
 
LOG_MAP_REJECTS
 
INVADERS
 
VARIED_GROUND_TILES
 
NICKNAME_DWARF
 
REPLACE_FIRST
 
CENTRALIZE
 
REPLACE_ALL
 
NICKNAME_ADVENTURE
 
NICKNAME_LEGENDS
 
CHASM
 
PILLAR_TILE
 
WOUND_COLOR_NONE
 
WOUND_COLOR_MINOR
 
WOUND_COLOR_INHIBITED
 
WOUND_COLOR_FUNCTION_LOSS
 
WOUND_COLOR_BROKEN
 
WOUND_COLOR_MISSING
 
IDLERS
 
MORE
 
ADVENTURER_TRAPS
 
ADVENTURER_ALWAYS_CENTER
 
ADVENTURER_Z_VIEWS
 
UNHIDDEN
 
DISPLAY_LENGTH
 
COFFIN_NO_PETS_DEFAULT
 
STORE_DIST_ITEM_DECREASE
 
STORE_DIST_SEED_COMBINE
 
STORE_DIST_BUCKET_COMBINE
 
STORE_DIST_BARREL_COMBINE
 
STORE_DIST_BIN_COMBINE
 
BABY_CHILD_CAP
 
POPULATION_CAP
 
Unrecognized Init Option:
 
FATAL ERROR
 
Button
 
Set Building/Item Properties
 
Set Traffic Areas
 
Ending game...
 
Really retire?  All active saves will be deleted.  (
 
You will be saved for later use in the region.
 
Really quit?  All active saves will be deleted.  (
 
The region will be saved for later use.
 
Return to Title Screen
 
Return to Game
 
Save Game
 
Key Bindings
 
Export Local Image
 
Music and Sound
 
Abort Game
 
Succumb to the Invasion
 
Abandon the Fortress
 
Give in to the Night
 
Finish Game
 
Retire (or Rest a while) as a Peasant
 
Give in to Starvation
 
NULL unit pointer on load
 
NULL play unit on load: id #
 
NULL item pointer on load
 
NULL play item on load: id #
 
NULL job pointer on load
 
NULL building pointer on load
 
NULL play building on load: id #
 
NULL displayed announcement
 
Site
 
Error 1
 
Error 2
 
Nuked Activity Reference
 
Nuked Job Reference
 
Nuked Unit Reference (Worker/Inventory)
 
Nuked Building Reference (Party)
 
Nuked Item Reference (General)
 
Nuked Effect Reference
 
Nuked Pet Info Reference (Pet)
 
Nuked Pet Info Reference (Owner)
 
Nuked Vermin Event Reference
 
Nuked Vermin Reference (Escaped Pet)
 
Nuked Entity Reference
 
Nuked Plot Info Reference
 
Nuked Viewscreen Reference
 
Nuked Unit Reference (Item Wrestle)
 
Nuked Hist Fig Reference
 
Nuked Site Reference
 
Nuked Artifact Reference
 
Nuked Item Improvement Reference
 
Nuked Coin Front Reference
 
Nuked Coin Back Reference
 
Nuked Detail Event Reference
 
Nuked Subregion Reference
 
Nuked Feature Layer Reference
 
Nuked Entity Population Reference
 
Nuked Breed Reference
 
Nuked Art Image Reference
 
Nuked Creature Def Reference
 
NULL JOB ITEM (1):
 
NULL JOB ITEM (2):
 
NULL item projectile loaded
 
NULL unit projectile loaded
 
Civ Zone
 
Cage: Null Unit Assignment
 
Cage: Null Item Assignment
 
NULL Aid Requester
 
current
 
data/save/*.*
 
data/save/current/world.sav
 
Saving...
 
data/help/
 
This creature
 
Account:
 
Owned Objects:
 
Holdings:
 
Needs:
 
Chest
 
Demands:
 
Throne Room/Office
 
Bedroom
 
Dining Room
 
Tomb
 
Mandates:
 
Export of
 
Make
 
Complete
 
The Kills of
 
ecwe
 
hlaas
 
Repairing squad info for Unit #
 
Loading game...
 
Unknown Type Error
 
Folder:
 
There are no active games.
 
Mine
 
Channel
 
Remove Up Stairs/Ramps
 
Upward Stairway
 
Downward Stairway
 
Upward Ramp
 
Chop Down Trees
 
Gather Plants
 
Smooth Stone
 
Engrave Stone
 
Carve Fortifications
 
Toggle Engravings
 
Remove Designation
 
unprepared
 
Large Pots/Food Storage
 
Plant Cloth
 
Bone
 
Tooth
 
Horn
 
Pearl
 
Shell
 
Silk
 
Yarn
 
Amber
 
Coral
 
Green Glass
 
Clear Glass
 
Crystal Glass
 
Standard
 
Well-crafted
 
Finely-crafted
 
Superior Quality
 
Exceptional
 
Masterwork
 
Artifact
 
Fresh Raw Hide
 
Rotten Raw Hide
 
Coal
 
Potash
 
Pearlash
 
Soap
 
Allow Plant/Animal
 
Allow Non-Plant/Animal
 
Use Seed
 
Random
 
Use History Seed
 
Use Name Seed
 
Use Creature Seed
 
Embark Points
 
End Year
 
Population Cap After Civ Creation
 
Site Cap After Civ Creation
 
Percentage Beasts Dead For Stoppage
 
Ignore
 
Year to Begin Checking Megabeast Percentage
 
Cull Unimportant Historical Figures
 
Reveal All Historical Events
 
Elevation
 
Rainfall
 
Temperature
 
Drainage
 
Volcanism
 
Savagery
 
Minimum
 
Maximum
 
Elevation Mesh Size
 
Rain Mesh Size
 
Drainage Mesh Size
 
Savagery Mesh Size
 
Temperature Mesh Size
 
Volcanism Mesh Size
 
Minimum Mountain Peak Number
 
Minimum Partial Edge Oceans
 
Minimum Complete Edge Oceans
 
Minimum Volcano Number
 
Mineral Scarcity (Low = More minerals)
 
Max Megabeast Caves
 
Max Semimegabeast Caves
 
Titan Number
 
Titan Attack Population Requirement
 
Titan Attack Exported Wealth Requirement
 
Titan Attack Created Wealth Requirement
 
Number of Demon Types
 
Number of Night Troll Types
 
Number of Bogeyman Types
 
Number of Vampire Curse Types
 
Number of Werebeast Curse Types
 
Number of Secret Types
 
Number of Regional Interaction Types
 
Number of Disturbance Interaction Types
 
Number of Evil Cloud Types
 
Number of Evil Rain Types
 
Desired Good Square Count in Small Subregions
 
Desired Good Square Count in Medium Subregions
 
Desired Good Square Count in Large Subregions
 
Desired Evil Square Count in Small Subregions
 
Desired Evil Square Count in Medium Subregions
 
Desired Evil Square Count in Large Subregions
 
Minimum Initial
 
Minimum Final
 
Erosion Cycle Count
 
Minimum River Start Locations (Pre-Erosion)
 
Desired River Start Locations (Post-Erosion)
 
Periodically Erode Extreme Cliffs
 
Maximum Number of Subregions
 
Cavern Layer Number
 
Cavern Layer Openness Min
 
Cavern Layer Openness Max
 
Cavern Layer Passage Density Min
 
Cavern Layer Passage Density Max
 
Cavern Layer Water Min
 
Cavern Layer Water Max
 
Magma Layer
 
Bottom Layer (Forces Magma)
 
Minimum Natural Cave Size
 
Maximum Natural Cave Size
 
Number of Mountain Caves
 
Number of Non-Mountain Caves
 
Make Caves Visible
 
Allow Init Embark Options to Show Tunnels
 
Always
 
Only in Finder
 
Number of Civilizations
 
Playable Civilization Required
 
Minimum Number of Mid-Elevation Squares
 
Minimum Number of Low-Elevation Squares
 
Minimum Number of High-Elevation Squares
 
Minimum Number of Mid-Rain Squares
 
Minimum Number of Low-Rain Squares
 
Minimum Number of High-Rain Squares
 
Minimum Number of Mid-Drainage Squares
 
Minimum Number of Low-Drainage Squares
 
Minimum Number of High-Drainage Squares
 
Minimum Number of Mid-Savagery Squares
 
Minimum Number of Low-Savagery Squares
 
Minimum Number of High-Savagery Squares
 
Minimum Number of Mid-Volcanism Squares
 
Minimum Number of Low-Volcanism Squares
 
Minimum Number of High-Volcanism Squares
 
Animals
 
Food
 
Furniture/Siege Ammo
 
Corpses
 
Refuse
 
Coins
 
Bars/Blocks
 
Gems
 
Finished Goods
 
Cloth
 
Weapons/Trap Comps
 
Additional Options
 
Unprepared Fish
 
Drink (Plant)
 
Drink (Animal)
 
Cheese (Plant)
 
Cheese (Animal)
 
Leaves
 
Milled Plant
 
Bone Meal
 
Paste
 
Pressed Material
 
Extract (Plant)
 
Extract (Animal)
 
Misc. Liquid
 
Item Types
 
Body Parts
 
Skulls
 
Bones
 
Shells
 
Teeth
 
Horns/Hooves
 
Hair/Wool
 
Type
 
Other Materials
 
Stone/Clay
 
Metal
 
Bars: Other Materials
 
Bars: Metal
 
Blocks: Other Materials
 
Blocks: Metal
 
Blocks: Stone/Clay
 
Metal Ores
 
Economic
 
Other Stone
 
Rough Glass
 
Cut Glass
 
Rough Gem
 
Cut Gem
 
Thread (Metal)
 
Cloth (Metal)
 
Body
 
Head
 
Feet
 
Hands
 
Legs
 
Core Quality
 
Total Quality
 
Mill Products
 
Fats
 
Pastes
 
Liquids
 
Types
 
Corpse
 
Materials
 
Silk Thread
 
Yarn Thread
 
Metal Thread
 
Plant Thread
 
Silk Cloth
 
Yarn Cloth
 
Metal Cloth
 
Trap Comps
 
Qualities
 
Empty Cages
 
Empty Animal Traps
 
Prepared Food
 
Sand Bag
 
Usable
 
Unusable
 
Brush Radius
 
Smoothing Brush
 
Normal Brush
 
ELEV
 
TEMP
 
DRAIN
 
VOLC
 
Brush =
 
Painting
 
Not painting
 
Will be saved
 
Randomize at gen
 
Range:
 
Your Units
 
Buildings
 
local_map
 
Created in DF
 
Volume:
 
Spouse
 
Mother
 
Father
 
Lover
 
Child
 
Friend
 
Grudge
 
Deity
 
Force
 
Object of Worship
 
Long-term Acquaintance
 
Passing Acquaintance
 
Permitted Workers
 
COLOR_PATTERN
 
PATTERN
 
Unrecognized Colored Pattern Token:
 
WORD
 
GEMS_USE_NOUN
 
GEMS_USE_ADJ
 
GEMS_USE_ADJ_NOUN
 
Unrecognized Shape Token:
 
Gain possession
 
Pull it out
 
Read
 
Could not locate adventure start square
 
Adventure Starting Site Files Missing/Corrupted
 
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 
Creature
 
You awaken from your slumber.
 
Your sleep has been interrupted!
 
Select your combat preferences.
 
Strike
 
Charge
 
Close Combat
 
According to Opponent
 
Move Around
 
Stand Ground
 
Dodge Away
 
You have no companions.
 
Companion
 
Companions
 
Dead
 
Wrestle
 
Ground
 
Not visible
 
Select your movement preferences.
 
When Possible
 
When Necessary
 
What would you like to do with
 
Where would you like to move?
 
Pick up how many? (0-
 
What would you like to pick up?
 
Who will you talk to?
 
many
 
Miasma
 
Steam
 
Mist
 
Sea Foam
 
Lava Mist
 
Magma Mist
 
Smoke
 
Dragonfire
 
Fire
 
Stagnant salt water [
 
Stagnant water [
 
Salt water [
 
Water [
 
Lava [
 
Magma [
 
What do you want to aim for?
 
Impossible strike
 
Difficult strike
 
Tricky strike
 
Normal strike
 
Easy strike
 
Easier strike
 
Simple strike
 
can only graze
 
can't land squarely
 
can't quite connect
 
fairly solid
 
square
 
very square
 
direct hit
 
Really attack
 
Really aim an attack at
 
Really wrestle
 
Which creature will you attack? 
 
Which creature will you wrestle? 
 
Select
 
adjacent only
 
own tile only
 
this location
 
You will sleep as necessary until dawn.
 
You will sleep as necessary for
 
You will wait, staying awake until dawn.
 
You will wait, staying awake for
 
You've already searched this area recently.
 
You've found a colony of
 
You've found a small creature.
 
You've found some small creatures.
 
Your intense search turns up nothing.
 
You have nothing with which to interact.
 
You have nothing to examine.
 
You have nothing left to remove.
 
You have nothing left to wear.
 
You have nothing left to eat or drink.
 
You have nothing to put inside a container.
 
You have nothing left to drop.
 
There is nothing to pick up here.
 
You have nothing left to throw.
 
You have nothing to fire with.
 
You have nothing left to fire.
 
You are no longer in hiding.
 
You begin sneaking.
 
You can't sneak because somebody can see you.
 
There is no sunlight when you are dead.
 
There are no traces of sunlight here.
 
Being dead is cold and clammy.
 
The temperature is as it has been and always will be.
 
The temperature cannot be judged.
 
The temperature is pleasant.
 
You've lost track of time since your death.
 
You are still surrounded by cackling.
 
You don't feel safe enough to travel.
 
You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 
You can't travel until you've stopped the bleeding.
 
You can't travel because you can't breathe.
 
You can't travel because you are dying of thirst.
 
You can't travel because you are starving to death.
 
You can't travel because you are swimming.
 
You can't travel until you emerge from underground.
 
You must move away from the water before you can travel.
 
You must come down from the mountains before you can travel.
 
You cannot travel until you leave this site.
 
You stand up.
 
You lie on the ground.
 
The webs make it impossible to stand.
 
You can't stand up -- somebody is in the way.
 
You must
 
You must move away from the surrounding obstacles before you can travel.
 
You must move away from the river before you can travel.
 
You have reached the summit of
 
You are deceased.  Press
 
Unconscious
 
Stunned
 
Dizzy
 
Exhausted
 
Sleep!
 
Over-Exert
 
Tired
 
Drowsy
 
Drowning
 
Winded
 
Flying
 
Nauseous
 
Thirsty!
 
Thirsty
 
Dhyd
 
Thir
 
Stvg
 
Hung
 
Mortal Wound
 
Paralyzed
 
Webbed
 
Numb
 
Bleeding!
 
Bleeding
 
Pale
 
Faint
 
Fever
 
Pain
 
Speed:
 
Adventure Log: NULL task
 
Adventure Log: NULL site
 
Adventure Log: NULL subregion
 
Adventure Log: NULL entity
 
Adventure Log: NULL feature_layer
 
Adventure Log
 
Civilization
 
Site Government
 
Vessel Crew
 
Migrating Group
 
Nomadic Group
 
Religion
 
Military Unit
 
Outcast
 
Unaligned
 
Enemy
 
Criminal
 
Legendary hero
 
Famous hero
 
Hero
 
Greatly respected for heroic acts
 
Respected for heroic acts
 
Devoted
 
Loyal
 
Aligned
 
Affiliated
 
Associated
 
Former
 
member
 
mercenary
 
slave
 
prisoner
 
Mountain
 
Temperate Freshwater Swamp
 
Temperate Saltwater Swamp
 
Temperate Freshwater Marsh
 
Temperate Saltwater Marsh
 
Tropical Freshwater Swamp
 
Tropical Saltwater Swamp
 
Mangrove Swamp
 
Tropical Freshwater Marsh
 
Tropical Saltwater Marsh
 
Taiga
 
Temperate Coniferous Forest
 
Temperate Broadleaf Forest
 
Tropical Coniferous Forest
 
Tropical Dry Broadleaf Forest
 
Tropical Moist Broadleaf Forest
 
Temperate Grassland
 
Temperate Savanna
 
Temperate Shrubland
 
Tropical Grassland
 
Tropical Savanna
 
Tropical Shrubland
 
Badlands
 
Rocky Wasteland
 
Sand Desert
 
Tropical Ocean
 
Temperate Ocean
 
Arctic Ocean
 
Temperate Freshwater Pool
 
Temperate Brackish Pool
 
Temperate Saltwater Pool
 
Tropical Freshwater Pool
 
Tropical Brackish Pool
 
Tropical Saltwater Pool
 
Temperate Freshwater Lake
 
Temperate Brackish Lake
 
Temperate Saltwater Lake
 
Tropical Freshwater Lake
 
Tropical Brackish Lake
 
Tropical Saltwater Lake
 
Temperate Freshwater River
 
Temperate Brackish River
 
Temperate Saltwater River
 
Tropical Freshwater River
 
Tropical Brackish River
 
Tropical Saltwater River
 
Subterranean Water
 
Subterranean Chasm
 
Subterranean Magma
 
the depths of the world
 
the magma sea
 
the Underworld
 
Wrestle
 
The Wrestling of
 
Latch
 
Grasp
 
JLock
 
Choke
 
Wrestle using
 
Lock
 
Choke
 
Take-down by
 
Throw by
 
Pinch
 
Gouge
 
Break
 
Release joint lock of
 
Release choke of
 
Release grip of
 
Loosen joint lock of
 
Loosen choke of
 
Break grip of
 
Shake
 
Strangle
 
Grab
 
Deceased
 
Abysmal
 
Very Low
 
Below Average
 
Average
 
Above Average
 
High
 
Superior
 
Super
 
Strength
 
Agility
 
Toughness
 
Endurance
 
Recuperation
 
Disease Resistance
 
Analytical Ability
 
Focus
 
Willpower
 
Creativity
 
Intuition
 
Patience
 
Memory
 
Linguistic Ability
 
Spatial Sense
 
Musicality
 
Kinesthetic Sense
 
Empathy
 
Social Awareness
 
Very small
 
Small
 
Average-sized
 
Large
 
Very large
 
Enraged at all enemies!
 
Throwing a tantrum!
 
Partially Webbed
 
Partially Paralyzed
 
Sluggish
 
Completely Numb
 
Partially Numb
 
Slightly Numb
 
Heavy Bleeding
 
Extreme Pain
 
Slumberous
 
Very Drowsy
 
Dehydrated
 
Starving
 
Very Hungry
 
Hungry
 
What would you like to wear?
 
What would you like to remove?
 
What would you like to drop?
 
What would you like to throw?
 
With what would you like to interact?
 
With what would you like to eat or drink?
 
What would you like to put inside a container?
 
Where would you like to put the
 
Your Inventory
 
There is nothing to do with
 
You empty the
 
You take out the
 
You don't have a suitable container.
 
You put the
 
You feed on
 
You've been caught in the act!
 
You eat the
 
You drink the
 
You lick the
 
You are too full.
 
You empty
 
You drop
 
You pick
 
You do not have a free grasp and your quivers and packs are full.
 
You do not have a free grasp and your quiver and packs are full.
 
You do not have a free grasp and your quivers and pack are full.
 
You do not have a free grasp and your quiver and pack are full.
 
You do not have a free grasp and your quivers are full.
 
You do not have a free grasp and your quiver is full.
 
You do not have a free grasp and your packs are full.
 
You do not have a free grasp and your pack is full.
 
You do not have a free grasp.
 
Announcements
 
You've located a
 
right under you
 
above and
 
below and
 
Sewer Access
 
Abandoned shop
 
Food imports
 
Clothing imports
 
General imports
 
Cloth shop
 
Leather shop
 
Woven clothing shop
 
Leather clothing shop
 
Bone carver's shop
 
Gem cutter's shop
 
Weaponsmith's shop
 
Bowyer's shop
 
Blacksmith's shop
 
Armorsmith's shop
 
Metal craft shop
 
Leather goods shop
 
Carpenter's shop
 
Stone furniture shop
 
Metal furniture shop
 
Warehouse
 
Empty market
 
Imported goods market
 
Imported food market
 
Imported clothing market
 
Meat market
 
Fruit and vegetable market
 
Cheese market
 
Processed goods market
 
Houses
 
House
 
Abandoned houses
 
Abandoned house
 
Offloading site...
 
Dehydratd
 
You have discovered a
 
You cannot travel through the
 
There is a
 
You raise the bucket.
 
You lower the bucket.
 
You pull the lever.
 
There is a locked
 
You break the hatch in!
 
You pick the lock!
 
You bash the door down!
 
Create Your Character
 
Race:
 
Peasant
 
Demigod
 
Skill remaining:
 
Attributes remaining:
 
Name:
 
invalid lair entrance
 
Dawn is breaking.
 
Night is falling.
 
You struggle for
 
You cannot see.
 
You cannot read.
 
You read
 
The pages are blank.
 
You pull out
 
Fill
 
stagnant
 
salt
 
Heat
 
You fill your
 
Your
 
You heat the
 
Suck
 
Drink
 
Eat
 
Ignite
 
Make Campfire (
 
You don't feel safe enough to make a campfire.
 
You make a campfire.
 
The steam around the vegetation stops you from setting the fire.
 
The vegetation is submerged.
 
The vegetation is too wet.
 
You set a fire.
 
Attack error
 
creatures
 
Interact with
 
building
 
Move to
 
Lava
 
Magma
 
The cackling fades away.
 
You are surrounded by incessant cackling.
 
You cannot rest until you leave this site.
 
You don't feel safe enough to rest.
 
You can't rest because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 
You can't rest until you've stopped the bleeding.
 
You can't rest because you can't breathe.
 
You can't rest because you are drowning.
 
You can't rest because you are dying of thirst.
 
You can't rest because you are starving to death.
 
You can't rest because you are swimming.
 
You can't rest until you are on a stable surface.
 
You
 
yourself
 
Squad Order
 
Disconnected Build Overflow
 
SOAP
 
Weapons and Ammunition
 
Furniture
 
Siege Equipment
 
Other Objects
 
Metal Clothing
 
Engrave Memorial Slab
 
Main
 
Siege Engines
 
Traps/Levers
 
Workshops
 
Furnaces
 
Wall/Floor/Stairs
 
Machine Components
 
Building Placement Distance Overflow
 
Error
 
Fatal error
 
Unable to create texture!
 
INIT FAILED!
 
New window size:
 
Font size:
 
Resizing grid to
 
Resizing font to
 
Dwarf Fortress
 
data/art/icon.png
 
SDL initialization failure, trying windowed mode
 
SDL initialization failure
 
Requested single-buffering not available
 
OpenGL
 
Resetting textures
 
EMERGENCY: Unknown case in async_wait
 
TEXT not supported on windows
 
PRINT_MODE
 
data/init/interface.txt
 
Error Initializing Text:
 
list<T> too long
 
deque<T> too long
 
invalid map/set<T> iterator
 
map/set<T> too long
 
Space
 
Shift+
 
Ctrl+
 
Alt+
 
SDL+
 
Button
 
REPEAT_NOT
 
REPEAT_SLOW
 
REPEAT_FAST
 
REPEAT_BROKEN
 
Loading bindings from
 
Broken repeat request:
 
Unknown SDLKey:
 
Broken unicode:
 
Broken button (should be [BUTTON:#:#]):
 
Unknown binding:
 
Saving bindings to
 
Failed to open
 
Missing binding displayed:
 
End of macro
 
Binding name unknown while loading macro:
 
Binding missing while loading macro:
 
Quantity not numeric or Unexpected tab(s) while loading macro:
 
data/init/macros/*.mak
 
data/init/macros/
 
CHEESE_MAT
 
TISSUE_STYLE
 
DIGGER
 
TRANSLATION
 
CIV_CONTROLLABLE
 
INDIV_CONTROLLABLE
 
SIEGER
 
AMBUSHER
 
LAYER_LINKED
 
BABYSNATCHER
 
ITEM_THIEF
 
SUBTERRANEAN_CLOTHING
 
CLOTHING
 
CURRENCY_BY_YEAR
 
METAL_PREF
 
GEM_PREF
 
STONE_PREF
 
WOOD_WEAPONS
 
WOOD_ARMOR
 
RIVER_PRODUCTS
 
OCEAN_PRODUCTS
 
INDOOR_WOOD
 
OUTDOOR_WOOD
 
INDOOR_FARMING
 
OUTDOOR_FARMING
 
UNDEAD_CANDIDATE
 
USE_CAVE_ANIMALS
 
USE_EVIL_ANIMALS
 
USE_GOOD_ANIMALS
 
USE_EVIL_WOOD
 
USE_GOOD_WOOD
 
USE_EVIL_PLANTS
 
USE_GOOD_PLANTS
 
LOCAL_BANDITRY
 
BANDITRY
 
START_BIOME
 
BIOME_SUPPORT
 
MERCHANT_NOBILITY
 
SKULKING
 
GEM_SHAPE
 
STONE_SHAPE
 
PERMITTED_JOB
 
PERMITTED_BUILDING
 
PERMITTED_REACTION
 
WORLD_CONSTRUCTION
 
WILL_ACCEPT_TRIBUTE
 
BUILDS_OUTDOOR_FORTIFICATIONS
 
BUILDS_OUTDOOR_TOMBS
 
ETHIC
 
WANDERER
 
BEAST_HUNTER
 
SCOUT
 
MAX_STARTING_CIV_NUMBER
 
MAX_SITE_POP_NUMBER
 
MAX_POP_NUMBER
 
RELIGION_SPHERE
 
TREE_CAP_DIPLOMACY
 
DIPLOMAT_BODYGUARDS
 
MERCHANT_BODYGUARDS
 
ACTIVE_SEASON
 
PROGRESS_TRIGGER_POPULATION
 
PROGRESS_TRIGGER_PRODUCTION
 
PROGRESS_TRIGGER_TRADE
 
PROGRESS_TRIGGER_POP_SIEGE
 
PROGRESS_TRIGGER_PROD_SIEGE
 
PROGRESS_TRIGGER_TRADE_SIEGE
 
DEFAULT_SITE_TYPE
 
LIKES_SITE
 
TOLERATES_SITE
 
USE_ANY_PET_RACE
 
USE_MISC_PROCESSED_WOOD_PRODUCTS
 
IMPROVED_BOWS
 
INVADERS_IGNORE_NEUTRALS
 
EQUIPMENT_IMPROVEMENTS
 
ABUSE_BODIES
 
USE_ANIMAL_PRODUCTS
 
COMMON_DOMESTIC_PACK
 
COMMON_DOMESTIC_PULL
 
COMMON_DOMESTIC_MOUNT
 
COMMON_DOMESTIC_PET
 
SPHERE_ALIGNMENT
 
ART_FACET_MODIFIER
 
ART_IMAGE_ELEMENT_MODIFIER
 
ITEM_IMPROVEMENT_MODIFIER
 
CURRENCY
 
ADVENTURE_TIER
 
SELECT_SYMBOL
 
REMAINING
 
SUBSELECT_SYMBOL
 
CULL_SYMBOL
 
FRIENDLY_COLOR
 
VARIABLE_POSITIONS
 
LAND_HOLDER_TRIGGER
 
POSITION
 
CONQUERED_SITE
 
ELECTED
 
has negative foreground color, set to 7
 
has foreground color > 7, set to 7
 
has negative background color, set to 0
 
has background color > 7, set to 0
 
has invalid brightness value (must be 0 or 1), set to 0
 
has equal foreground/background colors without brightness, background set to 0
 
EXECUTION_SKILL
 
SPECIAL_BURIAL
 
FLASHES
 
BRAG_ON_KILL
 
CHAT_WORTHY
 
RULES_FROM_LOCATION
 
MENIAL_WORK_EXEMPTION
 
MENIAL_WORK_EXEMPTION_SPOUSE
 
SLEEP_PRETENSION
 
PUNISHMENT_EXEMPTION
 
KILL_QUEST
 
QUEST_GIVER
 
ALLOWED_CREATURE
 
ALLOWED_CLASS
 
REJECTED_CREATURE
 
REJECTED_CLASS
 
GENDER
 
MILITARY_SCREEN_ONLY
 
EXPORTED_IN_LEGENDS
 
DETERMINES_COIN_DESIGN
 
SUCCESSION
 
APPOINTED_BY
 
REPLACED_BY
 
REQUIRES_POPULATION
 
PRECEDENCE
 
LAND_HOLDER
 
RESPONSIBILITY
 
COMMANDER
 
LAND_NAME
 
NAME_MALE
 
NAME_FEMALE
 
SPOUSE_MALE
 
SPOUSE_FEMALE
 
REQUIRED_BOXES
 
REQUIRED_CABINETS
 
REQUIRED_RACKS
 
REQUIRED_STANDS
 
REQUIRED_OFFICE
 
REQUIRED_BEDROOM
 
REQUIRED_DINING
 
REQUIRED_TOMB
 
MANDATE_MAX
 
DEMAND_MAX
 
ACCOUNT_EXEMPT
 
DUTY_BOUND
 
START_GROUP_NUMBER
 
Unrecognized entity digger token:
 
Unrecognized entity weapon token:
 
Unrecognized entity armor token:
 
Unrecognized entity ammo token:
 
Unrecognized entity helm token:
 
Unrecognized entity gloves token:
 
Unrecognized entity shoes token:
 
Unrecognized entity pants token:
 
Unrecognized entity shield token:
 
Unrecognized entity trapcomp token:
 
Unrecognized entity toy token:
 
Unrecognized entity instrument token:
 
Unrecognized entity tool token:
 
Unrecognized entity siege ammo token:
 
Unrecognized entity position allowed caste token:
 
Unrecognized entity position allowed creature token:
 
Unrecognized entity position rejected caste token:
 
Unrecognized entity position rejected creature token:
 
Gem shape not found:
 
Stone shape not found:
 
CUSTOM_BANDIT_LEADER
 
leader
 
leaders
 
boss
 
bosses
 
chief
 
chiefs
 
chieftess
 
chieftesses
 
captain
 
captains
 
master
 
masters
 
commander
 
commanders
 
ringleader
 
ringleaders
 
overlord
 
overlords
 
warlord
 
warlords
 
chieftain
 
chieftains
 
Murder-target mismatch: year
 
CUSTOM_LAW_MAKER
 
law-giver
 
law-givers
 
CUSTOM_MILITARY_GOALS
 
war leader
 
war leaders
 
CUSTOM_MILITARY_STRATEGY
 
general
 
generals
 
HIGH_PRIEST
 
high
 
first
 
exalted
 
holy
 
sacred
 
high priest
 
high priests
 
PRIEST
 
priest
 
priests
 
CUSTOM_CASTLE_HOLDER
 
lord
 
lords
 
lady
 
ladies
 
lord consort
 
lords consort
 
lady consort
 
ladies consort
 
WORSHIP_HF
 
failure to get start square construction for transport link
 
failure to get end square construction for transport link
 
midmap construction path build failure
 
Entity
 
TITLE:
 
FORCED_ADMINISTRATOR
 
administrator
 
administrators
 
Leather armor
 
Metal armor
 
Miner destination wiped
 
body
 
Merchants have arrived and are unloading their goods.
 
The merchants need a trade depot to unload their goods.
 
Something has pulled a lever!
 
Something has triggered a pressure plate!
 
Something has emptied a cage!
 
Something has unchained a creature!
 
improvable
 
butcherable
 
millable
 
possibly buryable
 
unrotten
 
undisturbed
 
collected
 
sharpenable
 
distillable
 
empty
 
processable
 
cookable
 
solid
 
extract-bearing plant
 
extract-bearing fish
 
extract-bearing small creature
 
processable (to vial)
 
processable (to bag)
 
processable (to barrel)
 
tameable small creature
 
nearby
 
sand-bearing
 
glass
 
lye-bearing
 
milk
 
milkable
 
finished good
 
ammo
 
furniture
 
dye
 
dyeable
 
totemable
 
glass-making
 
dyed
 
melt-designated
 
deep material
 
sewn-imageless
 
screw
 
fire-safe
 
magma-safe
 
building material
 
non-economic
 
plant
 
silk
 
yarn
 
leather
 
bone
 
hair/wool
 
shell
 
horn
 
pearl
 
plaster-containing
 
soap
 
ivory/tooth
 
lye/milk-free
 
blunt
 
unengraved
 
unimproved
 
non-absorbent
 
food storage
 
non-pressed
 
hard
 
liquid cooking
 
liquid scoop
 
powder grinding receptacle
 
powder grinding
 
meat carving
 
meat boning
 
meat slicing
 
meat cleaving
 
meat-carving holder
 
meal container
 
liquid container
 
food storage
 
hive
 
nest box
 
small object container
 
body part
 
Short Pathing Flood Overflow
 
eats
 
burned
 
flown
 
rough
 
the river
 
the cave
 
the pit
 
the magma pool
 
the volcano
 
the underworld portal
 
the subterranean water
 
the underworld
 
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
 
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
The glowing barrier has disappeared!
 
Horrifying screams come from the darkness below!
 
Seed text
 
Year
 
One of the most significant causes of the conflict was
 
The most significant cause of the conflict was
 
the treatment of animals
 
the treatment of plants
 
truthfulness
 
the devouring of the bodies of sapient beings
 
the display of war and hunting trophies
 
the adversary's inability to communicate and form treaties
 
prior aggression by the adversary
 
the adversary's refusal to form treaties
 
the adversary's abuse of the aggressor's fallen
 
general ill feelings over past historical events
 
The causes of the conflict are debated by scholars and very little is truly known.
 
Attacker was uncontested.
 
Attacker was victorious.
 
Defender was victorious.
 
beast
 
yet
 
again
 
living gods and mighty beasts
 
still
 
held sway.
 
the powers of the world were fading
 
great powers had returned to the world
 
there were still great powers in the world
 
fantastic creatures no longer lived in great numbers.
 
fantastic creatures were few and far between, and some even doubted their existence.
 
the last of the
 
ancient
 
powers fought their final battles.
 
various civilized races peopled the world.
 
fantastic creatures were but mere stories told by travelers.
 
only simple creatures inhabited
 
Part of
 
ended.
 
occurred.
 
began.
 
Legends
 
Sorting
 
Initialization complete...
 
Historical events
 
Check for culled historical figures
 
Historical figures
 
Artifacts completed
 
Structures completed
 
Historical events left to discover:
 
Historical Figures
 
Sites
 
Artifacts
 
Regions
 
Civilizations and other entities
 
Structures
 
Historical Maps
 
Underground Regions
 
Unnamed
 
Unnamed
 
goddess
 
deity
 
Civilizations and Other Entities
 
Keep
 
Hovel
 
Apartment Complex
 
Apartment Room
 
Dark Tower
 
Market
 
Dungeon
 
Sewers
 
Catacombs
 
Slain
 
Received
 
fled
 
Fled
 
victorious
 
Victorious
 
drove forward
 
Drove forward
 
repelled
 
Repelled
 
stood fast
 
Stood fast
 
beaten back
 
Beaten back
 
Unnamed underground area
 
Unnamed magma sea area
 
Unnamed Underworld area
 
Populations
 
Movement keys to view.
 
Standard biome+site map
 
Elevations including lake and ocean floors
 
Elevations respecting water level
 
Current vegetation
 
Evil
 
Salinity
 
Biome
 
Structures/fields/roads/etc.
 
Hydrosphere
 
Export of column
 
data/save/current/world.dat
 
Command Line: World exported.
 
Saving world...
 
Offloading units...
 
Offloading art images...
 
Sorting historical figures...
 
Saving world information...
 
Synchronizing folders...
 
data/init/world_gen.txt
 
WORLD_GEN
 
TITLE
 
SEED
 
HISTORY_SEED
 
NAME_SEED
 
CREATURE_SEED
 
CUSTOM_NAME
 
EMBARK_POINTS
 
PEAK_NUMBER_MIN
 
PARTIAL_OCEAN_EDGE_MIN
 
OCEAN_EDGE_MIN
 
COMPLETE_OCEAN_EDGE_MIN
 
REVEAL_ALL_HISTORY
 
CULL_HISTORICAL_FIGURES
 
EROSION_CYCLE_COUNT
 
PERIODICALLY_ERODE_EXTREMES
 
OROGRAPHIC_PRECIPITATION
 
ALL_CAVES_VISIBLE
 
PLAYABLE_CIVILIZATION_REQUIRED
 
VOLCANO_MIN
 
END_YEAR
 
BEAST_END_YEAR
 
ELEVATION
 
RAINFALL
 
DRAINAGE
 
VOLCANISM
 
SAVAGERY
 
Attempted to set world gen presets prior to dimensions
 
ELEVATION_FREQUENCY
 
RAIN_FREQUENCY
 
DRAINAGE_FREQUENCY
 
TEMPERATURE_FREQUENCY
 
SAVAGERY_FREQUENCY
 
VOLCANISM_FREQUENCY
 
MINERAL_SCARCITY
 
MEGABEAST_CAP
 
SEMIMEGABEAST_CAP
 
TITAN_NUMBER
 
TITAN_ATTACK_TRIGGER
 
DEMON_NUMBER
 
NIGHT_TROLL_NUMBER
 
BOGEYMAN_NUMBER
 
VAMPIRE_NUMBER
 
WEREBEAST_NUMBER
 
SECRET_NUMBER
 
REGIONAL_INTERACTION_NUMBER
 
DISTURBANCE_INTERACTION_NUMBER
 
EVIL_CLOUD_NUMBER
 
EVIL_RAIN_NUMBER
 
GOOD_SQ_COUNTS
 
EVIL_SQ_COUNTS
 
REGION_COUNTS
 
RIVER_MINS
 
SUBREGION_MAX
 
CAVERN_LAYER_COUNT
 
CAVERN_LAYER_OPENNESS_MIN
 
CAVERN_LAYER_OPENNESS_MAX
 
CAVERN_LAYER_PASSAGE_DENSITY_MIN
 
CAVERN_LAYER_PASSAGE_DENSITY_MAX
 
CAVERN_LAYER_WATER_MIN
 
CAVERN_LAYER_WATER_MAX
 
HAVE_BOTTOM_LAYER_1
 
HAVE_BOTTOM_LAYER_2
 
LEVELS_ABOVE_GROUND
 
LEVELS_ABOVE_LAYER_1
 
LEVELS_ABOVE_LAYER_2
 
LEVELS_ABOVE_LAYER_3
 
LEVELS_ABOVE_LAYER_4
 
LEVELS_ABOVE_LAYER_5
 
LEVELS_AT_BOTTOM
 
CAVE_MIN_SIZE
 
CAVE_MAX_SIZE
 
MOUNTAIN_CAVE_MIN
 
NON_MOUNTAIN_CAVE_MIN
 
TOTAL_CIV_NUMBER
 
TOTAL_CIV_POPULATION
 
SITE_CAP
 
ELEVATION_RANGES
 
RAIN_RANGES
 
DRAINAGE_RANGES
 
SAVAGERY_RANGES
 
VOLCANISM_RANGES
 
Unrecognized World Gen Token:
 
LARGE ISLAND
 
LARGE REGION
 
MEDIUM ISLAND
 
MEDIUM REGION
 
SMALL ISLAND
 
SMALL REGION
 
SMALLER ISLAND
 
SMALLER REGION
 
POCKET ISLAND
 
POCKET REGION
 
Command Line: World generation manually aborted.
 
The world generator is having trouble placing enough mountain peaks. 
 
You might want to check your maximum elevation value and other elevation parameters. 
 
Can the elevation 400 be placed enough times to provide space for your peaks? 
 
You might want to check your preset elevations for the elevation 400. 
 
You must have at least as many of these highest elevation points as you are requiring peaks. 
 
Alternatively, you can reduce the number of peaks required by the parameters.
 
The world generator is having trouble placing enough mid-level elevations. 
 
Can your parameters achieve elevations between 100 and 299? 
 
You might want to adjust the parameters governing elevation frequencies. 
 
Alternatively, you can reduce the number of mid-level elevation squares required.
 
The world generator is having trouble placing enough low elevations. 
 
Can your parameters achieve elevations between 0 and 99? 
 
The world generator is having trouble placing enough high elevations. 
 
Can your parameters achieve elevations between 300 and 400? 
 
The world generator is having trouble placing enough ocean squares along the edges. 
 
Can your parameters achieve elevations between 0 and 99 frequently? 
 
You might want to adjust the parameters governing elevation. 
 
Alternatively, you can reduce the number of edge oceans required.
 
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
 
You might want to adjust the parameters governing rainfall. 
 
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
 
The world generator is having trouble setting drainage in the manner specified by the parameters. 
 
You might want to adjust the parameters governing drainage. 
 
Alternatively, you can reduce the number of high, medium or low drainage squares required.
 
The world generator is having trouble placing savagery in the manner specified by the parameters. 
 
You might want to adjust the parameters governing savagery. 
 
Alternatively, you can reduce the number of high, medium or low savagery squares required.
 
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
 
You might want to adjust the parameters governing volcanism. 
 
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
 
The world generator is having trouble placing enough volcanos. 
 
You might want to check your maximum volcanism value. 
 
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
 
You might want to check your preset volcanism for the value 100. 
 
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
 
Alternatively, you can reduce the number of volcanos required by the parameters.
 
The world generator is having trouble placing swamps and marshes. 
 
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
 
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
 
The world generator is having trouble placing deserts and badlands. 
 
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
 
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
 
The world generator is having trouble placing forests. 
 
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
 
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
 
The world generator is having trouble placing mountains. 
 
Make sure your parameters and presets can support high elevation areas. 
 
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
 
The world generator is having trouble placing oceans. 
 
Make sure your parameters and presets can support low elevation areas. 
 
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
 
The world generator is having trouble placing glaciers. 
 
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
 
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
 
The world generator is having trouble placing tundra regions. 
 
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
 
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
 
The world generator is having trouble placing grasslands. 
 
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. 
 
The world generator is having trouble placing hills. 
 
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
 
The world generator is having trouble placing rivers. 
 
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
 
Alternatively, you can reduce the number of rivers required by the parameters.
 
The world generator is placing too many subregions. 
 
Make sure your parameters and presets aren't so variable that biomes change frequently. 
 
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
 
The world generator is having trouble placing mountain caves. 
 
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
 
Alternatively, you can reduce the number of mountain caves required by the parameters.
 
The world generator is having trouble placing low-lying caves. 
 
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. 
 
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
 
The world generator is having trouble placing enough civilizations. 
 
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
 
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
 
Alternatively, you can reduce the number of civilizations required by the parameters.
 
The world generator couldn't find any civilization definitions. 
 
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
 
The world generator is having trouble placing a controllable civilization. 
 
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
 
Make sure your parameters and presets have adequate squares of this kind. 
 
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
 
The world generator is having trouble placing farming civilizations. 
 
Civilizations use available plants in their surroundings as their initial crops. 
 
Make sure your parameters and raw objects have adequate vegetation. 
 
Create A World
 
World Size
 
Pocket
 
Smaller
 
Medium
 
History
 
Very Short
 
Short
 
Long
 
Very Long
 
Very High
 
Maximum Number of Sites
 
Number of Beasts
 
Natural Savagery
 
Mineral Occurrence
 
Very Rare
 
Rare
 
Sparse
 
Frequent
 
Everywhere
 
This controls the size of the world map.  Current:
 
This is the length of pre-generated history.  Current:
 
This controls how many distinct races/cultures there are.
 
This is how many distinct places can exist after world generation.
 
Increasing this setting makes large beasts more prevalent.
 
Increasing savagery makes the world more difficult to settle.
 
Increasing mineral occurrence makes more embark sites have more minerals.
 
Title:
 
Seed:
 
Various
 
Dimensions:
 
Custom Name:
 
Random Name
 
Last Param Set:
 
Really delete this parameter set?
 
Really change the dimensions?
 
This parameter set will be reset.
 
Are you sure you want to abort?
 
You haven't saved your changes.
 
Are you sure you want to go on?
 
Creating New Region
 
Preparing elevation...
 
Setting temperature...
 
Running rivers...
 
Forming lakes
 
Growing vegetation...
 
Verifying terrain...
 
Importing wildlife...
 
Recounting legends...
 
Finished prehistory...
 
Placing civilizations... (
 
Making cave civilizations...
 
Making cave pops...
 
Placing other beasts...
 
Placing megabeasts...
 
Placing good/evil...
 
Placing caves... (
 
Prehistory init...
 
Hist Figs:
 
Finalizing civ mats... (
 
Finalizing art... (
 
Finalizing uniforms... (
 
Finalizing sites... (
 
LACK OF PEAKS
 
MEDIUM ELEVATION REJECTION
 
LOW ELEVATION REJECTION
 
HIGH ELEVATION REJECTION
 
LACK OF EDGE OCEANS
 
RAINFALL REJECTION
 
DRAINAGE REJECTION
 
SAVAGERY REJECTION
 
VOLCANISM REJECTION
 
LACK OF VOLCANOS
 
SWAMP REJECTION
 
DESERT REJECTION
 
FOREST REJECTION
 
MOUNTAIN REJECTION
 
OCEAN REJECTION
 
GLACIER REJECTION
 
TUNDRA REJECTION
 
GRASSLAND REJECTION
 
HILLS REJECTION
 
LACK OF RIVERS
 
TOO MANY REGIONS
 
LACK OF MOUNTAIN CAVES
 
LACK OF LOW-LYING CAVES
 
UNABLE TO PLACE ENOUGH CIVILIZATIONS
 
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
 
FARMING CIVILIZATION PLACED WITHOUT CROPS
 
Note: If you are using the default parameters in unmodded DF,
 
and it doesn't work after continuing a few times, please report
 
the issue at the B12 forum.
 
CREATE WORLD NOW =
 
LARGE
 
Command Line: World image, detailed image and info exported.
 
Cleaning game objects...
 
Cleaning stranded objects...
 
Cleaning play objects...
 
raw/
 
Preparing Arena...
 
Importing world...
 
Continue Playing
 
Start Playing
 
Create New World!
 
Design New World with Advanced Parameters
 
Object Testing Arena
 
About DF
 
Quit
 
Select a source for your arena objects:
 
raw (Default)
 
This Version of DF used the FMOD Sound System
 
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
 
This version of DF uses SDL: Simple DirectMedia Layer,
 
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
 
See the SDL folder for license information.
 
Portions of this version are Copyright(C)2008
 
The FreeType Project (www.freetype.org).
 
All rights reserved.
 
world_graphic-
 
elw-
 
tmp-
 
rain-
 
drn-
 
sav-
 
vol-
 
veg-
 
evil-
 
sal-
 
trd-
 
str-
 
hyd-
 
biome_color_key.txt
 
mountain (128,128,128)
 
temperate freshwater lake (0,224,255)
 
temperate brackish lake (0,192,255)
 
temperate saltwater lake  (0,160,255)
 
tropical freshwater lake (0,96,255)
 
tropical brackish lake (0,64,255)
 
tropical saltwater lake  (0,32,255)
 
arctic ocean (0,255,255)
 
tropical ocean (0,0,255)
 
temperate ocean (0,128,255)
 
glacier (64,255,255)
 
tundra (128,255,255)
 
temperate freshwater swamp (96,192,128)
 
temperate saltwater swamp (64,192,128)
 
temperate freshwater marsh (96,255,128)
 
temperate saltwater marsh (64,255,128)
 
tropical freshwater swamp (96,192,64)
 
tropical saltwater swamp (64,192,64)
 
mangrove swamp (64,255,96)
 
tropical freshwater marsh (96,255,64)
 
tropical saltwater marsh (64,255,64)
 
taiga forest (0,96,64)
 
temperate conifer forest (0,96,32)
 
temperate broadleaf forest (0,160,32)
 
tropical conifer forest (0,96,0)
 
tropical dry broadleaf forest (0,128,0)
 
tropical moist broadleaf forest (0,160,0)
 
temperate grassland (0,255,32)
 
temperate savanna (0,224,32)
 
temperate shrubland (0,192,32)
 
tropical grassland (255,160,0)
 
tropical savanna (255,176)
 
tropical shrubland (255,192,0)
 
badland desert (255,96,32)
 
sand desert (255,255,0)
 
rock desert (255,128,64)
 
structure_color_key.txt
 
castle (128,128,128)
 
village (255,255,255)
 
crops (255,128,0)(255,160,0)(255,192,0)
 
pasture (0,255,0)
 
meadow (64,255,0)
 
woodland (0,128,0)
 
orchard (0,160,0)
 
tunnel (20,20,20)
 
stone bridge (224,224,224)
 
other bridge (180,167,20)
 
stone road (192,192,192)
 
other road (150,127,20)
 
stone wall (96,96,96)
 
other wall (160,127,20)
 
mountain (255,255,192)
 
lake (0,96,255)
 
land (128,64,32)
 
ocean (0,64,255)
 
hydro_color_key.txt
 
brook (0,255,255)
 
stream (0,224,255)
 
minor river (0,192,255)
 
river (0,160,255)
 
major river (0,128,255)
 
river/ocean (0,112,255)
 
Histories of
 
Greed
 
Avarice
 
Jealousy
 
Cupidity
 
Gluttony
 
Industry
 
Enterprise
 
Resourcefulness
 
Determination
 
Mettle
 
Dynamism
 
Labor
 
Toil
 
Diligence
 
Exertion
 
Tenacity
 
Perseverance
 
Command Line:
 
data/init/announcements.txt
 
PAUSE
 
RECENTER
 
UNIT_COMBAT_REPORT
 
UNIT_COMBAT_REPORT_ALL_ACTIVE
 
UCR_A
 
data/sound/song_title.ogg
 
data/sound/song_game.ogg
 
data/art/mouse.png
 
data/movies
 
text
 
data/dipscript/*.*
 
data/dipscript/
 
region
 
Command Line: World generation initiated.
 
Command Line: World generation aborted because world exists.
 
data/speech/general.txt
 
data/speech/slayer.txt
 
data/speech/threat.txt
 
data/speech/greet.txt
 
data/speech/greet_reply.txt
 
data/speech/greet_reply_diff_language.txt
 
data/speech/greet_reply_unusual_first.txt
 
data/speech/greet_reply_after_hero.txt
 
data/speech/greet_worship.txt
 
data/speech/greet_baby.txt
 
data/speech/goodbye_worship_1.txt
 
data/speech/goodbye_worship_2.txt
 
data/speech/goodbye_worship_3.txt
 
data/speech/temple_already_member.txt
 
data/speech/temple_become_member.txt
 
data/speech/positive.txt
 
data/speech/task_recommendation.txt
 
data/speech/unknown_hf_seeker.txt
 
data/speech/ab_specific_hf_seeker.txt
 
data/speech/site_specific_hf_seeker.txt
 
data/speech/same_site_ab_specific_hf_seeker.txt
 
data/speech/same_site_specific_hf_seeker.txt
 
data/speech/arch_info_justification.txt
 
data/speech/justification_representation.txt
 
data/speech/justification_proximity.txt
 
data/speech/justification_experience.txt
 
data/speech/justification_reminder.txt
 
data/speech/justification_antithetical.txt
 
data/speech/no_family.txt
 
data/speech/family_relationship_spec.txt
 
data/speech/family_relationship_no_spec.txt
 
data/speech/family_relationship_additional.txt
 
data/speech/family_relationship_spec_dead.txt
 
data/speech/family_relationship_no_spec_dead.txt
 
data/speech/family_relationship_additional_dead.txt
 
data/speech/child_age_proclamation.txt
 
data/speech/wandering_profession.txt
 
data/speech/scouting_profession.txt
 
data/speech/hunting_profession.txt
 
data/speech/snatcher_profession.txt
 
data/speech/thief_profession.txt
 
data/speech/wandering_profession_year.txt
 
data/speech/scouting_profession_year.txt
 
data/speech/hunting_profession_year.txt
 
data/speech/snatcher_profession_year.txt
 
data/speech/thief_profession_year.txt
 
data/speech/past_wandering_profession.txt
 
data/speech/past_scouting_profession.txt
 
data/speech/past_hunting_profession.txt
 
data/speech/past_snatcher_profession.txt
 
data/speech/past_thief_profession.txt
 
data/speech/guard_profession.txt
 
data/speech/guard_warning.txt
 
data/speech/soldier_profession.txt
 
data/speech/past_profession_no_year.txt
 
data/speech/past_profession_year.txt
 
data/speech/current_profession_no_year.txt
 
data/speech/current_profession_year.txt
 
data/speech/hist_fig_slayer.txt
 
data/speech/animal_slayer.txt
 
Jobs removed from unpowered
 
small
 
large
 
logs
 
rough gems
 
raw green glass
 
raw clear glass
 
raw crystal glass
 
small
 
rock
 
stones
 
charcoal
 
coke
 
refined coal
 
bars
 
cut gems
 
cut green glass gems
 
cut clear glass gems
 
cut crystal glass gems
 
gems
 
blocks
 
portal
 
door
 
floodgate
 
hatch cover
 
grate
 
table
 
cabinet
 
weapon rack
 
armor stand
 
coffer
 
chest
 
boxes and bag
 
backpack
 
limb/body
 
cast
 
splint
 
crutch
 
quiver
 
casket
 
sarcophag
 
coffin
 
rope
 
chain
 
waterskin
 
vial
 
flask
 
musical instrument
 
unglazed
 
tool
 
goblet
 
window
 
terrarium
 
cage
 
barrel
 
bucket
 
animal trap
 
chair
 
throne
 
strands
 
yarn
 
thread
 
cloth
 
tanned hide
 
totem
 
book
 
figurine
 
rotten
 
drink
 
filthy
 
sticky
 
vomitous
 
slimy
 
dirty
 
gooey
 
purulent
 
ichorous
 
bloody
 
liquid
 
glob
 
powder
 
cheese
 
catapult parts
 
mechanisms
 
tube
 
pipe section
 
trap component
 
ballista parts
 
anvil
 
amulet
 
ballista arrow head
 
siege ammo
 
ammunition
 
scepter
 
crown
 
coin
 
perfect
 
large
 
green glass
 
clear glass
 
crystal glass
 
ring
 
earring
 
bracelet
 
traction bench
 
quern
 
millstone
 
statue
 
memorial
 
craft shop sign
 
weaponsmith's shop sign
 
armorsmith's shop sign
 
general store sign
 
food shop sign
 
food imports sign
 
clothing imports sign
 
general imports sign
 
cloth shop sign
 
leather shop sign
 
woven clothing shop sign
 
leather clothing shop sign
 
bone carver's shop sign
 
gem cutter's shop sign
 
bowyer's shop sign
 
blacksmith's shop sign
 
metal craft shop sign
 
leather goods shop sign
 
carpenter's shop sign
 
stone furniture shop sign
 
metal furniture shop sign
 
slab
 
corpse
 
Rotten
 
seeds
 
withered
 
leaves
 
raw
 
live
 
small live animal
 
tame
 
small tame animal
 
prepared meal
 
preserved
 
meat
 
weapon
 
chain
 
suits of
 
armor
 
right
 
left
 
handwear
 
shield
 
footwear
 
headwear
 
legwear
 
Page
 
fighting!
 
hunting.
 
sparring.
 
Last Report Date:
 
Announcement Date:
 
Ingredient Type
 
Number
 
Permissions
 
Brew
 
You have no appropriate ingredients.
 
Price
 
Uninterested
 
For Sale
 
Available
 
Ready for Slaughter
 
Work Animal
 
Not For Sale
 
Unavailable
 
Being Traded
 
Not Tame
 
You have no appropriate creatures.
 
Violation of Production Order
 
Violation of Export Prohibition
 
Violation of Job Order
 
Conspiracy to Slow Labor
 
Murder
 
Disorderly Conduct
 
Building Destruction
 
Vandalism
 
There are no criminals.
 
Injured Party:
 
Convicted:
 
Witness:
 
Accuses:
 
Found the body.
 
Date:
 
Reported:
 
Beating.
 
Officer:
 
None Assigned
 
Violation of Production Order.
 
Violation of Export Prohibition.
 
Violation of Job Order.
 
Conspiracy to Slow Labor.
 
Murder.
 
Disorderly Conduct.
 
Building Destruction.
 
Vandalism.
 
General Items
 
Thread/Cloth
 
Stone/Gems/Metals
 
Anml Extracts
 
Plnt Extracts
 
Anml Cheeses
 
Plnt Cheeses
 
Milled Animal
 
Milled Plants
 
Item Type
 
Setter
 
Unknown
 
Wage
 
Cleaning
 
Place Item in Tomb
 
Store Item in Stockpile
 
Store Item in Bag
 
Store Item in Chest
 
Store Item in Cabinet
 
Store Weapon
 
Store Armor
 
Store Item in Barrel
 
Store Item in Bin
 
Store Item in Hospital
 
Dump Item
 
Building Construction
 
Building Removal
 
Door Construction
 
Floodgate Construction
 
Hatch Cover Construction
 
Grate Construction
 
Bed Construction
 
Chair Construction
 
Coffin Construction
 
Table Construction
 
Bin Construction
 
Chest Construction
 
Cabinet Construction
 
Statue Construction
 
Slab Construction
 
Block Construction
 
Anvil Construction
 
Window Construction
 
Pipe Section Construction
 
Sand Collection
 
Clay Collection
 
Gem Encrusting
 
Glass Cutting
 
Glass Encrusting
 
Basic Ore Smelting
 
Object Melting
 
Craft Making
 
Coin Minting
 
Metal Studding
 
Metal Strand Extraction
 
Weapon Construction
 
Ammo Construction
 
Quiver Construction
 
Armor Stand Construction
 
Weapon Rack Construction
 
Tool Construction
 
Totem Construction
 
Flask Construction
 
Goblet Construction
 
Bone/Shell Decoration
 
Instrument Construction
 
Toy Construction
 
Armor Construction
 
Glove Construction
 
Helm Construction
 
Shield Construction
 
Pants Construction
 
Shoe Construction
 
Backpack Construction
 
Animal Trap Construction
 
Trap Baiting
 
Install Colony In Hive
 
Collect Hive Products
 
Mechanism Construction
 
Trap Component Construction
 
Trap Cleaning
 
Trigger Linking
 
Cage Trap Loading
 
Stone Trap Loading
 
Weapon Trap Loading
 
Lever Pulling
 
Operate Pump
 
Construct Quern
 
Construct Millstone
 
Catapult Loading
 
Ballista Loading
 
Catapult Firing
 
Ballista Firing
 
Ballista Arrow Head Construction
 
Siege Ammo Construction
 
Catapult Part Construction
 
Ballista Part Construction
 
Fortification Carving
 
Wall Detailing
 
Floor Detailing
 
Stair/Ramp Removal
 
Carving Upward Staircase
 
Carving Downward Staircase
 
Carving Up/Down Staircase
 
Carving Ramp
 
Digging Channel
 
Tree Felling
 
Plant Gathering
 
Construction Removal
 
Hunting
 
Returning Kill
 
Capturing Land Animals
 
Capturing Fish
 
Hunting Animal Training
 
War Animal Training
 
Web Collection
 
Cage Construction
 
Chain Construction
 
Bucket Construction
 
Planting
 
Harvesting
 
Fertilizing
 
Thread Dyeing
 
Cloth Dyeing
 
Image Sewing
 
Plant Extraction
 
Plant Processing
 
Plant Processing/Bag
 
Plant Processing/Vial
 
Plant Processing/Barrel
 
Fish Extraction
 
Land Animal Extraction
 
Small Creature Taming
 
Large Creature Taming
 
Butchering
 
Slaughtering
 
Fish Processing
 
Barrel Construction
 
Other Jobs
 
Animal Chaining
 
Animal Unchaining
 
Releasing Large Creature
 
Releasing Small Creature
 
Handling Large Creature
 
Handling Small Creature
 
Large Creature Caging
 
Small Creature Caging
 
Aquarium Draining
 
Aquarium Filling
 
Pond Filling
 
Large Creature Pit/Ponding
 
Small Creature Pit/Ponding
 
Large Creature Pen/Pasturing
 
Small Creature Pen/Pasturing
 
Charcoal Making
 
Ash Making
 
Potash Making (Lye)
 
Potash Making (Ash)
 
Managing Work Orders
 
Updating Stockpile Records
 
Trading at Depot
 
Beat Criminal
 
Execute Criminal
 
Give Water
 
Give Food
 
Recover Wounded
 
Diagnose Patient
 
Immobilize Break
 
Apply Cast
 
Bring Crutch
 
Dress Wound
 
Clean Patient
 
Suture
 
Set Bone
 
Place In Traction
 
Splint Construction
 
Crutch Construction
 
Traction Bench Construction
 
Work Orders
 
Left
 
Validated
 
All work orders must be validated by the manager before they become active.
 
Quantity:
 
Type in parts of the name to narrow your search. 
 
Suspended
 
Inactive
 
Missing
 
Independent
 
Wild Animal
 
Undead
 
Opposed to life
 
Berserk
 
Caged Prisoner
 
Chained Prisoner
 
Invader
 
Diplomat
 
Merchant
 
Visitor
 
Friendly
 
Underworld
 
Caged Guest
 
Chained Guest
 
Uninvited Guest
 
Current Resident
 
Hostile
 
Tame
 
You have not created any creatures yet.
 
There are no idle
 
Citizens
 
Pets/Livestock
 
Others
 
Dead/Missing
 
There are no
 
There are no pets or livestock here.
 
There are no other creatures nearby.
 
The year is still young.
 
This land has no important leaders.
 
Exports to
 
Petty Annoyance
 
Terror
 
Imports from
 
Offerings from
 
Death
 
Vengeance
 
You can look at trade information once you have a broker
 
with appraisal skill.
 
Trade Agreement (Exports to
 
Trade Agreement (Imports from
 
You have no agreements with this land.
 
himself
 
herself
 
itself
 
The item sparkles with a supernatural brillance.
 
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
 
The object looks oddly square.
 
The item constantly emits a nearly inaudible high-pitched whistle.
 
The item is covered with small bumps.
 
The item smells like wet earth.
 
Tiny streaks of lightning streak quickly over the object's surface.
 
Creatures that look at the item cannot think negative thoughts.
 
The item is covered with minute gray hairs.
 
The item sounds like rustling leaves when moved.
 
Needs
 
Disconnected
 
Need trigger type
 
Needs walkable perimeter
 
Hidden
 
Needs to be anchored on edge
 
Blocked
 
Surrounded by empty space
 
Needs adjacent wall
 
Needs open space
 
Off map
 
Water
 
Lava/Magma
 
Building present
 
Construction present
 
Must be inside
 
Too close to edge
 
Must be outside
 
Cannot build at highest level
 
Needs soil or mud
 
Needs soil
 
Needs ground or near machine
 
Mud is left by water
 
Null site on overall status
 
Early
 
Mid-
 
Late
 
Spring
 
Summer
 
Autumn
 
Winter
 
Stocks
 
Health
 
Prices
 
Currency
 
Justice
 
Created Wealth:
 
Weapons:
 
Armor and Garb:
 
Furniture:
 
Other Objects:
 
Architecture:
 
Displayed:
 
Held/Worn:
 
You need a broker with
 
the appraisal skill.
 
Imported Wealth:
 
Exported Wealth:
 
Trade Information:
 
Population:
 
Nobles/Admins
 
Peasants
 
Recruit/Others
 
Trained Animals
 
Other Animals
 
Food Stores:
 
Plant
 
Drink
 
Other
 
Mountainhome
 
Metropolis
 
City
 
Town
 
Village
 
Hamlet
 
Outpost
 
Evaluate Depot Access Overflow
 
Evaluate Depot Caravan Access Overflow
 
You don't have any buildings.
 
Evaluation:
 
Severe Blood Loss
 
Moderate Blood Loss
 
Serious Fever
 
Moderate Fever
 
Slight Fever
 
Moderate Pain
 
Slight Pain
 
Cannot breathe
 
Trouble breathing
 
Vision lost
 
Vision impaired
 
Vision somewhat impaired
 
Ability to stand lost
 
Ability to stand somewhat impaired
 
Ability to grasp lost
 
Ability to grasp somewhat impaired
 
Ability to fly lost
 
Ability to fly somewhat impaired
 
Motor nerve damage
 
Sensory nerve damage
 
Has been sutured
 
Infection
 
Diagnosis required
 
Crutch required
 
Diagnosed with
 
Bleeding stopped
 
Compound fracture of
 
Rotten tissue excised from
 
Had
 
Placed in traction
 
Evaluated
 
Brought to rest
 
Cleaned
 
Economic stones
 
Requires fuel
 
Takes place at
 
REAGENTS
 
PRODUCTS
 
The broker recommends keeping
 
Select a tool.
 
nothing.
 
not consumed
 
consumed
 
You are not that hungry.
 
Butcher this object.
 
You must unretract to use this ability.
 
You must wait to use this ability.
 
You cannot speak.
 
You are missing a body part.
 
Use this ability.
 
You must unretract to use this power.
 
You must wait to use this power.
 
Use this power.
 
Select an action.
 
Unknown interaction
 
You make
 
You practice your
 
You make nothing.
 
You butcher
 
Status
 
Wounds
 
Treatment
 
Ghostly
 
Early Wet Season
 
Late Wet Season
 
Early Dry Season
 
Late Dry Season
 
First Quarter
 
Second Quarter
 
Third Quarter
 
Fourth Quarter
 
Alert State
 
Squads 
 
Months 
 
Inactive = Uniformed
 
Inactive = Civ clothes
 
Burrow
 
Route
 
Point
 
Position
 
Architecture
 
Desired:
 
Current:
 
Offerings
 
Royal Throne Room
 
Opulent Throne Room
 
Throne Room
 
Splendid Office
 
Decent Office
 
Office
 
Modest Office
 
Meager Office
 
Royal Bedroom
 
Grand Bedroom
 
Great Bedroom
 
Fine Quarters
 
Decent Quarters
 
Quarters
 
Modest Quarters
 
Meager Quarters
 
Royal Dining Room
 
Grand Dining Room
 
Great Dining Room
 
Fine Dining Room
 
Decent Dining Room
 
Modest Dining Room
 
Meager Dining Room
 
Royal Mausoleum
 
Grand Mausoleum
 
Mausoleum
 
Fine Tomb
 
Burial Chamber
 
Servant's Burial Chamber
 
Grave
 
group of
 
Many
 
swarm of
 
lumber limits
 
ROOM SHARING INDEX OUT OF BOUNDS:
 
Basic Value:
 
Weight:
 
Price:
 
Owner:
 
Uses and Contents:
 
Uses:
 
Contents:
 
This building
 
was designed by
 
was well-designed by
 
was finely-designed by
 
was superiorly designed by
 
bears the exceptional design of
 
was masterfully designed by
 
The structure
 
was built by
 
was solidly built by
 
was finely-built by
 
was superiorly built by
 
was exceptionally built by
 
was masterfully built by
 
Worker:
 
Location:
 
Repeating
 
Items:
 
Stone Hauling
 
Wood Hauling
 
Burial
 
Food Hauling
 
Refuse Hauling
 
Item Hauling
 
Furniture Hauling
 
Animal Hauling
 
Stone Detailing
 
Animal Care
 
Diagnosis
 
Setting Bones
 
Dressing Wounds
 
Feed Patients/Prisoners
 
Recovering Wounded
 
Small Animal Dissection
 
Leatherworking
 
Clothesmaking
 
Farming (Fields)
 
Furnace Operating
 
Armoring
 
Blacksmithing
 
Metalcrafting
 
Woodcrafting
 
Stonecrafting
 
Siege Operating
 
Crossbow-making
 
Mechanics
 
Pump Operating
 
Woodworking
 
Stoneworking
 
Hunting/Related
 
Healthcare
 
Farming/Related
 
Fishing/Related
 
Jewelry
 
Engineering
 
Hauling
 
LANGUAGE
 
MATERIAL_TEMPLATE
 
BUILDING
 
DESCRIPTOR_SHAPE
 
DESCRIPTOR_PATTERN
 
DESCRIPTOR_COLOR
 
GRAPHICS
 
REACTION
 
INTERACTION
 
data/save/current/*.dat
 
data/save/current/*.sav
 
world.dat
 
world.sav
 
Unknown error
 
GLX 1.2 and up are not supported
 
Missing GL version
 
shadow
 
graphics/graphics_*
 
graphics/
 
PLAY
 
FPS:
 
TTF error
 
data/art/font.ttf
 
Picked font at
 
added a masterful image
 
added a masterful covering
 
added masterful rings
 
added masterful bands
 
added masterful spikes
 
added a masterful handle
 
added masterful thread
 
added masterful cloth
 
wove a masterful sewn image
 
masterfully wrote
 
created a masterful illustration
 
the masterful
 
addition of a masterful image
 
addition of a masterful covering
 
addition of masterful rings
 
addition of masterful bands
 
addition of masterful spikes
 
addition of a masterful handle
 
addition of masterful thread
 
addition of masterful cloth
 
weaving of a masterful sewn image
 
writing of a masterpiece
 
creation of a masterful illustration
 
the masterful engraving
 
the destruction of
 
the attack by
 
the attack on
 
the defeat of
 
The new government was called
 
the rout of
 
their
 
the withering of
 
the formation of
 
ascendency of the criminal organization
 
relocation of
 
the incorporation of
 
the abandonment of the settlement of
 
the proclamation of a series of oppressive edicts upon
 
the lifting of numerous oppressive laws from
 
the enactment of a series of oppressive laws
 
the repeal of numerous oppressive laws
 
the completion of
 
the foundation of
 
the construction of
 
the replacement of
 
the razing of
 
profaning
 
disturbing
 
the reclamation of
 
the devouring of
 
broken away
 
slashed out
 
slashed off
 
torn out
 
torn off
 
stabbed out
 
ripped off
 
burned out
 
burned away
 
smashed
 
slashed
 
ripped
 
stabbed
 
slashing out
 
slashing off
 
tearing out
 
tearing off
 
stabbing out
 
ripping off
 
burning out
 
burning away
 
smashing
 
slashing
 
ripping
 
stabbing
 
burning
 
the climbing of
 
unknown lands
 
the escape from
 
the return of
 
the journey of
 
wild beasts
 
the taming of the
 
the escape of
 
attack on
 
surprising of
 
ambush of
 
happening upon
 
cornering of
 
confrontation of
 
became obsessed with
 
became obsessed with an inscrutable goal
 
boiled
 
melted
 
condensed
 
solidified
 
died in the heat
 
was encased in cooling lava
 
was encased in cooling magma
 
was encased in ice
 
froze to death
 
died in a cage
 
fell into a deep chasm
 
died of old age
 
died in the dark
 
starved to death
 
died of thirst
 
drowned
 
burned up in magma
 
burned up in
 
dragon fire
 
was burned to death by
 
was burned to death by a
 
burned to death
 
was scalded to death
 
burned up in a magma mist
 
was crushed by a drawbridge
 
was crushed under a collapsing ceiling
 
was killed by falling rocks
 
was shot and killed
 
bled to death
 
succumbed to infection
 
suffocated
 
was hacked to pieces
 
was beheaded
 
was crucified
 
was buried alive
 
was left out in the air
 
was drowned
 
was burned alive
 
was fed to beasts
 
was struck down
 
was slaughtered
 
was scuttled
 
was drained of blood
 
was murdered
 
was killed by a trap
 
vanished
 
collapsed
 
was put to rest
 
died after colliding with an obstacle
 
was impaled on spikes
 
was scared to death
 
the new obsession of
 
with extending
 
with an inscrutable goal
 
the death of
 
the fall of
 
the passing of
 
the death in the dark of
 
the starvation of
 
the dehydration of
 
the drowning of
 
the burning of
 
the boiling of
 
the melting of
 
the condensation of
 
the freezing of
 
the heat-induced death of
 
the encasement of
 
the scalding of
 
the crushing of
 
the shooting of
 
the mortal wounding of
 
the fatal illness of
 
the hacking of
 
the beheading of
 
the crucifixion of
 
the burial of
 
the leaving of
 
the feeding of
 
the killing of
 
the slaughter of
 
the scuttling of
 
the draining of
 
the murder of
 
the collapse of
 
the vanishment of
 
the putting to rest of
 
the collision of
 
the impalement of
 
the scaring of
 
were
 
the reunion of
 
the abduction of
 
gave up being a
 
became a
 
stopped being a
 
lost a hist fig entry
 
the career change from
 
the start as a
 
the giving up on being a
 
the loss of a hist fig entry
 
arose from
 
was discarded in
 
was buried in
 
was entombed in
 
raising
 
discarding
 
burial
 
entombment
 
aroused general suspicion
 
appearing not to age
 
general suspicion
 
fled to
 
began wandering
 
began scouting
 
began hunting great beasts in
 
settled in
 
decided to become a baby-snatcher, operating out of
 
decided to become a thief, operating out of
 
fled into
 
the area around
 
flight
 
wandering
 
scouting
 
hunting of great beasts
 
settling
 
baby-snatching
 
thievery
 
gave birth to
 
sired
 
married
 
was born to
 
received the worship of
 
became romantically involved with
 
was imprisoned by
 
imprisoned
 
became the master of
 
began an apprenticeship under
 
was sired by
 
became the parent of
 
began worshipping
 
stopped being the mother of
 
stopped being the father of
 
divorced
 
stopped being the child of
 
lost the worship of
 
ended the romantic relationship with
 
was no longer imprisoned by
 
stopped being the master of
 
stopped being the apprentice of
 
stopped being the parent of
 
lost faith in
 
became a shopkeeper at
 
ruled from
 
started hanging out at
 
took up residence in
 
took up residence
 
laired within
 
stopped shopkeeping at
 
stopped ruling from
 
stopped hanging out at
 
moved out of
 
the learning of
 
the moment when
 
the transformation of
 
the impersonation of
 
members of
 
created
 
compelled the creation of
 
collaborated to create
 
audacious creation
 
forcible creation
 
collaborative creation
 
popularly-supported creation
 
ceased to be
 
left the service of
 
made peace with
 
was brought to the justice of
 
was no longer considered a hero of
 
left
 
escaped from the slavery of
 
escaped from the prisons of
 
the status of
 
the marriage of
 
the belief of
 
the romantic relationship between
 
the imprisonment by
 
the imprisonment of
 
the apprenticeship of
 
the master-apprentice relationship of
 
under
 
over
 
the termination of
 
the divorce of
 
the loss of faith of
 
the end of the romantic relationship between
 
the end of the imprisonment by
 
the end of the imprisonment of
 
the end of the apprenticeship of
 
the end of the master-apprentice of
 
the shopkeeping of
 
the seat of power of
 
the hanging-out of
 
the residence of
 
the lair of
 
the close of business of
 
the removal of the seat of power of
 
the stoppage of hanging-out of
 
the moving out of
 
from
 
the ascension
 
the appointment
 
the election
 
the selection
 
the entry
 
the rise
 
the crimes
 
the heroism
 
the acceptance
 
the status
 
the enslavement
 
the imprisonment
 
into the mercenary service of
 
the fall of
 
the removal of
 
the departure of
 
the peace-making of
 
the loss of heroic status of
 
the resolution of criminal matters between
 
the end of the membership of
 
the end of the former membership of
 
the end of the former mercenary status of
 
the end of the former enslavement of
 
the end of the former imprisonment of
 
the escape of
 
from the position of
 
from the mercenary service of
 
with
 
from the slavery of
 
from the prisons of
 
the first contact of
 
the rejection of contact by
 
the brilliant
 
the positive
 
the fair conclusion
 
the unsatisfactory conclusion
 
the failure
 
the miserable failure
 
the rejection of
 
the acceptance of
 
the acceptance of an offer of peace from
 
the rejection of an offer of peace from
 
the bodies
 
the body
 
impaled on
 
added to a grisly mound
 
added to a grotesque pillar
 
added to a gruesome sculpture
 
flayed and the skin stretched over
 
animated
 
hung from a
 
horribly mutilated
 
impalement on
 
construction of a grisly mound from
 
construction of a grotesque pillar from
 
construction of a gruesome sculpture from
 
display on
 
animation of
 
hanging from a
 
horrible mutilation of
 
They suspected the involvement of
 
the loss of a diplomat of
 
the voiding of agreements with
 
ill-fated
 
tragic
 
terrible
 
costly
 
unfortunate
 
the concealment of
 
the storing of
 
the acquisition of
 
the naming of
 
the creation of
 
the disappearance of
 
the discovery of
 
the theft of
 
the recovery of
 
the discardment of
 
This nameless being
 
The identity of
 
Although accounts vary, it is universally agreed that
 
chosen by fate as the vanguard of destiny. 
 
guided by forces unknown. 
 
associated with
 
This
 
The pages are blank. 
 
object of
 
ardent
 
faithful
 
casual
 
dubious
 
worship
 
lover
 
imprisoner
 
apprenticeship
 
former mercenary
 
enemy
 
criminal
 
legendary hero
 
famous hero
 
hero
 
greatly respected for heroic acts
 
respected for heroic acts
 
former member
 
former slave
 
former prisoner
 
shopkeeper
 
seat of power
 
hangout
 
home
 
lair
 
late
 
early
 
spring
 
summer
 
autumn
 
winter
 
myself
 
the establishment of landed nobility
 
the elevation of the landed nobility
 
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times. 
 
Its nature is still an intriguing puzzle to the learned. 
 
Many facts are still unclear to historians. 
 
RANDOM_DEF_SPHERE
 
some vague concept
 
Age of Three Powers
 
Age of
 
Two
 
Two Powers
 
Age of the
 
Age of One Power
 
Age of Myth
 
Age of Legends
 
Twilight Age
 
Age of Fairy Tales
 
Age of Heroes
 
Golden Age
 
Age of Death
 
Age of Civilization
 
Age of Emptiness
 
The world has passed into
 
Unknown Age
 
Unknown creature in
 
Unknown creature[R]
 
Duel of
 
Pillaging
 
Conquest
 
Destruction
 
Attempted
 
Abduction
 
Theft
 
Monster
 
Rampage
 
the Wilds
 
Journey
 
scuffle
 
attacked
 
surprised
 
ambushed
 
happen upon
 
corner
 
confront
 
immortality
 
murderous ghost
 
sadistic ghost
 
violent ghost
 
angry ghost
 
moaning spirit
 
howling spirit
 
secretive poltergeist
 
energetic poltergeist
 
troublesome poltergeist
 
restless haunt
 
forlorn haunt
 
old age
 
hunger
 
thirst
 
shot
 
blood
 
drown
 
struck
 
slaughtered
 
scuttled
 
obstacle
 
lava
 
lava mist
 
dragonfire
 
steam
 
crushed
 
crushed bridge
 
chasm
 
cage blasted
 
murdered
 
blood drained
 
trap
 
vanish
 
put to rest
 
quitdead
 
abandon
 
heat
 
cold
 
spikes
 
cooling lava
 
cooling magma
 
freezing water
 
exec beheaded
 
exec crucified
 
exec buried alive
 
exec drowned
 
exec burned alive
 
exec fed to beasts
 
exec hacked to pieces
 
exec left out in air
 
boil
 
melt
 
condense
 
solid
 
infection
 
scared to death
 
active
 
buried at site
 
unburied at site
 
unburied at battlefield
 
unburied at subregion
 
unburied at feature layer
 
entombed at site
 
settled
 
snatcher
 
thief
 
refugee
 
attacker won
 
defender won
 
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data/init/init.txt
 
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RESIZABLE
 
FULLSCREENX
 
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TEXT
 
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FRAME_BUFFER
 
ACCUM_BUFFER
 
SHADER
 
SINGLE_BUFFER
 
GRAPHICS_FONT
 
GRAPHICS_FULLFONT
 
GRAPHICS_WINDOWEDX
 
GRAPHICS_WINDOWEDY
 
GRAPHICS_FULLSCREENX
 
GRAPHICS_FULLSCREENY
 
GRAPHICS_BLACK_SPACE
 
BLACK_SPACE
 
ZOOM_SPEED
 
MOUSE
 
VSYNC
 
ARB_SYNC
 
PRIORITY
 
REALTIME
 
HIGH
 
ABOVE_NORMAL
 
BELOW_NORMAL
 
IDLE
 
TEXTURE_PARAM
 
LINEAR
 
TOPMOST
 
MOUSE_PICTURE
 
FPS_CAP
 
WINDOWED
 
INTRO
 
VOLUME
 
KEY_HOLD_MS
 
KEY_REPEAT_MS
 
KEY_REPEAT_ACCEL_LIMIT
 
KEY_REPEAT_ACCEL_START
 
MACRO_MS
 
RECENTER_INTERFACE_SHUTDOWN_MS
 
COMPRESSED_SAVES
 
data/init/colors.txt
 
BLACK_R
 
BLACK_G
 
BLACK_B
 
BLUE_R
 
BLUE_G
 
BLUE_B
 
GREEN_R
 
GREEN_G
 
GREEN_B
 
CYAN_R
 
CYAN_G
 
CYAN_B
 
RED_R
 
RED_G
 
RED_B
 
MAGENTA_R
 
MAGENTA_G
 
MAGENTA_B
 
BROWN_R
 
BROWN_G
 
BROWN_B
 
LGRAY_R
 
LGRAY_G
 
LGRAY_B
 
DGRAY_R
 
DGRAY_G
 
DGRAY_B
 
LBLUE_R
 
LBLUE_G
 
LBLUE_B
 
LGREEN_R
 
LGREEN_G
 
LGREEN_B
 
LCYAN_R
 
LCYAN_G
 
LCYAN_B
 
LRED_R
 
LRED_G
 
LRED_B
 
LMAGENTA_R
 
LMAGENTA_G
 
LMAGENTA_B
 
YELLOW_R
 
YELLOW_G
 
YELLOW_B
 
WHITE_R
 
WHITE_G
 
WHITE_B
 
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data/movies/
 
data/movies/*.cmv
 
data/movies/last_record.cmv
 
data/sound/
 
force
 
Woodworker
 
Woodcutter
 
Stoneworker
 
Ranger
 
Hunter
 
Armorer
 
Blacksmith
 
Metalcrafter
 
Jeweler
 
Woodcrafter
 
Stonecrafter
 
Fishery Worker
 
Farmer
 
Planter
 
Soap Maker
 
Engineer
 
Clerk
 
Administrator
 
Trader
 
Architect
 
Doctor
 
Diagnoser
 
Drunk
 
Hammer Lord
 
Spearmaster
 
Elite Crossbowman
 
Elite Wrestler
 
Axe Lord
 
Swordmaster
 
Mace Lord
 
Pikemaster
 
Elite Bowman
 
Master Blowgunner
 
Master Lasher
 
Recruit
 
Master Thief
 
Thief
 
Baby
 
SYN_INJECTED
 
SYN_CONTACT
 
SYN_INHALED
 
SYN_INGESTED
 
interaction_layer
 
REGION
 
UNDERGROUND_SPECIAL
 
SECRET
 
DISTURBANCE
 
INGESTION
 
CREATURE_ACTION
 
Unrecognized Interaction Source Type:
 
LOCATION
 
Unrecognized Interaction Target Type:
 
ANIMATE
 
RESURRECT
 
ADD_SYNDROME
 
HIDE
 
CONTACT
 
MATERIAL_EMISSION
 
Unrecognized Interaction Effect Type:
 
Unrecognized Interaction Token:
 
ANY_TERRAIN
 
NORMAL_ALLOWED
 
EVIL_ALLOWED
 
GOOD_ALLOWED
 
SAVAGE_ALLOWED
 
EVIL_ONLY
 
GOOD_ONLY
 
SAVAGE_ONLY
 
SUPERNATURAL_LEARNING_POSSIBLE
 
MUNDANE_RESEARCH_POSSIBLE
 
MUNDANE_TEACHING_POSSIBLE
 
MUNDANE_RECORDING_POSSIBLE
 
Interaction Source IS_SECRET token not found
 
CONTEXT_REGION
 
CONTEXT_CREATURE
 
CONTEXT_ITEM
 
CONTEXT_BP
 
CONTEXT_LOCATION
 
FLOW
 
CONTEXT_MATERIAL
 
Target Token not found
 
HAS_BLOOD
 
LIKESFIGHTING
 
MORTAL
 
STERILE
 
FIT_FOR_ANIMATION
 
FIT_FOR_RESURRECTION
 
Unrecognized IT_REQUIRES token:
 
Unrecognized IT_FORBIDDEN token:
 
Unrecognized corpse target affected caste token:
 
Unrecognized corpse target affected creature token:
 
Unrecognized corpse target immune caste token:
 
Unrecognized corpse target immune creature token:
 
You have
 
This is
 
This is a stack of
 
These are
 
This is a bundle of
 
All
 
craftsman
 
ship is of the highest quality. 
 
The ingredients are
 
well-
 
finely
 
superiorly
 
exceptionally
 
masterfully
 
minced
 
cooked
 
encrusted with
 
studded with
 
decorated with
 
glazed with
 
well-prepared
 
finely-prepared
 
superior quality
 
exceptionally prepared
 
masterfully prepared
 
well-crafted
 
finely-crafted
 
exceptionally worked
 
masterfully worked
 
encircled with bands of
 
The handle is made from
 
This object
 
menaces with spikes of
 
You have not read this book.
 
There is writing in the book, but you cannot read.
 
The thread is
 
gray
 
superbly
 
colored
 
The slab reads "
 
There is writing on the slab, but you cannot read.
 
This object is showing some wear. 
 
This object is threadbare. 
 
This object is in tatters. 
 
This object is heavily worn. 
 
This object is mangled. 
 
You gain possession of the
 
You maintain possession of the
 
You've lost possession of the
 
TALLOW
 
null item load -- type:
 
sharp
 
material
 
partial
 
skeleton
 
partial remains
 
mutilated
 
your
 
Seed
 
Cheese
 
Spice
 
Mill
 
Rendered Fat
 
Coin
 
Bar/Block
 
aquarium
 
exceptional
 
masterful
 
NULL inventory item on load: id #
 
NULL inventory pointer on load
 
Slayer
 
Unknown creature
 
Boiled
 
Melted
 
Condensed
 
Solidified
 
Died in the heat
 
Encased in cooling lava
 
Encased in cooling magma
 
Encased in ice
 
Froze to death
 
Died in a cage
 
Fell into a deep chasm
 
Died peacefully
 
Died in the dark
 
Starved to death
 
Died of thirst
 
Drowned
 
Burned up in magma
 
Burned up in
 
Burned to death by
 
Burned to death by a
 
Burned to death
 
Scalded to death
 
Burned up in a magma mist
 
Crushed by a drawbridge
 
Crushed under a collapsing ceiling
 
Killed by falling rocks
 
Shot and killed
 
Bled to death
 
Succumbed to infection
 
Suffocated
 
Hacked to pieces
 
Beheaded
 
Crucified
 
Buried alive
 
Left out in the air
 
Burned alive
 
Fed to beasts
 
Struck down
 
Slaughtered
 
Scuttled
 
Drained of blood
 
Murdered
 
Killed by a trap
 
Vanished
 
Collapsed
 
Put to rest
 
Died after colliding with an obstacle
 
Impaled on spikes
 
Scared to death
 
Died
 
Creator of
 
Slayer of
 
Slayer of
 
Hunter of
 
Loving
 
Devoted
 
father and husband
 
mother and wife
 
parent and spouse
 
United with
 
Lover of
 
Admirer of
 
Friend of
 
The color
 
The written portion consists of
 
untitled
 
manual
 
guide
 
chronicle
 
short story
 
novel
 
biography
 
autobiography
 
poem
 
play
 
letter
 
essay
 
dialog
 
The writing
 
hopelessly meanders
 
meanders somewhat
 
gets off track from time to time
 
bubbles over with cheerfulness
 
has a touch of melancholy
 
has a very serious tone
 
skips around a lot
 
occasionally changes topic abruptly
 
drives forward relentlessly
 
has a touch of humor
 
could only have been produced by a merciful spirit
 
shows a hint of tenderness
 
gives a feeling of compassion here and there
 
has a hint of viciousness to it
 
contains the occasional biting remark
 
has its moments of cleverness
 
descends to a rant in places
 
BOLT
 
ITEM_WEAPON
 
ITEM_TOY
 
ITEM_TOOL
 
ITEM_INSTRUMENT
 
ITEM_TRAPCOMP
 
ITEM_ARMOR
 
ITEM_AMMO
 
ITEM_SIEGEAMMO
 
ITEM_GLOVES
 
ITEM_SHOES
 
ITEM_SHIELD
 
ITEM_HELM
 
ITEM_PANTS
 
ITEM_FOOD
 
Unrecognized Item Definition Type:
 
ADJECTIVE
 
SIZE
 
WEIGHT
 
SHOOT_FORCE
 
SHOOT_MAXVEL
 
SKILL
 
RANGED
 
TWO_HANDED
 
MINIMUM_SIZE
 
CAN_STONE
 
TRAINING
 
MATERIAL_SIZE
 
EDGE
 
Unrecognized Item Definition (Weapon) Token:
 
SOFT_MAT
 
HARD_MAT
 
METAL_MAT
 
METAL_WEAPON_MAT
 
UNIMPROVABLE
 
VALUE
 
TOOL_USE
 
CONTAINER_CAPACITY
 
Unrecognized Item Definition (Tool) Token:
 
Unrecognized Item Definition (Toy) Token:
 
Unrecognized Item Definition (Instrument) Token:
 
HITS
 
Unrecognized Item Definition (Trap Component) Token:
 
SOFT
 
HARD
 
BARRED
 
SCALED
 
SHAPED
 
CHAIN_METAL_TEXT
 
STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
STRUCTURAL_ELASTICITY_CHAIN_METAL
 
STRUCTURAL_ELASTICITY_CHAIN_ALL
 
LAYER_SIZE
 
LAYER_PERMIT
 
OVER
 
UNDER
 
COVER
 
COVERAGE
 
PREPLURAL
 
MATERIAL_PLACEHOLDER
 
ARMORLEVEL
 
UBSTEP
 
LBSTEP
 
METAL_ARMOR_LEVELS
 
Unrecognized Item Definition (Armor) Token:
 
CLASS
 
Unrecognized Item Definition (Ammo) Token:
 
Unrecognized Item Definition (Siege Ammo) Token:
 
UPSTEP
 
Unrecognized Item Definition (Gloves) Token:
 
Unrecognized Item Definition (Shoes) Token:
 
BLOCKCHANCE
 
Unrecognized Item Definition (Shield) Token:
 
Unrecognized Item Definition (Helm) Token:
 
Unrecognized Item Definition (Pants) Token:
 
LEVEL
 
Unrecognized Item Definition (Food) Token:
 
DOUBLE TAGGED ITEM:
 
Stop Bleeding
 
Repair Compound Fracture
 
Remove Rotten Tissue
 
Construct Building
 
Destroy Building
 
Butcher an Animal
 
Catch Live Fish
 
Catch Live Land Animal
 
Prepare a Raw Fish
 
Mill Plants
 
Process Plants
 
Milk Creature
 
Shear Creature
 
Spin Thread
 
Make Cheese
 
Process Plants (Vial)
 
Process Plants (Bag)
 
Process Plants (Barrel)
 
Make Lye
 
Make Potash From Lye
 
Make Potash From Ash
 
Prepare Easy Meal
 
Prepare Fine Meal
 
Prepare Lavish Meal
 
Brew Drink
 
Extract from Plants
 
Extract from Raw Fish
 
Extract from Land Animal
 
Handle Large Creature
 
Unchain Pet
 
Release Large Creature
 
Release Pet
 
Release Small Creature
 
Handle Small Creature
 
Recover Pet
 
Cage Large Creature
 
Cage Small Creature
 
Pit/Pond Large Animal
 
Pit/Pond Small Animal
 
Pen/Pasture Large Animal
 
Pen/Pasture Small Animal
 
Drain Aquarium
 
Fill Aquarium
 
Fill Pond
 
Trade at Depot
 
Chain Animal
 
Slaughter Animal
 
Unchain Animal
 
Tame
 
Tame a Small Animal
 
Mint
 
Cut
 
Decorate With
 
Stud With
 
Encrust
 
Collect Sand
 
Collect Clay
 
Construct
 
Make Raw
 
Construct Traction Bench
 
Forge
 
Make Totem
 
Bait Trap with
 
Assemble
 
Construct
 
Train Hunting Animal
 
Train War Animal
 
Make Charcoal
 
Make Ash
 
Reaction
 
Smelt
 
Melt a Metal Object
 
Extract Metal Strands
 
Dye Thread
 
Dye Cloth
 
Sew
 
Collect Webs
 
Weave Metal Cloth
 
Weave Thread into Silk
 
Weave Yarn into Cloth
 
Weave Thread into Cloth
 
Harvest Plants
 
Plant Seeds
 
Fertilize Field
 
Pull the Lever
 
Link a Building to Trigger
 
Carve Fortification
 
Detail Wall
 
Detail Floor
 
Remove Stairs/Ramps
 
Carve Upward Staircase
 
Carve Downward Staircase
 
Carve Up/Down Staircase
 
Carve Ramp
 
Dig Channel
 
Fell Tree
 
Bring Item to Shop
 
Bring Item to Depot
 
Get Provisions
 
Clean Self
 
Fill Waterskin
 
Sleep
 
Kidnap
 
Cause Trouble
 
Report Crime
 
Hunt
 
Starting Fist Fight
 
Hunt for Small Creature
 
Collect Taxes
 
Guard Tax Collector
 
Return Kill
 
Store Owned Item
 
Pickup Equipment
 
Strange Mood
 
Clean Trap
 
Load Catapult
 
Load Ballista
 
Fire Catapult
 
Fire Ballista
 
Load Cage Trap
 
Load Stone Trap
 
Load Weapon Trap
 
Cast Spell
 
SELECT
 
SEC_SELECT
 
DESELECT
 
SELECT_ALL
 
DESELECT_ALL
 
LEAVESCREEN
 
LEAVESCREEN_ALL
 
CLOSE_MEGA_ANNOUNCEMENT
 
TOGGLE_FULLSCREEN
 
WORLD_PARAM_ADD
 
WORLD_PARAM_COPY
 
WORLD_PARAM_DELETE
 
WORLD_PARAM_TITLE
 
WORLD_PARAM_NAME_RANDOM
 
WORLD_PARAM_NAME_ENTER
 
WORLD_PARAM_SEED_RANDOM
 
WORLD_PARAM_SEED_ENTER
 
WORLD_PARAM_LOAD
 
WORLD_PARAM_SAVE
 
WORLD_PARAM_DIM_X_UP
 
WORLD_PARAM_DIM_X_DOWN
 
WORLD_PARAM_DIM_Y_UP
 
WORLD_PARAM_DIM_Y_DOWN
 
WORLD_PARAM_SET
 
WORLD_PARAM_INCREASE
 
WORLD_PARAM_DECREASE
 
WORLD_PARAM_ENTER_VALUE
 
WORLD_PARAM_NULLIFY
 
WORLD_PARAM_PRESET
 
WORLD_PARAM_REJECT_CONTINUE
 
WORLD_PARAM_REJECT_ABORT
 
WORLD_PARAM_REJECT_ALLOW_THIS
 
WORLD_PARAM_REJECT_ALLOW_ALL
 
WORLD_GEN_CONTINUE
 
WORLD_GEN_USE
 
WORLD_GEN_ABORT
 
SETUP_EMBARK
 
SETUP_NAME_FORT
 
SETUP_NAME_GROUP
 
SETUP_RECLAIM
 
SETUP_FIND
 
SETUP_NOTES
 
SETUP_NOTES_TAKE_NOTES
 
SETUP_NOTES_DELETE_NOTE
 
SETUP_NOTES_CHANGE_SYMBOL_SELECTION
 
SETUP_NOTES_ADOPT_SYMBOL
 
SETUP_LOCAL_Y_UP
 
SETUP_LOCAL_Y_DOWN
 
SETUP_LOCAL_X_UP
 
SETUP_LOCAL_X_DOWN
 
SETUP_LOCAL_Y_MUP
 
SETUP_LOCAL_Y_MDOWN
 
SETUP_LOCAL_X_MUP
 
SETUP_LOCAL_X_MDOWN
 
SETUP_BIOME_1
 
SETUP_BIOME_2
 
SETUP_BIOME_3
 
SETUP_BIOME_4
 
SETUP_BIOME_5
 
SETUP_BIOME_6
 
SETUP_BIOME_7
 
SETUP_BIOME_8
 
SETUP_BIOME_9
 
CHOOSE_NAME_RANDOM
 
CHOOSE_NAME_CLEAR
 
CHOOSE_NAME_TYPE
 
ITEM_DESCRIPTION
 
ITEM_FORBID
 
ITEM_MELT
 
ITEM_DUMP
 
ITEM_HIDE
 
HELP
 
MOVIES
 
OPTIONS
 
OPTION_EXPORT
 
CHANGETAB
 
SEC_CHANGETAB
 
STANDARDSCROLL_LEFT
 
STANDARDSCROLL_RIGHT
 
STANDARDSCROLL_UP
 
STANDARDSCROLL_DOWN
 
STANDARDSCROLL_PAGEUP
 
STANDARDSCROLL_PAGEDOWN
 
SECONDSCROLL_UP
 
SECONDSCROLL_DOWN
 
SECONDSCROLL_PAGEUP
 
SECONDSCROLL_PAGEDOWN
 
CURSOR_UP
 
CURSOR_DOWN
 
CURSOR_LEFT
 
CURSOR_RIGHT
 
CURSOR_UPLEFT
 
CURSOR_UPRIGHT
 
CURSOR_DOWNLEFT
 
CURSOR_DOWNRIGHT
 
CURSOR_UP_FAST
 
CURSOR_DOWN_FAST
 
CURSOR_LEFT_FAST
 
CURSOR_RIGHT_FAST
 
CURSOR_UPLEFT_FAST
 
CURSOR_UPRIGHT_FAST
 
CURSOR_DOWNLEFT_FAST
 
CURSOR_DOWNRIGHT_FAST
 
CURSOR_UP_Z
 
CURSOR_DOWN_Z
 
CURSOR_UP_Z_AUX
 
CURSOR_DOWN_Z_AUX
 
WORLDGEN_EXPORT_MAP
 
LEGENDS_EXPORT_MAP
 
LEGENDS_EXPORT_XML
 
LEGENDS_EXPORT_DETAILED_MAP
 
LEGENDS_TOGGLE_CIVSITE
 
LEGENDS_STRING_FILTER
 
UNITVIEW_CUSTOMIZE
 
UNITVIEW_HEALTH
 
UNITVIEW_RELATIONSHIPS
 
UNITVIEW_RELATIONSHIPS_ZOOM
 
UNITVIEW_RELATIONSHIPS_VIEW
 
UNITVIEW_KILLS
 
CUSTOMIZE_UNIT_NICKNAME
 
CUSTOMIZE_UNIT_PROFNAME
 
OPTION1
 
OPTION2
 
OPTION3
 
OPTION4
 
OPTION5
 
OPTION6
 
OPTION7
 
OPTION8
 
OPTION9
 
OPTION10
 
OPTION11
 
OPTION12
 
OPTION13
 
OPTION14
 
OPTION15
 
OPTION16
 
OPTION17
 
OPTION18
 
OPTION19
 
OPTION20
 
SEC_OPTION1
 
SEC_OPTION2
 
SEC_OPTION3
 
SEC_OPTION4
 
SEC_OPTION5
 
SEC_OPTION6
 
SEC_OPTION7
 
SEC_OPTION8
 
SEC_OPTION9
 
SEC_OPTION10
 
SEC_OPTION11
 
SEC_OPTION12
 
SEC_OPTION13
 
SEC_OPTION14
 
SEC_OPTION15
 
SEC_OPTION16
 
SEC_OPTION17
 
SEC_OPTION18
 
SEC_OPTION19
 
SEC_OPTION20
 
HOTKEY_MAKE_ASH
 
HOTKEY_MAKE_CHARCOAL
 
HOTKEY_MELT_OBJECT
 
HOTKEY_GLASS_GREEN
 
HOTKEY_GLASS_CLEAR
 
HOTKEY_GLASS_CRYSTAL
 
HOTKEY_COLLECT_SAND
 
HOTKEY_COLLECT_CLAY
 
HOTKEY_GLASS_ROUGH
 
HOTKEY_GLASS_ARMORSTAND
 
HOTKEY_GLASS_BOX
 
HOTKEY_GLASS_CABINET
 
HOTKEY_GLASS_COFFIN
 
HOTKEY_GLASS_FLOODGATE
 
HOTKEY_GLASS_HATCH_COVER
 
HOTKEY_GLASS_GRATE
 
HOTKEY_GLASS_GOBLET
 
HOTKEY_GLASS_TOY
 
HOTKEY_GLASS_INSTRUMENT
 
HOTKEY_GLASS_DOOR
 
HOTKEY_GLASS_STATUE
 
HOTKEY_GLASS_TABLE
 
HOTKEY_GLASS_CAGE
 
HOTKEY_GLASS_CHAIR
 
HOTKEY_GLASS_BLOCKS
 
HOTKEY_GLASS_FLASK
 
HOTKEY_GLASS_WEAPONRACK
 
HOTKEY_GLASS_WINDOW
 
HOTKEY_ASHERY_LYE
 
HOTKEY_ASHERY_POTASH
 
HOTKEY_ASHERY_POTASH_DIRECT
 
HOTKEY_CARPENTER_BARREL
 
HOTKEY_CARPENTER_BLOCKS
 
HOTKEY_CARPENTER_BUCKET
 
HOTKEY_CARPENTER_TRAP_ANIMAL
 
HOTKEY_CARPENTER_CAGE
 
HOTKEY_CARPENTER_ARMORSTAND
 
HOTKEY_CARPENTER_BED
 
HOTKEY_CARPENTER_CHAIR
 
HOTKEY_CARPENTER_COFFIN
 
HOTKEY_CARPENTER_DOOR
 
HOTKEY_CARPENTER_FLOODGATE
 
HOTKEY_CARPENTER_HATCH_COVER
 
HOTKEY_CARPENTER_GRATE
 
HOTKEY_CARPENTER_CABINET
 
HOTKEY_CARPENTER_BIN
 
HOTKEY_CARPENTER_BOX
 
HOTKEY_CARPENTER_WEAPONRACK
 
HOTKEY_CARPENTER_TABLE
 
HOTKEY_SIEGE_BALLISTA
 
HOTKEY_SIEGE_CATAPULT
 
HOTKEY_LEATHER_BOX
 
HOTKEY_LEATHER_FLASK
 
HOTKEY_LEATHER_SHIRT
 
HOTKEY_LEATHER_CLOAK
 
HOTKEY_LEATHER_BACKPACK
 
HOTKEY_LEATHER_QUIVER
 
HOTKEY_LEATHER_IMAGE
 
HOTKEY_CLOTHES_MAT_PLANT
 
HOTKEY_CLOTHES_MAT_SILK
 
HOTKEY_CLOTHES_MAT_YARN
 
HOTKEY_CLOTHES_SHIRT
 
HOTKEY_CLOTHES_CLOAK
 
HOTKEY_CLOTHES_BOX
 
HOTKEY_CLOTHES_CHAIN
 
HOTKEY_CLOTHES_IMAGE
 
HOTKEY_CRAFTS_MAT_STONE
 
HOTKEY_CRAFTS_MAT_WOOD
 
HOTKEY_CRAFTS_DEC_BONE
 
HOTKEY_CRAFTS_DEC_SHELL
 
HOTKEY_CRAFTS_DEC_TOOTH
 
HOTKEY_CRAFTS_DEC_HORN
 
HOTKEY_CRAFTS_DEC_PEARL
 
HOTKEY_CRAFTS_TOTEM
 
HOTKEY_CRAFTS_CLOTH
 
HOTKEY_CRAFTS_SILK
 
HOTKEY_CRAFTS_YARN
 
HOTKEY_CRAFTS_SEL_WOOD
 
HOTKEY_CRAFTS_SEL_BONE
 
HOTKEY_CRAFTS_SEL_SHELL
 
HOTKEY_CRAFTS_SHELL
 
HOTKEY_CRAFTS_TOOTH
 
HOTKEY_CRAFTS_HORN
 
HOTKEY_CRAFTS_PEARL
 
HOTKEY_CRAFTS_BONE
 
HOTKEY_CRAFTS_LEATHER
 
HOTKEY_CRAFTS_SLAB
 
HOTKEY_CRAFTS_MAT_CRAFTS
 
HOTKEY_CRAFTS_MAT_GOBLET
 
HOTKEY_CRAFTS_MAT_INSTRUMENT
 
HOTKEY_CRAFTS_MAT_TOY
 
HOTKEY_SMITH_WEAPON
 
HOTKEY_SMITH_ARMOR
 
HOTKEY_SMITH_FURNITURE
 
HOTKEY_SMITH_SIEGE
 
HOTKEY_SMITH_TRAP
 
HOTKEY_SMITH_OTHER
 
HOTKEY_SMITH_METAL
 
HOTKEY_BUILDING_ARMORSTAND
 
HOTKEY_BUILDING_BED
 
HOTKEY_BUILDING_TRACTION_BENCH
 
HOTKEY_BUILDING_SLAB
 
HOTKEY_BUILDING_NEST_BOX
 
HOTKEY_BUILDING_HIVE
 
HOTKEY_BUILDING_CHAIR
 
HOTKEY_BUILDING_COFFIN
 
HOTKEY_BUILDING_DOOR
 
HOTKEY_BUILDING_FLOODGATE
 
HOTKEY_BUILDING_HATCH
 
HOTKEY_BUILDING_GRATE_WALL
 
HOTKEY_BUILDING_GRATE_FLOOR
 
HOTKEY_BUILDING_BARS_VERTICAL
 
HOTKEY_BUILDING_BARS_FLOOR
 
HOTKEY_BUILDING_CABINET
 
HOTKEY_BUILDING_BOX
 
HOTKEY_BUILDING_KENNEL
 
HOTKEY_BUILDING_FARMPLOT
 
HOTKEY_BUILDING_WEAPONRACK
 
HOTKEY_BUILDING_STATUE
 
HOTKEY_BUILDING_TABLE
 
HOTKEY_BUILDING_ROAD_DIRT
 
HOTKEY_BUILDING_ROAD_PAVED
 
HOTKEY_BUILDING_BRIDGE
 
HOTKEY_BUILDING_WELL
 
HOTKEY_BUILDING_SIEGEENGINE
 
HOTKEY_BUILDING_WORKSHOP
 
HOTKEY_BUILDING_FURNACE
 
HOTKEY_BUILDING_WINDOW_GLASS
 
HOTKEY_BUILDING_WINDOW_GEM
 
HOTKEY_BUILDING_SHOP
 
HOTKEY_BUILDING_ANIMALTRAP
 
HOTKEY_BUILDING_CHAIN
 
HOTKEY_BUILDING_CAGE
 
HOTKEY_BUILDING_TRADEDEPOT
 
HOTKEY_BUILDING_TRAP
 
HOTKEY_BUILDING_MACHINE
 
HOTKEY_BUILDING_SUPPORT
 
HOTKEY_BUILDING_ARCHERYTARGET
 
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
 
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
 
HOTKEY_BUILDING_MACHINE_WINDMILL
 
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
 
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
 
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
 
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
 
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
 
HOTKEY_BUILDING_TRAP_STONE
 
HOTKEY_BUILDING_TRAP_WEAPON
 
HOTKEY_BUILDING_TRAP_LEVER
 
HOTKEY_BUILDING_TRAP_TRIGGER
 
HOTKEY_BUILDING_TRAP_CAGE
 
HOTKEY_BUILDING_TRAP_SPIKE
 
HOTKEY_BUILDING_CONSTRUCTION
 
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
 
HOTKEY_BUILDING_CONSTRUCTION_WALL
 
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
 
HOTKEY_BUILDING_CONSTRUCTION_RAMP
 
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP
 
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN
 
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
 
HOTKEY_BUILDING_WORKSHOP_LEATHER
 
HOTKEY_BUILDING_WORKSHOP_QUERN
 
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
 
HOTKEY_BUILDING_WORKSHOP_LOOM
 
HOTKEY_BUILDING_WORKSHOP_CLOTHES
 
HOTKEY_BUILDING_WORKSHOP_BOWYER
 
HOTKEY_BUILDING_WORKSHOP_CARPENTER
 
HOTKEY_BUILDING_WORKSHOP_METALSMITH
 
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
 
HOTKEY_BUILDING_WORKSHOP_JEWELER
 
HOTKEY_BUILDING_WORKSHOP_MASON
 
HOTKEY_BUILDING_WORKSHOP_BUTCHER
 
HOTKEY_BUILDING_WORKSHOP_TANNER
 
HOTKEY_BUILDING_WORKSHOP_DYER
 
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
 
HOTKEY_BUILDING_WORKSHOP_SIEGE
 
HOTKEY_BUILDING_WORKSHOP_MECHANIC
 
HOTKEY_BUILDING_WORKSHOP_STILL
 
HOTKEY_BUILDING_WORKSHOP_FARMER
 
HOTKEY_BUILDING_WORKSHOP_KITCHEN
 
HOTKEY_BUILDING_WORKSHOP_FISHERY
 
HOTKEY_BUILDING_WORKSHOP_ASHERY
 
HOTKEY_BUILDING_FURNACE_WOOD
 
HOTKEY_BUILDING_FURNACE_SMELTER
 
HOTKEY_BUILDING_FURNACE_GLASS
 
HOTKEY_BUILDING_FURNACE_KILN
 
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
 
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
 
HOTKEY_BUILDING_FURNACE_KILN_LAVA
 
HIVE_INSTALL_COLONY
 
HIVE_GATHER_PRODUCTS
 
BUILDINGLIST_ZOOM_T
 
BUILDINGLIST_ZOOM_Q
 
ARENA_CREATURE_SIDE_DOWN
 
ARENA_CREATURE_SIDE_UP
 
ARENA_CREATURE_NEW_ITEM
 
ARENA_CREATURE_BLANK_LIST
 
ARENA_CREATURE_REMOVE_ITEM
 
ARENA_CREATURE_UNDEAD
 
ORDERS_AUTOFORBID
 
ORDERS_FORBID_PROJECTILE
 
ORDERS_FORBID_YOUR_CORPSE
 
ORDERS_FORBID_YOUR_ITEMS
 
ORDERS_FORBID_OTHER_CORPSE
 
ORDERS_FORBID_OTHER_ITEMS
 
ORDERS_REFUSE_GATHER
 
ORDERS_REFUSE_OUTSIDE
 
ORDERS_REFUSE_OUTSIDE_VERMIN
 
ORDERS_REFUSE_DUMP_CORPSE
 
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ORDERS_REFUSE_DUMP_SHELL
 
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ORDERS_REFUSE_DUMP_STRAND_TISSUE
 
ORDERS_GATHER_FURNITURE
 
ORDERS_GATHER_ANIMALS
 
ORDERS_GATHER_FOOD
 
ORDERS_GATHER_BODIES
 
ORDERS_REFUSE
 
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ORDERS_GATHER_WOOD
 
ORDERS_ALL_HARVEST
 
ORDERS_SAMEPILE
 
ORDERS_MIXFOODS
 
ORDERS_EXCEPTIONS
 
ORDERS_LOOM
 
ORDERS_DYED_CLOTH
 
ORDERS_WORKSHOP
 
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HOTKEY_LOOM_WEAVE_CLOTH
 
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HOTKEY_FARMER_PROCESS_BAG
 
HOTKEY_FARMER_PROCESS_BARREL
 
HOTKEY_FARMER_CHEESE
 
HOTKEY_FARMER_MILK
 
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HOTKEY_BUTCHER_BUTCHER
 
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HOTKEY_TANNER_TAN
 
HOTKEY_DYER_THREAD
 
HOTKEY_DYER_CLOTH
 
HOTKEY_JEWELER_FURNITURE
 
HOTKEY_JEWELER_FINISHED
 
HOTKEY_JEWELER_AMMO
 
HOTKEY_JEWELER_CUT
 
HOTKEY_JEWELER_ENCRUST
 
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HOTKEY_MECHANIC_TRACTION_BENCH
 
HOTKEY_MASON_ARMORSTAND
 
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HOTKEY_MASON_CHAIR
 
HOTKEY_MASON_COFFIN
 
HOTKEY_MASON_DOOR
 
HOTKEY_MASON_FLOODGATE
 
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HOTKEY_MASON_CABINET
 
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HOTKEY_TRAP_GRATE_WALL
 
HOTKEY_TRAP_GRATE_FLOOR
 
HOTKEY_TRAP_BARS_VERTICAL
 
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HOTKEY_TRAP_SUPPORT
 
HOTKEY_TRAP_CHAIN
 
HOTKEY_TRAP_CAGE
 
HOTKEY_TRAP_PULL_LEVER
 
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BUILDJOB_PROMOTE
 
BUILDJOB_REPEAT
 
BUILDJOB_SUSPEND
 
BUILDJOB_WORKSHOP_PROFILE
 
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BUILDJOB_CAGE_FREE
 
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BUILDJOB_CAGE_ASSIGN_OCC
 
BUILDJOB_CAGE_WATER
 
BUILDJOB_CAGE_ASSIGN
 
BUILDJOB_CHAIN_ASSIGN_OCC
 
BUILDJOB_CHAIN_JUSTICE
 
BUILDJOB_CHAIN_ASSIGN
 
BUILDJOB_CHAIN_FREE
 
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BUILDJOB_SIEGE_FIRING
 
BUILDJOB_SIEGE_ORIENT
 
BUILDJOB_DOOR_INTERNAL
 
BUILDJOB_DOOR_LOCK
 
BUILDJOB_DOOR_AJAR
 
BUILDJOB_COFFIN_ASSIGN
 
BUILDJOB_COFFIN_FREE
 
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BUILDJOB_COFFIN_CIV
 
BUILDJOB_COFFIN_PET
 
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BUILDJOB_BED_INDIV_EQ
 
BUILDJOB_BED_SQUAD_EQ
 
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BUILDJOB_DEPOT_BRING
 
BUILDJOB_DEPOT_TRADE
 
BUILDJOB_DEPOT_REQUEST_TRADER
 
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BUILDJOB_ANIMALTRAP_BAIT_NONE
 
BUILDJOB_ANIMALTRAP_BAIT_MEAT
 
BUILDJOB_ANIMALTRAP_BAIT_FISH
 
BUILDJOB_ANIMALTRAP_BAIT_GEM
 
BUILDJOB_FARM_FALLOW
 
BUILDJOB_FARM_FERTILIZE
 
BUILDJOB_FARM_SEASFERT
 
BUILDJOB_FARM_SPRING
 
BUILDJOB_FARM_SUMMER
 
BUILDJOB_FARM_AUTUMN
 
BUILDJOB_FARM_WINTER
 
BUILDJOB_STOCKPILE_MASTER
 
BUILDJOB_STOCKPILE_DELETE_CHILD
 
BUILDJOB_STOCKPILE_SETTINGS
 
BUILDJOB_STOCKPILE_BARREL_UP
 
BUILDJOB_STOCKPILE_BARREL_DOWN
 
BUILDJOB_STOCKPILE_BARREL_ZERO
 
BUILDJOB_STOCKPILE_BARREL_MAX
 
BUILDJOB_STOCKPILE_BIN_UP
 
BUILDJOB_STOCKPILE_BIN_DOWN
 
BUILDJOB_STOCKPILE_BIN_ZERO
 
BUILDJOB_STOCKPILE_BIN_MAX
 
BUILDJOB_RACK_MAT_BONE
 
BUILDJOB_RACK_MAT_BRONZE
 
BUILDJOB_RACK_MAT_COPPER
 
BUILDJOB_RACK_MAT_IRON
 
BUILDJOB_RACK_MAT_STEEL
 
BUILDJOB_RACK_MAT_WOOD
 
BUILDJOB_RACK_MAT_METAL
 
BUILDJOB_STAND_MAT_BONE
 
BUILDJOB_STAND_MAT_LEATHER
 
BUILDJOB_STAND_MAT_COPPER
 
BUILDJOB_STAND_MAT_BRONZE
 
BUILDJOB_STAND_MAT_STEEL
 
BUILDJOB_STAND_MAT_IRON
 
BUILDJOB_STAND_MAT_WOOD
 
BUILDJOB_STAND_MAT_METAL
 
BUILDJOB_RACKSTAND_ASSIGN
 
BUILDJOB_RACKSTAND_FREE
 
BUILDJOB_RACKSTAND_SIZE
 
BUILDJOB_RACKSTAND_ITEM
 
BUILDJOB_RACKSTAND_MAT
 
BUILDJOB_RACKSTAND_DEFAULTS1
 
BUILDJOB_RACKSTAND_KILL1
 
BUILDJOB_RACKSTAND_DEFAULTS2
 
BUILDJOB_RACKSTAND_KILL2
 
STOCKPILE_SETTINGS_ENABLE
 
STOCKPILE_SETTINGS_DISABLE
 
STOCKPILE_SETTINGS_PERMIT_ALL
 
STOCKPILE_SETTINGS_FORBID_ALL
 
STOCKPILE_SETTINGS_PERMIT_SUB
 
STOCKPILE_SETTINGS_FORBID_SUB
 
STOCKPILE_SETTINGS_SPECIFIC1
 
STOCKPILE_SETTINGS_SPECIFIC2
 
MOVIE_RECORD
 
MOVIE_PLAY
 
MOVIE_SAVE
 
MOVIE_LOAD
 
ASSIGNTRADE_VIEW
 
ASSIGNTRADE_STRING
 
ASSIGNTRADE_EXCLUDE_PROHIBITED
 
ASSIGNTRADE_PENDING
 
ASSIGNTRADE_SORT
 
NOBLELIST_REPLACE
 
NOBLELIST_SETTINGS
 
NOBLELIST_CAPITAL
 
NOBLELIST_VIEW_CANDIDATE
 
TRADE_VIEW
 
TRADE_TRADE
 
TRADE_OFFER
 
TRADE_SEIZE
 
STORES_VIEW
 
STORES_ZOOM
 
STORES_FORBID
 
STORES_MELT
 
STORES_DUMP
 
STORES_HIDE
 
MILITARY_ACTIVATE
 
MILITARY_VIEW
 
MILITARY_WEAPON
 
MILITARY_ZOOM
 
ANNOUNCE_ZOOM
 
UNITJOB_REMOVE_CRE
 
UNITJOB_ZOOM_CRE
 
UNITJOB_ZOOM_BUILD
 
UNITJOB_VIEW
 
UNITJOB_MANAGER
 
MANAGER_NEW_ORDER
 
MANAGER_REMOVE
 
MANAGER_PROMOTE
 
MANAGER_MAX
 
MANAGER_WAGES
 
PET_BUTCHER
 
KITCHEN_COOK
 
KITCHEN_BREW
 
SETUPGAME_NEW
 
SETUPGAME_VIEW
 
SETUPGAME_CUSTOMIZE_UNIT
 
SETUPGAME_SAVE_PROFILE
 
SETUPGAME_SAVE_PROFILE_ABORT
 
SETUPGAME_SAVE_PROFILE_GO
 
SETUPGAME_VIEW_PROFILE_PROBLEMS
 
CIVZONE_REMOVE
 
CIVZONE_REMOVE_ZONE
 
CIVZONE_SHAPE
 
CIVZONE_NEXT
 
CIVZONE_POND_OPTIONS
 
CIVZONE_HOSPITAL_OPTIONS
 
CIVZONE_WATER_SOURCE
 
CIVZONE_FISH
 
CIVZONE_DUMP
 
CIVZONE_POND
 
CIVZONE_HOSPITAL
 
CIVZONE_SAND_COLLECT
 
CIVZONE_CLAY_COLLECT
 
CIVZONE_ACTIVE
 
CIVZONE_MEETING
 
CIVZONE_POND_WATER
 
CIVZONE_PEN
 
CIVZONE_PEN_OPTIONS
 
STOCKPILE_ANIMAL
 
STOCKPILE_FOOD
 
STOCKPILE_WEAPON
 
STOCKPILE_ARMOR
 
STOCKPILE_CUSTOM
 
STOCKPILE_CUSTOM_SETTINGS
 
STOCKPILE_FURNITURE
 
STOCKPILE_GRAVEYARD
 
STOCKPILE_REFUSE
 
STOCKPILE_WOOD
 
STOCKPILE_STONE
 
STOCKPILE_GEM
 
STOCKPILE_BARBLOCK
 
STOCKPILE_CLOTH
 
STOCKPILE_LEATHER
 
STOCKPILE_AMMO
 
STOCKPILE_COINS
 
STOCKPILE_FINISHED
 
STOCKPILE_NONE
 
DESIGNATE_BITEM
 
DESIGNATE_CLAIM
 
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DESIGNATE_MELT
 
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DESIGNATE_TRAFFIC_LOW
 
DESIGNATE_TRAFFIC_RESTRICTED
 
DESIGNATE_TRAFFIC_INCREASE_WEIGHT
 
DESIGNATE_TRAFFIC_DECREASE_WEIGHT
 
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE
 
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE
 
DESIGNATE_DIG
 
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS
 
DESIGNATE_STAIR_UP
 
DESIGNATE_STAIR_DOWN
 
DESIGNATE_STAIR_UPDOWN
 
DESIGNATE_RAMP
 
DESIGNATE_CHANNEL
 
DESIGNATE_CHOP
 
DESIGNATE_PLANTS
 
DESIGNATE_SMOOTH
 
DESIGNATE_ENGRAVE
 
DESIGNATE_FORTIFY
 
DESIGNATE_TOGGLE_ENGRAVING
 
DESIGNATE_UNDO
 
DESIGNATE_REMOVE_CONSTRUCTION
 
BUILDING_DIM_Y_UP
 
BUILDING_DIM_Y_DOWN
 
BUILDING_DIM_X_UP
 
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BUILDING_ORIENT_UP
 
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BUILDING_ORIENT_DOWN
 
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BUILDING_VIEW_ITEM
 
BUILDING_ADVANCE_STAGE
 
BUILDING_EXPAND_CONTRACT
 
BUILDING_TRIGGER_ENABLE_WATER
 
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BUILDING_TRIGGER_MAX_WATER_UP
 
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BUILDING_TRIGGER_MAX_MAGMA_UP
 
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BUILDING_TRIGGER_ENABLE_CREATURE
 
BUILDING_TRIGGER_ENABLE_LOCALS
 
BUILDING_TRIGGER_RESETS
 
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FPS_UP
 
FPS_DOWN
 
TOGGLE_TTF
 
Select
 
Secondary Select
 
Deselect
 
Select all
 
Deselect All
 
Leave screen
 
Leave all screens
 
Close mega announcement
 
Toggle Fullscreen
 
World Param: Add
 
World Param: Copy
 
World Param: Delete
 
World Param: Title
 
World Param: Name, Random
 
World Param: Name, Enter
 
World Param: Seed, Random
 
World Param: Seed, Enter
 
World Param: Load
 
World Param: Save
 
World Param: Dim X, Up
 
World Param: Dim X, Down
 
World Param: Dim Y, Up
 
World Param: Dim Y, Down
 
World Param: Enter Advanced Parameters
 
World Param: Increase Parameter
 
World Param: Decrease Parameter
 
World Param: Enter Value
 
World Param: Nullify Parameter
 
World Param: Set Presets
 
World Param: Reject, Continue
 
World Param: Reject, Abort
 
World Param: Reject, Allow This
 
World Param: Reject, Allow All
 
World Generation: Continue
 
World Generation: Use
 
World Generation: Abort
 
Setup game: Embark
 
Setup game: Name Fort
 
Setup game: Name Group
 
Setup game: Reclaim
 
Setup game: Find
 
Setup game: Notes
 
Setup game: Notes, New Note
 
Setup game: Notes, Delete Note
 
Setup game: Notes, Change Symbol Selection
 
Setup game: Notes, Adopt Symbol
 
Setup game: Resize Local Y Up
 
Setup game: Resize Local Y Down
 
Setup game: Resize Local X Up
 
Setup game: Resize Local X Down
 
Setup game: Move Local Y Up
 
Setup game: Move Local Y Down
 
Setup game: Move Local X Up
 
Setup game: Move Local X Down
 
Setup game: View Biome 1
 
Setup game: View Biome 2
 
Setup game: View Biome 3
 
Setup game: View Biome 4
 
Setup game: View Biome 5
 
Setup game: View Biome 6
 
Setup game: View Biome 7
 
Setup game: View Biome 8
 
Setup game: View Biome 9
 
Choose name: Random
 
Choose name: Clear
 
Choose name: Type
 
View item: Description
 
View item: Forbid
 
View item: Melt
 
View item: Dump
 
View item: Hide
 
Main menu
 
Options, Export Local Image
 
Help
 
Movies
 
Change tab or highlight selection
 
Change tab or highlight selection, secondary
 
Move selector up
 
Move selector down
 
Move selector left
 
Move selector right
 
Page selector up
 
Page selector down
 
Move secondary selector up
 
Move secondary selector down
 
Page secondary selector up
 
Page secondary selector down
 
Move view/cursor up
 
Move view/cursor down
 
Move view/cursor left
 
Move view/cursor right
 
Move view/cursor up and left
 
Move view/cursor up and right
 
Move view/cursor down and left
 
Move view/cursor down and right
 
Move view/cursor up, fast
 
Move view/cursor down, fast
 
Move view/cursor left, fast
 
Move view/cursor right, fast
 
Move view/cursor up and left, fast
 
Move view/cursor up and right, fast
 
Move view/cursor down and left, fast
 
Move view/cursor down and right, fast
 
Move view/cursor up (z)
 
Move view/cursor down (z)
 
Move view/cursor up (z), aux
 
Move view/cursor down (z), aux
 
Adventure: return to arena
 
Adventure: move north
 
Adventure: move south
 
Adventure: move east
 
Adventure: move west
 
Adventure: move northwest
 
Adventure: move northeast
 
Adventure: move southwest
 
Adventure: move southeast
 
Adventure: move same square
 
Adventure: careful move north up/down
 
Adventure: careful move south up/down
 
Adventure: careful move east up/down
 
Adventure: careful move west up/down
 
Adventure: careful move northwest up/down
 
Adventure: careful move northeast up/down
 
Adventure: careful move southwest up/down
 
Adventure: careful move southeast up/down
 
Adventure: careful move up/down
 
Adventure: move north/up
 
Adventure: move south/up
 
Adventure: move east/up
 
Adventure: move west/up
 
Adventure: move northwest/up
 
Adventure: move northeast/up
 
Adventure: move southwest/up
 
Adventure: move southeast/up
 
Adventure: move up
 
Adventure: move north/down
 
Adventure: move south/down
 
Adventure: move east/down
 
Adventure: move west/down
 
Adventure: move northwest/down
 
Adventure: move northeast/down
 
Adventure: move southwest/down
 
Adventure: move southeast/down
 
Adventure: move down
 
Adventure: move up, aux
 
Adventure: move down, aux
 
World Gen: Export Map
 
Legends: Export Map
 
Legends: Export XML
 
Legends: Export Detailed Map
 
Legends: Civ/Site
 
Legends: String filter
 
Adventure: Combat, Attack Mode
 
Adventure: Combat, Dodge Mode
 
Adventure: Combat, Charge Defend Mode
 
Adventure: Status
 
Adventure: Status, Close Combat
 
Adventure: Status, Customize
 
Adventure: Status, Kills
 
Adventure: Status, Health
 
Adventure: Status, Att/Skills
 
Adventure: Status, Desc
 
Unit View, Customize
 
Unit View, Health
 
Unit View, Relationships
 
Unit View, Relationships, Zoom
 
Unit View, Relationships, View
 
Unit View, Kills
 
Customize Unit, Nickname
 
Customize Unit, Profession
 
Adventure: Clear announcements
 
Adventure: Sleep
 
Adventure: Sleep, Sleep
 
Adventure: Sleep, Wait
 
Adventure: Sleep, Dawn
 
Adventure: Wait
 
Adventure: Attack
 
Adventure: Attack, Confirm
 
Adventure: Look
 
Adventure: Search
 
Adventure: Talk
 
Adventure: Inv. Interact
 
Adventure: Misc. Action
 
Adventure: Misc. Action, Create
 
Adventure: Misc. Action, Butcher
 
Adventure: Misc. Action, Ability
 
Adventure: Misc. Action, Power
 
Adventure: Inv. Look
 
Adventure: Inv. Remove
 
Adventure: Inv. Wear
 
Adventure: Inv. Eat/Drink
 
Adventure: Inv. Put In
 
Adventure: Inv. Drop
 
Adventure: Get/Ground
 
Adventure: Throw
 
Adventure: Fire
 
Adventure: Announcements
 
Adventure: Combat Options
 
Adventure: Movement Options
 
Adventure: Movement Options, Swim
 
Adventure: Sneak
 
Adventure: Center
 
Adventure: Companions
 
Adventure: Building Interact
 
Adventure: Travel
 
Adventure: Travel, Sleep
 
Adventure: Travel, Map
 
Adventure: Travel, Hide Instructions
 
Adventure: Get Date
 
Adventure: Get Weather
 
Adventure: Get Temperature
 
Adventure: Change Stance
 
Option 1
 
Option 2
 
Option 3
 
Option 4
 
Option 5
 
Option 6
 
Option 7
 
Option 8
 
Option 9
 
Option 10
 
Option 11
 
Option 12
 
Option 13
 
Option 14
 
Option 15
 
Option 16
 
Option 17
 
Option 18
 
Option 19
 
Option 20
 
Secondary Option 1
 
Secondary Option 2
 
Secondary Option 3
 
Secondary Option 4
 
Secondary Option 5
 
Secondary Option 6
 
Secondary Option 7
 
Secondary Option 8
 
Secondary Option 9
 
Secondary Option 10
 
Secondary Option 11
 
Secondary Option 12
 
Secondary Option 13
 
Secondary Option 14
 
Secondary Option 15
 
Secondary Option 16
 
Secondary Option 17
 
Secondary Option 18
 
Secondary Option 19
 
Secondary Option 20
 
Hotkey: Make Ash
 
Hotkey: Make Charcoal
 
Hotkey: Melt Object
 
Hotkey: Green Glass
 
Hotkey: Clear Glass
 
Hotkey: Crystal Glass
 
Hotkey: Collect Sand
 
Hotkey: Collect Clay
 
Hotkey: Raw Glass
 
Hotkey: Glass Armorstand
 
Hotkey: Glass Box
 
Hotkey: Glass Cabinet
 
Hotkey: Glass Coffin
 
Hotkey: Glass Floodgate
 
Hotkey: Glass Hatch Cover
 
Hotkey: Glass Grate
 
Hotkey: Glass Goblet
 
Hotkey: Glass Toy
 
Hotkey: Glass Instrument
 
Hotkey: Glass Portal
 
Hotkey: Glass Statue
 
Hotkey: Glass Table
 
Hotkey: Glass Cage
 
Hotkey: Glass Chair
 
Hotkey: Glass Blocks
 
Hotkey: Glass Vial
 
Hotkey: Glass Weaponrack
 
Hotkey: Glass Window
 
Hotkey: Ashery, Lye
 
Hotkey: Ashery, Potash (Lye)
 
Hotkey: Ashery, Potash (Ash)
 
Hotkey: Carpenter, Barrel
 
Hotkey: Carpenter, Blocks
 
Hotkey: Carpenter, Bucket
 
Hotkey: Carpenter, Animal Trap
 
Hotkey: Carpenter, Cage
 
Hotkey: Carpenter, Armorstand
 
Hotkey: Carpenter, Bed
 
Hotkey: Carpenter, Chair
 
Hotkey: Carpenter, Coffin
 
Hotkey: Carpenter, Door
 
Hotkey: Carpenter, Floodgate
 
Hotkey: Carpenter, Hatch Cover
 
Hotkey: Carpenter, Grate
 
Hotkey: Carpenter, Cabinet
 
Hotkey: Carpenter, Bin
 
Hotkey: Carpenter, Box
 
Hotkey: Carpenter, Weaponrack
 
Hotkey: Carpenter, Table
 
Hotkey: Siege Shop, Ballista
 
Hotkey: Siege Shop, Catapult
 
Hotkey: Leather, Bag
 
Hotkey: Leather, Flask
 
Hotkey: Leather, Shirt
 
Hotkey: Leather, Cloak
 
Hotkey: Leather, Backpack
 
Hotkey: Leather, Quiver
 
Hotkey: Leather, Image
 
Hotkey: Clothes, Cloth
 
Hotkey: Clothes, Silk
 
Hotkey: Clothes, Yarn
 
Hotkey: Clothes, Shirt
 
Hotkey: Clothes, Cloak
 
Hotkey: Clothes, Box
 
Hotkey: Clothes, Rope
 
Hotkey: Clothes, Image
 
Hotkey: Crafts, Mat Stone
 
Hotkey: Crafts, Mat Wood
 
Hotkey: Crafts, Dec Bone
 
Hotkey: Crafts, Dec Shell
 
Hotkey: Crafts, Dec Tooth
 
Hotkey: Crafts, Dec Horn
 
Hotkey: Crafts, Dec Pearl
 
Hotkey: Crafts, Totem
 
Hotkey: Crafts, Cloth
 
Hotkey: Crafts, Silk
 
Hotkey: Crafts, Yarn
 
Hotkey: Crafts, Wood Material
 
Hotkey: Crafts, Bone Material
 
Hotkey: Crafts, Shell Material
 
Hotkey: Crafts, Shell
 
Hotkey: Crafts, Tooth
 
Hotkey: Crafts, Horn
 
Hotkey: Crafts, Pearl
 
Hotkey: Crafts, Bone
 
Hotkey: Crafts, Leather
 
Hotkey: Crafts, Slab
 
Hotkey: Crafts, Mat Crafts
 
Hotkey: Crafts, Mat Goblet
 
Hotkey: Crafts, Mat Instrument
 
Hotkey: Crafts, Mat Toy
 
Hotkey: Forge, Weapon
 
Hotkey: Forge, Armor
 
Hotkey: Forge, Furniture
 
Hotkey: Forge, Siege
 
Hotkey: Forge, Trap
 
Hotkey: Forge, Other
 
Hotkey: Forge, Metal Clothing
 
Hotkey: Building, Armorstand
 
Hotkey: Building, Bed
 
Hotkey: Building, Traction Bench
 
Hotkey: Building, Slab
 
Hotkey: Building, Nest Box
 
Hotkey: Building, Hive
 
Hotkey: Building, Chair
 
Hotkey: Building, Coffin
 
Hotkey: Building, Door
 
Hotkey: Building, Floodgate
 
Hotkey: Building, Hatch
 
Hotkey: Building, Wall Grate
 
Hotkey: Building, Floor Grate
 
Hotkey: Building, Vertical Bars
 
Hotkey: Building, Floor Bars
 
Hotkey: Building, Cabinet
 
Hotkey: Building, Chest
 
Hotkey: Building, Kennel
 
Hotkey: Building, Farm Plot
 
Hotkey: Building, Weaponrack
 
Hotkey: Building, Statue
 
Hotkey: Building, Table
 
Hotkey: Building, Dirt Road
 
Hotkey: Building, Paved Road
 
Hotkey: Building, Bridge
 
Hotkey: Building, Well
 
Hotkey: Building, Siege
 
Hotkey: Building, Workshop
 
Hotkey: Building, Furnace
 
Hotkey: Building, Glass Window
 
Hotkey: Building, Gem Window
 
Hotkey: Building, Shop
 
Hotkey: Building, Animal Trap
 
Hotkey: Building, Chain
 
Hotkey: Building, Cage
 
Hotkey: Building, Trade Depot
 
Hotkey: Building, Trap
 
Hotkey: Building, Machine Component
 
Hotkey: Building, Support
 
Hotkey: Building, Archery Target
 
Hotkey: Building, Machine Component, Screw Pump
 
Hotkey: Building, Machine Component, Water Wheel
 
Hotkey: Building, Machine Component, Windmill
 
Hotkey: Building, Machine Component, Gear Assembly
 
Hotkey: Building, Machine Component, Horizontal Axle
 
Hotkey: Building, Machine Component, Vertical Axle
 
Hotkey: Building, Siege, Ballista
 
Hotkey: Building, Siege, Catapult
 
Hotkey: Building, Trap, Stone
 
Hotkey: Building, Trap, Weapon
 
Hotkey: Building, Trap, Lever
 
Hotkey: Building, Trap, Trigger
 
Hotkey: Building, Trap, Cage
 
Hotkey: Building, Trap, Upright Spear/Spike
 
Hotkey: Building, Wall/Floor/Stairs
 
Hotkey: Building, Construction, Fortification
 
Hotkey: Building, Construction, Wall
 
Hotkey: Building, Construction, Floor
 
Hotkey: Building, Construction, Ramp
 
Hotkey: Building, Construction, Upward Stair
 
Hotkey: Building, Construction, Downward Stair
 
Hotkey: Building, Construction, Up/Down Stair
 
Hotkey: Building, Wksp, Leather
 
Hotkey: Building, Wksp, Quern
 
Hotkey: Building, Wksp, Millstone
 
Hotkey: Building, Wksp, Loom
 
Hotkey: Building, Wksp, Clothes
 
Hotkey: Building, Wksp, Bowyer
 
Hotkey: Building, Wksp, Carpenter
 
Hotkey: Building, Wksp, Metalsmith
 
Hotkey: Building, Wksp, Lavamill
 
Hotkey: Building, Wksp, Jeweler
 
Hotkey: Building, Wksp, Mason
 
Hotkey: Building, Wksp, Butcher
 
Hotkey: Building, Wksp, Tanner
 
Hotkey: Building, Wksp, Dyer
 
Hotkey: Building, Wksp, Craftsman
 
Hotkey: Building, Wksp, Siege
 
Hotkey: Building, Wksp, Mechanic
 
Hotkey: Building, Wksp, Still
 
Hotkey: Building, Wksp, Farmer
 
Hotkey: Building, Wksp, Kitchen
 
Hotkey: Building, Wksp, Fishery
 
Hotkey: Building, Wksp, Ashery
 
Hotkey: Building, Furn, Wood
 
Hotkey: Building, Furn, Smelter
 
Hotkey: Building, Furn, Glass
 
Hotkey: Building, Furn, Kiln
 
Hotkey: Building, Hive, Install Colony
 
Hotkey: Building, Hive, Gather Products
 
Main: One-Step
 
Main: Pause/Resume
 
Depot Access
 
Main: Hot Keys
 
Main: Hot Key 1
 
Main: Hot Key 2
 
Main: Hot Key 3
 
Main: Hot Key 4
 
Main: Hot Key 5
 
Main: Hot Key 6
 
Main: Hot Key 7
 
Main: Hot Key 8
 
Main: Hot Key 9
 
Main: Hot Key 10
 
Main: Hot Key 11
 
Main: Hot Key 12
 
Main: Hot Key 13
 
Main: Hot Key 14
 
Main: Hot Key 15
 
Main: Hot Key 16
 
Hot Keys: Change Name
 
Hot Keys: Zoom
 
Main: Announcements
 
Main: Reports
 
Main: Place Building
 
Main: Civilizations
 
Main: Designations
 
Main: Artifacts
 
Main: Nobles
 
Main: Standing Orders
 
Main: Military
 
Main: Military, Create Squad
 
Main: Military, Disband Squad
 
Main: Military, Create Sub-Squad
 
Main: Military, Cancel Orders
 
Main: Military, Positions
 
Main: Military, Alerts
 
Main: Military, Alerts, Add
 
Main: Military, Alerts, Delete
 
Main: Military, Alerts, Set
 
Main: Military, Alerts, Name
 
Main: Military, Alerts, Set/Retain
 
Main: Military, Equip
 
Main: Military, Equip, Customize
 
Main: Military, Equip, Uniform
 
Main: Military, Equip, Priority
 
Main: Military, Uniforms
 
Main: Military, Supplies
 
Main: Military, Supplies, Water Down
 
Main: Military, Supplies, Water Up
 
Main: Military, Supplies, Food Down
 
Main: Military, Supplies, Food Up
 
Main: Military, Ammunition
 
Main: Military, Ammunition, Add Item
 
Main: Military, Ammunition, Remove Item
 
Main: Military, Ammunition, Lower Amount
 
Main: Military, Ammunition, Raise Amount
 
Main: Military, Ammunition, Lower Amount Lots
 
Main: Military, Ammunition, Raise Amount Lots
 
Main: Military, Ammunition, Material
 
Main: Military, Ammunition, Combat
 
Main: Military, Ammunition, Training
 
Main: Military, Training
 
Main: Military, Schedule
 
Main: Military, Add Uniform
 
Main: Military, Delete Uniform
 
Main: Military, Name Uniform
 
Main: Military, Add Armor
 
Main: Military, Add Pants
 
Main: Military, Add Helm
 
Main: Military, Add Gloves
 
Main: Military, Add Boots
 
Main: Military, Add Shield
 
Main: Military, Add Weapon
 
Main: Military, Add Material
 
Main: Military, Add Color
 
Main: Military, Replace Clothing
 
Main: Military, Exact Match
 
Main: Rooms
 
Building List: Zoom T
 
Building List: Zoom Q
 
Main: Control Squads
 
Main: Control Squads, Move
 
Main: Control Squads, Kill
 
Main: Control Squads, Kill List
 
Main: Control Squads, Kill Rect
 
Main: Control Squads, Schedule
 
Main: Control Squads, Cancel Order
 
Main: Control Squads, Alert
 
Main: Control Squads, Select Individuals
 
Main: Control Squads, Center
 
Squad Schedule: Sleep
 
Squad Schedule: Civilian Uniform
 
Squad Schedule: Give Order
 
Squad Schedule: Edit Order
 
Squad Schedule: Cancel Order
 
Squad Schedule: Copy Orders
 
Squad Schedule: Paste Orders
 
Squad Schedule: Name Grid Cell
 
Main: Stockpiles
 
Main: Activity Zone
 
Main: View Units
 
Main: Job List
 
Main: Unit List
 
Main: Look
 
Main: Burrows
 
Main: Burrows, Add
 
Main: Burrows, Delete
 
Main: Burrows, Define
 
Main: Burrows, Add Citizen
 
Main: Burrows, Center
 
Main: Burrows, Name
 
Main: Burrows, Change Selector
 
Main: Burrows, Brush
 
Main: Burrows, Paint/Erase
 
Main: Note
 
Main: Note, Place
 
Main: Note, Delete
 
Main: Note, Enter Name
 
Main: Note, Enter Text
 
Main: Note, Adopt Symbol
 
Main: Note, Change Selection
 
Main: Note, Route, Done
 
Main: Note, Routes
 
Main: Note, Route, Add
 
Main: Note, Route, Edit
 
Main: Note, Route, Delete
 
Main: Note, Route, Center
 
Main: Note, Route, Name
 
Main: Building Jobs
 
Main: Overall Status
 
Main: Status, Overall Health, Recenter
 
Main: Building Items
 
Building Items: Forbid
 
Building Items: Dump
 
Building Items: Melt
 
Building Items: Hide
 
Dwf Look: Forbid
 
Dwf Look: Dump
 
Dwf Look: Melt
 
Dwf Look: Hide
 
Dwf Look: Arena Creature
 
Dwf Look: Arena Adv Mode
 
Dwf Look: Arena Water
 
Dwf Look: Arena Magma
 
Arena Creature: Side Down
 
Arena Creature: Side Up
 
Arena Creature: New Item
 
Arena Creature: Blank List
 
Arena Creature: Remove Item
 
Arena Creature: Undead
 
Adventure: Creation, Name Entry
 
Adventure: Creation, Customize Name
 
Adventure: Creation, Random Name
 
Adventure: Creation, Change Gender
 
Adventure: Travel, Visit Site
 
Adventure: Travel, Clouds
 
Adventure: Log
 
Adventure: Travel, Log
 
Adventure: Log, Tasks
 
Adventure: Log, Entities
 
Adventure: Log, Sites
 
Adventure: Log, Regions
 
Adventure: Log, Feature Layers
 
Adventure: Log, Zoom to Current Location
 
Adventure: Log, Zoom to Selected
 
Adventure: Log, Toggle Line
 
Adventure: Log, Toggle Map/Info
 
Orders: Forbid
 
Orders: Forbid Projectiles
 
Orders: Forbid Your Corpse
 
Orders: Forbid Your Items
 
Orders: Forbid Other Corpse
 
Orders: Forbid Other Items
 
Orders: Gather Refuse
 
Orders: Gather Outside
 
Orders: Gather Outside Vermin
 
Orders: Dump Corpse
 
Orders: Dump Skull
 
Orders: Dump Skin
 
Orders: Dump Bone
 
Orders: Dump Shell
 
Orders: Dump Other
 
Orders: Dump Strand Tissue
 
Orders: Gather Furniture
 
Orders: Gather Animals
 
Orders: Gather Food
 
Orders: Gather Bodies
 
Orders: Refuse
 
Orders: Gather Stone
 
Orders: Gather Wood
 
Orders: All Harvest
 
Orders: Piles Same
 
Orders: Mix Foods
 
Orders: Exceptions
 
Orders: Loom
 
Orders: Dyed Cloth
 
Orders: Workshop
 
Orders: Auto-Collect Web
 
Orders: Auto-Slaughter
 
Orders: Auto-Butcher
 
Orders: Auto-Tan
 
Orders: Auto-Fishery
 
Orders: Auto-Kitchen
 
Orders: Auto-Kiln
 
Orders: Auto-Smelter
 
Orders: Auto-Other
 
Orders: Zone
 
Orders: Zone, Drinking
 
Orders: Zone, Fishing
 
Suspend Building
 
Menu Confirm
 
Save Bindings
 
Load Bindings
 
Complete Binding
 
Zoom In
 
Zoom Out
 
Toggle Zoom
 
Reset Zoom
 
Macro, Break
 
Macro, Record
 
Macro, Play
 
Macro, Save
 
Macro, Load
 
Hotkey: Alchemist, Soap
 
Hotkey: Still, Brew
 
Hotkey: Still, Extract
 
Hotkey: Loom, Collect Silk
 
Hotkey: Loom, Weave Cloth
 
Hotkey: Loom, Weave Silk
 
Hotkey: Loom, Weave Yarn
 
Hotkey: Loom, Metal
 
Hotkey: Kitchen, Meal 1
 
Hotkey: Kitchen, Meal 2
 
Hotkey: Kitchen, Meal 3
 
Hotkey: Kitchen, Render Fat
 
Hotkey: Farmer, Process
 
Hotkey: Farmer, Vial
 
Hotkey: Farmer, Bag
 
Hotkey: Farmer, Barrel
 
Hotkey: Farmer, Cheese
 
Hotkey: Farmer, Milk
 
Hotkey: Farmer, Shear
 
Hotkey: Farmer, Spin
 
Hotkey: Mill, Mill
 
Hotkey: Kennel, Hunt
 
Hotkey: Kennel, Catch
 
Hotkey: Kennel, Tame Small
 
Hotkey: Kennel, Tame Large
 
Hotkey: Kennel, War
 
Hotkey: Fishery, Process
 
Hotkey: Fishery, Extract
 
Hotkey: Fishery, Catch
 
Hotkey: Butcher, Butcher
 
Hotkey: Butcher, Extract
 
Hotkey: Butcher, Catch
 
Hotkey: Tanner, Tan
 
Hotkey: Dyer, Thread
 
Hotkey: Dyer, Cloth
 
Hotkey: Jeweler, Furniture
 
Hotkey: Jeweler, Finished
 
Hotkey: Jeweler, Ammo
 
Hotkey: Jeweler, Cut
 
Hotkey: Jeweler, Encrust
 
Hotkey: Mechanic, Mechanisms
 
Hotkey: Mechanic, Traction Bench
 
Hotkey: Mason, Armorstand
 
Hotkey: Mason, Blocks
 
Hotkey: Mason, Chair
 
Hotkey: Mason, Coffin
 
Hotkey: Mason, Door
 
Hotkey: Mason, Floodgate
 
Hotkey: Mason, Hatch Cover
 
Hotkey: Mason, Grate
 
Hotkey: Mason, Cabinet
 
Hotkey: Mason, Box
 
Hotkey: Mason, Statue
 
Hotkey: Mason, Quern
 
Hotkey: Mason, Millstone
 
Hotkey: Mason, Table
 
Hotkey: Mason, Weaponrack
 
Hotkey: Mason, Slab
 
Hotkey: Trap, Bridge
 
Hotkey: Trap, Gear Assembly
 
Hotkey: Trap, Door
 
Hotkey: Trap, Floodgate
 
Hotkey: Trap, Spike
 
Hotkey: Trap, Hatch
 
Hotkey: Trap, Wall Grate
 
Hotkey: Trap, Floor Grate
 
Hotkey: Trap, Vertical Bars
 
Hotkey: Trap, Floor Bars
 
Hotkey: Trap, Support
 
Hotkey: Trap, Chain
 
Hotkey: Trap, Cage
 
Hotkey: Trap, Lever
 
Buildjob: Add
 
Buildjob: Cancel
 
Buildjob: Promote
 
Buildjob: Repeat
 
Buildjob: Suspend
 
Buildjob: Workshop Profile
 
Buildjob: Well, Free
 
Buildjob: Well, Size
 
Buildjob: Target, Free
 
Buildjob: Target, Size
 
Buildjob: Target, Down
 
Buildjob: Target, Up
 
Buildjob: Target, Right
 
Buildjob: Target, Left
 
Buildjob: Statue, Assign
 
Buildjob: Statue, Free
 
Buildjob: Statue, Size
 
Buildjob: Cage, Justice
 
Buildjob: Cage, Free
 
Buildjob: Cage, Size
 
Buildjob: Cage, Assign Occ
 
Buildjob: Cage, Water
 
Buildjob: Cage, Assign Owner
 
Buildjob: Chain, Assign Occ
 
Buildjob: Chain, Justice
 
Buildjob: Chain, Assign Owner
 
Buildjob: Chain, Free
 
Buildjob: Chain, Size
 
Buildjob: Siege, Fire
 
Buildjob: Siege, Orient
 
Buildjob: Door, Internal
 
Buildjob: Door, Forbid
 
Buildjob: Door, Pet-passable
 
Buildjob: Coffin, Assign
 
Buildjob: Coffin, Free
 
Buildjob: Coffin, Size
 
Buildjob: Coffin, Gen. Burial
 
Buildjob: Coffing, Allow Citizens
 
Buildjob: Coffing, Allow Pets
 
Buildjob: Chair, Assign
 
Buildjob: Chair, Free
 
Buildjob: Chair, Size
 
Buildjob: Table, Assign
 
Buildjob: Table, Hall
 
Buildjob: Table, Free
 
Buildjob: Table, Size
 
Buildjob: Bed, Assign
 
Buildjob: Bed, Free
 
Buildjob: Bed, Barracks
 
Buildjob: Bed, Dormitory
 
Buildjob: Bed, Rent
 
Buildjob: Bed, Size
 
Buildjob: Bed, Name
 
Buildjob: Bed, Sleep
 
Buildjob: Bed, Train
 
Buildjob: Bed, Indiv Eq
 
Buildjob: Bed, Squad Eq
 
Buildjob: Bed, Position
 
Buildjob: Depot, Bring
 
Buildjob: Depot, Trade
 
Buildjob: Depot, Request Trader
 
Buildjob: Depot, Broker Only
 
Buildjob: Animal Trap, No Bait
 
Buildjob: Animal Trap, Meat Bait
 
Buildjob: Animal Trap, Fish Bait
 
Buildjob: Animal Trap, Gem Bait
 
Buildjob: Farm, Fallow
 
Buildjob: Farm, Fertilize
 
Buildjob: Farm, Seas Fert
 
Buildjob: Farm, Spring
 
Buildjob: Farm, Summer
 
Buildjob: Farm, Autumn
 
Buildjob: Farm, Winter
 
Buildjob: Stockpile, Master
 
Buildjob: Stockpile, Delete Child
 
Buildjob: Stockpile, Settings
 
Buildjob: Stockpile, Barrel Up
 
Buildjob: Stockpile, Barrel Down
 
Buildjob: Stockpile, Barrel Zero
 
Buildjob: Stockpile, Barrel Max
 
Buildjob: Stockpile, Bin Up
 
Buildjob: Stockpile, Bin Down
 
Buildjob: Stockpile, Bin Zero
 
Buildjob: Stockpile, Bin Max
 
Buildjob: Rack, Mat, Bone
 
Buildjob: Rack, Mat, Bronze
 
Buildjob: Rack, Mat, Copper
 
Buildjob: Rack, Mat, Iron
 
Buildjob: Rack, Mat, Steel
 
Buildjob: Rack, Mat, Wood
 
Buildjob: Rack, Mat, Special Metal
 
Buildjob: Stand, Mat, Bone
 
Buildjob: Stand, Mat, Leather
 
Buildjob: Stand, Mat, Copper
 
Buildjob: Stand, Mat, Bronze
 
Buildjob: Stand, Mat, Steel
 
Buildjob: Stand, Mat, Iron
 
Buildjob: Stand, Mat, Wood
 
Buildjob: Stand, Mat, Special Metal
 
Buildjob: Rackstand, Assign
 
Buildjob: Rackstand, Free
 
Buildjob: Rackstand, Size
 
Buildjob: Rackstand, Item
 
Buildjob: Rackstand, Mat
 
Buildjob: Rackstand, All Items
 
Buildjob: Rackstand, No Items
 
Buildjob: Rackstand, All Mats
 
Buildjob: Rackstand, No Mats
 
Stockpile Settings: Enable
 
Stockpile Settings: Disable
 
Stockpile Settings: Permit All
 
Stockpile Settings: Forbid All
 
Stockpile Settings: Permit Sub
 
Stockpile Settings: Forbit Sub
 
Stockpile Settings: Specific 1
 
Stockpile Settings: Specific 2
 
Movie: Record
 
Movie: Play
 
Movie: Save
 
Movie: Load
 
Assign Trade: View
 
Assign Trade: String
 
Assign Trade: Exclude Prohibited
 
Assign Trade: Pending
 
Assign Trade: Sort
 
Noble List: Replace
 
Noble List: Settings
 
Noble List: Capital
 
Noble List: View Candidate
 
Adventure: Barter, View
 
Adventure: Barter, Currency 1
 
Adventure: Barter, Currency 2
 
Adventure: Barter, Trade
 
Trade, View
 
Trade, Trade
 
Trade, Offer
 
Trade, Seize
 
Stores, View
 
Stores, Forbid
 
Stores, Melt
 
Stores, Dump
 
Stores, Zoom
 
Stores, Hide
 
Military, Activate
 
Military, View
 
Military, Weapon
 
Military, Zoom
 
Announcements, Zoom
 
Unitjob, Remove Unit
 
Unitjob, Zoom Unit
 
Unitjob, Zoom Building
 
Unitjob, View
 
Unitjob, Manager
 
Manager, New Order
 
Manager, Remove
 
Manager, Promote
 
Manager, Max
 
Manager, Wages
 
Animals, Slaughter
 
Kitchen, Cook
 
Kitchen, Brew
 
Setup, New
 
Setup, View
 
Setup, Customize Unit
 
Setup, Save Profile
 
Setup, Save Profile, Abort
 
Setup, Save Profile, Go
 
Setup, View Profile Problems
 
Main: Activity Zone, Remove
 
Main: Activity Zone, Remove Zone
 
Main: Activity Zone, Shape
 
Main: Activity Zone, Next
 
Main: Activity Zone, Water Source
 
Main: Activity Zone, Garbage Dump
 
Main: Activity Zone, Pond
 
Main: Activity Zone, Hospital
 
Main: Activity Zone, Sand Collect
 
Main: Activity Zone, Clay Collect
 
Main: Activity Zone, Active
 
Main: Activity Zone, Fish
 
Main: Activity Zone, Meeting
 
Main: Activity Zone, Pond Options
 
Main: Activity Zone: Pond, Water
 
Main: Activity Zone, Hospital Options
 
Main: Activity Zone, Pen
 
Main: Activity Zone, Pen Options
 
Stockpile, Animal
 
Stockpile, Food
 
Stockpile, Weapon
 
Stockpile, Armor
 
Stockpile, Custom
 
Stockpile, Custom Settings
 
Stockpile, Furniture
 
Stockpile, Corpse
 
Stockpile, Refuse
 
Stockpile, Wood
 
Stockpile, Stone
 
Stockpile, Gem
 
Stockpile, Bar/Block
 
Stockpile, Cloth
 
Stockpile, Leather
 
Stockpile, Ammo
 
Stockpile, Coins
 
Stockpile, Finished
 
Stockpile, None
 
Designate, Building/Item
 
Designate, Reclaim
 
Designate, Forbid
 
Designate, Melt
 
Designate, No Melt
 
Designate, Dump
 
Designate, No Dump
 
Designate, Hide
 
Designate, No Hide
 
Designate, Traffic
 
Designate, High Traffic
 
Designate, Normal Traffic
 
Designate, Low Traffic
 
Designate, Restricted Traffic
 
Designate, Increase Weight
 
Designate, Decrease Weight
 
Designate, Increase Weight More
 
Designate, Decrease Weight More
 
Designate, Dig
 
Designate, Dig Remove Stairs Ramps
 
Designate, U Stair
 
Designate, D Stair
 
Designate, UD Stair
 
Designate, Ramp
 
Designate, Channel
 
Designate, Chop
 
Designate, Plants
 
Designate, Smooth
 
Designate, Engrave
 
Designate, Fortify
 
Designate, Toggle Engraving
 
Designate, Undo
 
Designate, Remove Construction
 
Building, Change Height +
 
Building, Change Height -
 
Building, Change Width +
 
Building, Change Width -
 
Building, Orient Up
 
Building, Orient Left
 
Building, Orient Right
 
Building, Orient Down
 
Building, Orient None
 
Building, View Item
 
Building, Done Selecting
 
Building, Expand/Contract
 
Building, Trigger, Enable Water
 
Building, Trigger, Min Water Up
 
Building, Trigger, Min Water Down
 
Building, Trigger, Max Water Up
 
Building, Trigger, Max Water Down
 
Building, Trigger, Enabler Magma
 
Building, Trigger, Min Magma Up
 
Building, Trigger, Min Magma Down
 
Building, Trigger, Max Magma Up
 
Building, Trigger, Max Magma Down
 
Building, Trigger, Enable Creature
 
Building, Trigger, Enable Locals
 
Building, Trigger, Resets
 
Building, Trigger, Min Size Up
 
Building, Trigger, Min Size Down
 
Building, Trigger, Max Size Up
 
Building, Trigger, Max Size Down
 
Unitview, General
 
Unitview, Inventory
 
Unitview, Prefs
 
Unitview, Wounds
 
Unitview, Next Unit
 
Unitview, Slaughter
 
Unitview, General, Combat
 
Unitview, General, Labor
 
Unitview, General, Misc
 
Unitview, Prefs, Labor
 
Unitview, Prefs, Pets
 
Unitview, Prefs, Pets, Hunting
 
Unitview, Prefs, Pets, War
 
Unitview, Prefs, Profile
 
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Custom: Q
 
Custom: R
 
Custom: S
 
Custom: T
 
Custom: U
 
Custom: V
 
Custom: W
 
Custom: X
 
Custom: Y
 
Custom: Z
 
Custom: Shift + A
 
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Custom: Ctrl + A
 
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Custom: Alt + A
 
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Custom: Alt + X
 
Custom: Alt + Y
 
Custom: Alt + Z
 
Increase FPS limit
 
Decrease FPS limit
 
Toggle truetype rendering
 
Backspace
 
Clear
 
Enter
 
Pause
 
Exclaim
 
Quotedbl
 
Hash
 
Dollar
 
Ampersand
 
Quote
 
Leftparen
 
Rightparen
 
Asterisk
 
Plus
 
Comma
 
Minus
 
Period
 
Slash
 
Colon
 
Semicolon
 
Less
 
Equals
 
Greater
 
Question
 
Leftbracket
 
Backslash
 
Rightbracket
 
Caret
 
Underscore
 
Backquote
 
Delete
 
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Numpad Multiply
 
Numpad Plus
 
Numpad Minus
 
Numpad Enter
 
Numpad Equals
 
Down
 
Right
 
Insert
 
Page Up
 
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Numlock
 
Capslock
 
Scrollock
 
Rshift
 
Lshift
 
Rctrl
 
Lctrl
 
Ralt
 
Lalt
 
Rmeta
 
Lmeta
 
Lsuper
 
Rsuper
 
Mode
 
Compose
 
Print
 
Sysreq
 
Break
 
Menu
 
Power
 
Euro
 
Undo
 
Text entry
 
Militia
 
Stockorder
 
Pilezone
 
Building
 
Embark
 
Dwarf mode
 
Adventurer
 
World
 
General
 
Macros
 
Save and exit
 
Exit, discard changes when DF quits
 
Mouse button:
 
Add binding
 
Don't repeat
 
Delayed repeat
 
Immediate repeat
 
Mouse:
 
Select a macro, then press
 
Keybinding - currently registering new key
 
Keybinding
 
Select a binding, then press
 
Select binding, or press space to abort
 
Key binding & macro center
 
SYMBOL
 
NOUN
 
PREFIX
 
VERB
 
ADJ_DIST
 
THE_NOUN_SING
 
THE_NOUN_PLUR
 
THE_COMPOUND_NOUN_SING
 
THE_COMPOUND_NOUN_PLUR
 
THE_COMPOUND_ADJ
 
FRONT_COMPOUND_NOUN_SING
 
FRONT_COMPOUND_NOUN_PLUR
 
REAR_COMPOUND_NOUN_SING
 
REAR_COMPOUND_NOUN_PLUR
 
FRONT_COMPOUND_ADJ
 
REAR_COMPOUND_ADJ
 
FRONT_COMPOUND_PREFIX
 
THE_COMPOUND_PREFIX
 
STANDARD_VERB
 
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Unrecognized Translation Token:
 
NAME_SWAMP
 
HOLY
 
NAME_DESERT
 
NAME_GLACIER
 
NAME_TUNDRA
 
NAME_GRASSLAND
 
NAME_HILLS
 
NAME_REGION
 
NAME_PEAK
 
NAME_ISLAND_SMALL
 
NAME_ISLAND
 
NAME_CONTINENT
 
NAME_WAR
 
NAME_BATTLE
 
NAME_SIEGE
 
NAME_COMMON_RELIGION
 
NAME_BUILDING_TEMPLE
 
NAME_ROAD
 
NAME_BRIDGE
 
NAME_TUNNEL
 
NAME_WALL
 
NAME_BUILDING_KEEP
 
NAME_BUILDING_TOMB
 
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Impoverished Word Selector
 
Machine node out of bounds on split
 
Failed to find machine node frontier on split
 
Unreachable machine node on split
 
MOON_PHASE
 
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Unrecognized Color Token in Material Template:
 
IMPLIES_ANIMAL_KILL
 
ALCOHOL_PLANT
 
ALCOHOL_CREATURE
 
CHEESE_PLANT
 
CHEESE_CREATURE
 
POWDER_MISC_PLANT
 
POWDER_MISC_CREATURE
 
STOCKPILE_GLOB
 
STOCKPILE_GLOB_SOLID
 
STOCKPILE_GLOB_PASTE
 
STOCKPILE_GLOB_PRESSED
 
LIQUID_MISC_PLANT
 
LIQUID_MISC_CREATURE
 
LIQUID_MISC_OTHER
 
STRUCTURAL_PLANT_MAT
 
SEED_MAT
 
LEAF_MAT
 
BONE
 
THREAD_PLANT
 
TOOTH
 
HORN
 
SHELL
 
SILK
 
GENERATES_MIASMA
 
ROTS
 
BLOOD_MAP_DESCRIPTOR
 
ICHOR_MAP_DESCRIPTOR
 
GOO_MAP_DESCRIPTOR
 
SLIME_MAP_DESCRIPTOR
 
PUS_MAP_DESCRIPTOR
 
ENTERS_BLOOD
 
ALCOHOL
 
EDIBLE_VERMIN
 
EDIBLE_RAW
 
EDIBLE_COOKED
 
ITEMS_METAL
 
ITEMS_BARRED
 
ITEMS_SCALED
 
ITEMS_LEATHER
 
ITEMS_SOFT
 
ITEMS_HARD
 
UNDIGGABLE
 
DISPLAY_UNGLAZED
 
YARN
 
STOCKPILE_THREAD_METAL
 
CRYSTAL_GLASSABLE
 
ITEMS_WEAPON
 
ITEMS_WEAPON_RANGED
 
ITEMS_ANVIL
 
ITEMS_AMMO
 
ITEMS_DIGGER
 
ITEMS_ARMOR
 
ITEMS_DELICATE
 
ITEMS_SIEGE_ENGINE
 
ITEMS_QUERN
 
STONE_NAME
 
OVERWRITE_SOLID
 
TEMP_DIET_INFO
 
SLIME
 
ICHOR
 
FILTH
 
POWDER_DYE
 
ITEM_SYMBOL
 
DISPLAY_COLOR
 
BUILD_COLOR
 
TILE_COLOR
 
BASIC_COLOR
 
STATE_COLOR
 
STATE_NAME
 
STATE_NAME_ADJ
 
STATE_ADJ
 
ABSORPTION
 
IMPACT_YIELD
 
IMPACT_FRACTURE
 
IMPACT_ELASTICITY
 
IMPACT_STRAIN_AT_YIELD
 
COMPRESSIVE_YIELD
 
COMPRESSIVE_FRACTURE
 
COMPRESSIVE_ELASTICITY
 
COMPRESSIVE_STRAIN_AT_YIELD
 
TENSILE_YIELD
 
TENSILE_FRACTURE
 
TENSILE_ELASTICITY
 
TENSILE_STRAIN_AT_YIELD
 
TORSION_YIELD
 
TORSION_FRACTURE
 
TORSION_ELASTICITY
 
TORSION_STRAIN_AT_YIELD
 
SHEAR_YIELD
 
SHEAR_FRACTURE
 
SHEAR_ELASTICITY
 
SHEAR_STRAIN_AT_YIELD
 
BENDING_YIELD
 
BENDING_FRACTURE
 
BENDING_ELASTICITY
 
BENDING_STRAIN_AT_YIELD
 
MAX_EDGE
 
MATERIAL_VALUE
 
SPEC_HEAT
 
HEATDAM_POINT
 
COLDDAM_POINT
 
IGNITE_POINT
 
MELTING_POINT
 
BOILING_POINT
 
MAT_FIXED_TEMP
 
SOLID_DENSITY
 
LIQUID_DENSITY
 
MOLAR_MASS
 
EXTRACT_STORAGE
 
BUTCHER_SPECIAL
 
MEAT_NAME
 
BLOCK_NAME
 
MATERIAL_REACTION_PRODUCT
 
HARDENS_WITH_WATER
 
SOAP_LEVEL
 
MULTIPLY_VALUE
 
magma
 
boiling magma
 
GRAY
 
amber
 
ground amber
 
amber paste
 
pressed amber
 
coral
 
ground coral
 
coral paste
 
pressed coral
 
WHITE
 
green glass
 
ground green glass
 
green glass paste
 
pressed green glass
 
molten green glass
 
boiling green glass
 
DARK_GREEN
 
clear glass
 
ground clear glass
 
clear glass paste
 
pressed clear glass
 
molten clear glass
 
boiling clear glass
 
CLEAR
 
crystal glass
 
ground crystal glass
 
crystal glass paste
 
pressed crystal glass
 
molten crystal glass
 
boiling crystal glass
 
snow
 
slush
 
coal
 
coal powder
 
coal slush
 
pressed coal
 
BLACK
 
potash
 
potash slush
 
pressed potash
 
ash paste
 
pressed ash
 
ASH_GLAZE
 
GLAZE_MAT
 
pearlash
 
pearlash paste
 
pressed pearlash
 
frozen lye
 
frozen lye powder
 
lye slush
 
boiling lye
 
dirt
 
pressed dirt
 
BROWN
 
vomit
 
pressed vomit
 
molten salt
 
boiling salt
 
filth
 
pressed filth
 
frozen filth
 
frozen filth powder
 
filth slush
 
boiling filth
 
YELLOW
 
unknown frozen substance
 
unknown frozen powder
 
unknown slush
 
unknown substance
 
unknown boiling substance
 
grime
 
grime paste
 
pressed grime
 
CREATURE_1
 
unknown frozen creature substance
 
unknown frozen creature powder
 
unknown creature paste
 
unknown pressed frozen creature substance
 
unknown creature substance
 
unknown boiling creature substance
 
PLANT_1
 
unknown frozen plant substance
 
unknown frozen plant powder
 
unknown frozen plant paste
 
unknown pressed frozen plant substance
 
unknown plant substance
 
unknown boiling plant substance
 
SYNDROME
 
SYN_NAME
 
SYN_AFFECTED_CLASS
 
SYN_IMMUNE_CLASS
 
SYN_AFFECTED_CREATURE
 
SYN_CLASS
 
SYN_IMMUNE_CREATURE
 
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Unsupported CE add tag:
 
Unsupported CE remove tag:
 
CAN_BE_HIDDEN
 
Unrecognized CE_DISPLAY_TILE token:
 
Unrecognized CE_DISPLAY_NAME token:
 
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Unrecognized CE_MENT_ATT_CHANGE token:
 
APPEARANCE_MODIFIER
 
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:
 
RESERVED_WHOLE_PART
 
Unrecognized CE_BP_APPEARANCE_MODIFIER token:
 
MAT_MULT
 
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
 
SPEED_PERC
 
SPEED_ADD
 
Unrecognized CE_SPEED_CHANGE token:
 
MAT_TOKEN
 
Unrecognized CE_BODY_MAT_INTERACTION token:
 
Unrecognized CE_CAN_DO_INTERACTION token:
 
Unrecognized CE_BODY_TRANSFORMATION token:
 
PERC
 
PERC_ON
 
Unrecognized CE_SKILL_ROLL_ADJUST token:
 
CDI token precedes any CAN_DO_INTERACTION tag
 
SYNDROME_TAG
 
PERIODIC
 
COUNTER_TRIGGER
 
Unrecognized CE Token:
 
ALCOHOLIC
 
COMBATHARDNESS
 
TIME_SINCE_BREAK
 
PARTIED_OUT
 
MILK_COUNTER
 
EGG_SPENT
 
GROUNDED_ANIMAL_ANGER
 
TIME_SINCE_SUCKED_BLOOD
 
DRINKING_BLOOD
 
Unrecognized Counter:
 
PROB
 
LOCALIZED
 
RESISTABLE
 
SIZE_DELAYS
 
SIZE_DILUTES
 
VASCULAR_ONLY
 
MUSCULAR_ONLY
 
START
 
PEAK
 
Unrecognized Caste Token in Body Transformation Effect:
 
Interaction Token not recognized :
 
TARGET
 
LINE_OF_SIGHT
 
TOUCHABLE
 
DISTURBER_ONLY
 
SELF_ALLOWED
 
SELF_ONLY
 
Unrecognized CDI Target Token:
 
TARGET_RANGE
 
LOCATION_HINT
 
USAGE_HINT
 
ADV_NAME
 
MAX_TARGET_NUMBER
 
WAIT_PERIOD
 
VERBAL_SPEECH
 
CAN_BE_MUTUAL
 
VERBAL
 
FREE_ACTION
 
VERB_REVERSE
 
TARGET_VERB
 
WAFERS
 
SPECIAL
 
DEEP_SPECIAL
 
THREAD_METAL
 
DEEP_SURFACE
 
AQUIFER
 
METAMORPHIC
 
SEDIMENTARY
 
SOIL
 
SOIL_OCEAN
 
SOIL_SAND
 
SEDIMENTARY_OCEAN_SHALLOW
 
SEDIMENTARY_OCEAN_DEEP
 
IGNEOUS_INTRUSIVE
 
IGNEOUS_EXTRUSIVE
 
ENVIRONMENT
 
Missing Stone Environment Token:
 
Missing Stone Environment Inclusion Type Token:
 
Missing Frequency for Stone Environment:
 
ALL_STONE
 
IGNEOUS_ALL
 
ALLUVIAL
 
Unrecognized Stone Environment Token:
 
ENVIRONMENT_SPEC
 
Missing Stone Environment Spec Token:
 
Missing Stone Environment Spec Inclusion Type Token:
 
Missing Frequency for Stone Environment Spec:
 
LAVA
 
Unrecognized Inorganic Material Definition Token:
 
NAME_PLURAL
 
ALL_NAMES
 
AUTUMNCOLOR
 
GRASS
 
TREE_TILE
 
DEAD_TREE_TILE
 
SAPLING_TILE
 
DEAD_SAPLING_TILE
 
TREE_COLOR
 
DEAD_TREE_COLOR
 
SAPLING_COLOR
 
DEAD_SAPLING_COLOR
 
SAPLING_DROWN_LEVEL
 
TREE_DROWN_LEVEL
 
SAPLING
 
GROWDUR
 
PICKED_TILE
 
DEAD_PICKED_TILE
 
GRASS_TILES
 
ALT_PERIOD
 
ALT_GRASS_TILES
 
GRASS_COLORS
 
SHRUB_TILE
 
DEAD_SHRUB_TILE
 
CLUSTERSIZE
 
PICKED_COLOR
 
DEAD_PICKED_COLOR
 
SHRUB_COLOR
 
DEAD_SHRUB_COLOR
 
BASIC_MAT
 
MILL
 
SHRUB_DROWN_LEVEL
 
EXTRACT_STILL_VIAL
 
EXTRACT_VIAL
 
EXTRACT_BARREL
 
Unrecognized Plant Token:
 
Sharp blades
 
Extract
 
Ore of
 
inorganic_generated
 
You flounder
 
Your mason has defaced a
 
loop path fail:
 
Tried to call lock a second time before unlock was called.
 
Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).
 
Neither NTSCSI nor ASPI could be initialised.
 
Couldn't find the specified device.
 
Error trying to allocate a channel.
 
The specified channel has been reused to play another sound.
 
DMA Failure.  See debug output for more information.
 
DSP connection error.  Connection possibly caused a cyclic dependancy.  Or tried to connect a tree too many units deep (more than 128).
 
DSP Format error.  A DSP unit may have attempted to connect to this network with the wrong format.
 
DSP connection error.  Couldn't find the DSP unit specified.
 
DSP error.  Cannot perform this operation while the network is in the middle of running.  This will most likely happen if a connection or disconnection is attempted in a DSP callback.
 
DSP connection error.  The unit being connected to or disconnected should only have 1 input or output.
 
Can't execute this command on an EVENT_INFOONLY event.
 
Event failed because 'Max streams' was hit when FMOD_INIT_FAIL_ON_MAXSTREAMS was specified.
 
FSB mismatches the FEV it was compiled with, the stream/sample mode it was meant to be created with was different, or the FEV was built for a different platform.
 
The requested event, event group, event category or event property could not be found.
 
Error loading file.
 
Couldn't perform seek operation.  This is a limitation of the medium (ie netstreams) or the file format.
 
Media was ejected while reading.
 
End of file unexpectedly reached while trying to read essential data (truncated data?).
 
File not found.
 
Unwanted file access occured.
 
Unsupported file or audio format.
 
The specified resource requires authentication or is forbidden.
 
Proxy authentication is required to access the specified resource.
 
The HTTP request timed out.
 
FMOD was not initialized correctly to support this function.
 
Cannot call this command after System::init.
 
Value passed in was a NaN, Inf or denormalized float.
 
The syncpoint did not come from this sound handle.
 
The vectors passed in are not unit length, or perpendicular.
 
Reached maximum audible playback count for this sound's soundgroup.
 
Not enough memory or resources.
 
Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.
 
Not enough memory or resources on console sound ram.
 
Tried to call a command on a 3d sound when the command was meant for 2d sound.
 
Tried to call a command on a 2d sound when the command was meant for 3d sound.
 
Tried to use a feature that requires hardware support.  (ie trying to play a VAG compressed sound in software on PS2).
 
Tried to use a feature that requires the software engine.  Software engine has either been turned off, or command was executed on a hardware channel which does not support this feature.
 
Couldn't connect to the specified host.
 
The specified URL couldn't be resolved.
 
Operation on a non-blocking socket could not complete immediately.
 
Operation could not be performed because specified sound is not ready.
 
Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
 
Error creating hardware sound buffer.
 
Error enumerating the available driver list. List may be inconsistent due to a recent device addition or removal.
 
Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output).
 
Error initializing output device.
 
FMOD_HARDWARE was specified but the sound card does not have the resources necessary to play it.
 
Attempted to create a software sound but no software channels were specified in System::init.
 
Panning only works with mono or stereo sound sources.
 
The number of allowed instances of a plugin has been exceeded.
 
Specified Instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number, or another application has locked the EAX4 FX slot.
 
The error occured because the sound referenced contains subsounds.  The operation cannot be performed on a parent sound, or a parent sound was played without setting up a sentence first.
 
This subsound is already being used by another sound, you cannot have more than one parent to a sound.  Null out the other parent's entry first.
 
Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.
 
The subsound's mode bits do not match with the parent sound's mode bits.  See documentation for function that it was called with.
 
The specified tag could not be found or there are no tags.
 
The sound created exceeds the allowable input channel count.  This can be increased using the maxinputchannels parameter in System::setSoftwareFormat.
 
Something in FMOD hasn't been implemented when it should be! contact support!
 
This command failed because System::init or System::setDriver was not called.
 
The version number of this file format is not supported.
 
Unknown error.
 
sound: failure:
 
Nemesis Unit Load Failed
 
ANXIETY
 
ANGER
 
 
DEPRESSION
 
DEPRESSION
SELF_CONSCIOUSNESS
+
MADNESS
IMMODERATION
+
SPARRING
VULNERABILITY
+
ENDGAME_EVENT_1B
FRIENDLINESS
+
RECITING_POETRY
GREGARIOUSNESS
+
UNDERGROUND
ASSERTIVENESS
+
NAUSEA
ACTIVITY_LEVEL
+
FEVERED
EXCITEMENT_SEEKING
+
YIELDING
CHEERFULNESS
+
PLAYING_MAKE_BELIEVE
IMAGINATION
+
TELLING_A_STORY
ARTISTIC_INTEREST
+
JOB_FAILED
EMOTIONALITY
+
HOLDINGS
ADVENTUROUSNESS
+
LABOR_CHANGE
INTELLECTUAL_CURIOSITY
+
MILITARY
LIBERALISM
+
STRESS
TRUST
+
ART_DEFACEMENT
STRAIGHTFORWARDNESS
+
WEREBEAST_ARRIVAL
ALTRUISM
+
BEAST_AMBUSH
COOPERATION
+
HASTY_MONARCH
MODESTY
+
SATISFIED_MONARCH
SYMPATHY
+
DIPLOMAT_LEFT_UNHAPPY
SELF_EFFICACY
+
FOOD_WARNING
ORDERLINESS
+
EMBARK_MESSAGE
DUTIFULNESS
+
FIRST_CARAVAN_ARRIVAL
ACHIEVEMENT_STRIVING
+
MONARCH_ARRIVAL
SELF_DISCIPLINE
+
INTESTINES
CAUTIOUSNESS
+
STOMACH
Unrecognized Personality Facet Token:
+
PANCREAS
text_viewer
+
SPLEEN
The work slowdown by the
+
KIDNEY
Wagon Pathing Catastrophe
+
GIZZARD
caravan from
+
KEYBOARD_CURSOR
Their wagons have bypassed your inaccessible site.
+
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
+
SHOW_RAMP_ARROWS
Some migrants have arrived, despite the danger.
+
MULTITHREADING
Some migrants have arrived.
+
CULL_DEAD_UNITS_AT
Others refused to journey to this dangerous fortress.
+
MAXIMUM_EMBARK_DIM
Others were too nervous to make the journey.
+
MUSIC_FILE
Migrants refused to journey to such a dangerous fortress this season.
+
SOUND_FILE
Migrants were too nervous to make the journey this season.
+
AUTHOR
The fortress attracted no migrants this season.
+
AMBIENCE_VOLUME
Inaccessible
+
SFX_VOLUME
Distance:
+
MASTER_VOLUME
Sorting by distance
+
MUSIC_VOLUME
Merchants Present
+
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
Trading with
+
INTERFACE_SCALING_PERCENTAGE
Greetings.  Let's trade.
+
AVERAGE_TIME_BETWEEN_SONGS
Yes, and trade we will!  Simply tell me
+
BASIC_FONT
what interests you and what you're prepared to offer in exchange.
+
INTERFACE_SCALING_TO_DESIRED_GRID
These _are_ fine items, aren't they?  Now,
+
INTERFACE_SCALING_DESIRED_GRID_WIDTH
what do offer for them?
+
MAXIMUM_INTERFACE_PERCENTAGE
Are these gifts?  Do you wish to trade?
+
USE_CLASSIC_ASCII
You truly despise life, don't you?
+
SELECT_INTERACTION
Once a beautiful tree, and now?
+
CUT_INTERACTION
That poor, gentle creature...
+
HAS_ANY_CAN_SWIM
Perhaps if you throw in some more goods I can make an offer.
+
CUT_ITEM
Asking for
+
SELECT_ITEM
Offering
+
GIZZARD_STONE
Not trading currency
+
KEYBOARD_CURSOR_RIGHT_FAST
Trade how many? (0-
+
KEYBOARD_CURSOR_UPLEFT_FAST
Ask for how much? (0-
+
KEYBOARD_CURSOR_UPRIGHT_FAST
Offer how much? (0-
+
KEYBOARD_CURSOR_DOWNLEFT_FAST
You receive
+
KEYBOARD_CURSOR_DOWNRIGHT_FAST
There are no merchants present with which to trade.
+
KEYBOARD_CURSOR_UP_Z
Greetings from the outer lands. 
+
KEYBOARD_CURSOR_DOWN_Z
Greetings from the Mountainhomes. 
+
KEYBOARD_CURSOR_UP_Z_AUX
Your efforts are legend there.  Let us trade!
+
KEYBOARD_CURSOR_RIGHT
Greetings.  We are enchanted by
+
KEYBOARD_CURSOR_UPLEFT
your more ethical works.  We've come to trade.
+
KEYBOARD_CURSOR_UPRIGHT
Greetings.  The
+
KEYBOARD_CURSOR_DOWNLEFT
ship of the
+
KEYBOARD_CURSOR_DOWNRIGHT
What do you want?
+
KEYBOARD_CURSOR_UP_FAST
Perhaps you'd consider this superior proposal?
+
KEYBOARD_CURSOR_DOWN_FAST
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.
+
KEYBOARD_CURSOR_LEFT_FAST
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.
+
CURSOR_UP_Z_FAST
With your trade goods such as they are, I can't
+
CURSOR_DOWN_Z_FAST
fathom you ending up with all of those items.
+
KEYBOARD_CURSOR_UP
You are too kind.
+
KEYBOARD_CURSOR_DOWN
Take what you wish.  I can't stop you.
+
KEYBOARD_CURSOR_LEFT
You wish to make an offering?  We love gifts.
+
CONTEXT_SCROLL_UP
You wish to make an offering to our leader? 
+
CONTEXT_SCROLL_DOWN
This would please us greatly.  What do you offer?
+
CONTEXT_SCROLL_PAGEUP
going there.  Obviously, your copious wit is matched only by your industry!
+
CONTEXT_SCROLL_PAGEDOWN
Yes, and trade we will!  Simply tell me
+
HOTKEY_BUILDING_FARMING
These _are_ fine items, aren't they?  Now,
+
HOTKEY_BUILDING_FURNITURE
wish to trade or to make an offering to our leader?
+
HOTKEY_BUILDING_PORTALS
You truely despise life, don't you? 
+
HOTKEY_BUILDING_CAGES_CHAINS
Once a beautiful tree, and now? 
+
HOTKEY_BUILDING_MILITARY
ecstatic with the trading
+
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
very happy about the trading
+
KEYBOARD_CURSOR_DOWN_Z_AUX
pleased with the trading
+
D_TOGGLE_RAMP_INDICATORS
willing to trade
+
D_TOGGLE_FLUID_NUMBERS
not going to take much more of this
+
D_DESIGNATE_DIG
unwilling to trade
+
D_DESIGNATE_CHOP
Allowed Weight:
+
D_DESIGNATE_GATHER
Excess Weight:
+
D_DESIGNATE_SMOOTH
Value:
+
D_DESIGNATE_ITEMS
Trader Profit:
+
D_DESIGNATE_TRAFFIC
Trader Loss:
+
DESIGNATE_MINE_MODE_ORE_GEM
The following fortress goods were added for the counteroffer:
+
DESIGNATE_MINE_MODE_GEM
Good
+
DESIGNATE_PRIORITY_UP
Priority
+
DESIGNATE_PRIORITY_DOWN
Peace is calling out to us.  How do you respond?
+
DESIGNATE_MARKER_TO_STANDARD
Let's discuss the state of our current agreements...
+
DESIGNATE_STANDARD_TO_MARKER
Well then, we have finalized the export agreement.
+
DESIGNATE_RECTANGLE
Feel free to go over the documents.
+
DESIGNATE_FREE_DRAW
Let's discuss what we are willing to offer for your
+
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
ship...
+
DESIGNATE_MINE_MODE_ALL
Well then, we have finalized the import agreement.
+
DESIGNATE_MINE_MODE_AUTO
Remember, trade agreements strengthen bonds.  Please consider an import
+
ARENA_FLUIDS_REMOVE
agreement next year.
+
ARENA_CREATE_TREE
What requests do you have of our merchants?
+
D_STOCKS
Merit deserves a reward, and I come empowered to establish this colony as an
+
ARENA_CREATE_CREATURE
official land of our realm.
+
ARENA_CREATURE_RESET
You continue to impress!  I have come empowered to elevate this land in the
+
ARENA_FLUIDS
eyes of our realm.
+
ARENA_FLUIDS_WATER
surrounding your lands.  Although we are loathe to spare a
+
ARENA_FLUIDS_MAGMA
single branch to your senseless slaughter, we are willing to ask
+
ARENA_FLUIDS_SNOW
that you cap your tree-fells at one hundred until we next meet.
+
ARENA_FLUIDS_MUD
The dead walk.  Hide while you still can!
+
D_LABOR
Miners Guild
+
D_WORLD
Carpenters Guild
+
D_JUSTICE
Masons Guild
+
D_DESIGNATE_ERASE
Metalsmiths Guild
+
SELECT_WORD
Jewelers Guild
+
CUT_WORD
Craftsmen
+
CUT_TRANSLATION
Guild
+
CUT_SYMBOL
The merchants from
+
NAME_BUILDING_HOSPITAL
Text generation failed:
+
SELECT_TRANSLATION
GLOBAL
+
CARTILAGE
CHAR
+
FEATHER
IKEY
+
ANTLER
CHOICE
+
NERVOUS_TISSUE
LOCX
+
MEAT_CATEGORY
LINK
+
CUT_INORGANIC
TREESREMOVED
+
SELECT_INORGANIC
DIPLOMACYFLAG_SUCCESS
+
SELECT_PLANT
DIPLOMACYFLAG_FAILURE
+
CUT_PLANT
YOURCIV
+
STEAM_DESCRIPTION
YOURFORT
+
STEAM_TITLE
NULL
+
STEAM_FILE_ID
LOCAL_LARGE_PREDATOR
+
CONFLICTS_WITH_ID
RANGE
+
STEAM_CHANGELOG
DIPLOMAT
+
STEAM_METADATA
ASSOCIATE
+
STEAM_KEY_VALUE_TAG
ACTOR
+
STEAM_TAG
NOBLE
+
REQUIRES_ID
ADD_FLAG
+
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
REMOVE_FLAG
+
EARLIEST_COMPATIBLE_NUMERIC_VERSION
NATIVENAME
+
REQUIRES_ID_AFTER_ME
TRANSLATEDNAME
+
REQUIRES_ID_BEFORE_ME
TITLENAME
+
DISPLAYED_VERSION
HISTNAME
+
NUMERIC_VERSION
beasts
+
ANOTHER_YEAR_CARD_3
Gate
+
ANOTHER_YEAR_CARD_2
This building has
+
ANOTHER_YEAR_CARD_1
been claimed by
+
FIRST_YEAR_CARD_4
works
+
STRIKE_THE_EARTH_CARD_2
furiously!
+
STRIKE_THE_EARTH_CARD_1
keeps
+
ANOTHER_YEAR_CARD_5
muttering
+
ANOTHER_YEAR_CARD_4
secretly...
+
VILE_FORCE_OF_DARKNESS_CARD_4
works,
+
VILE_FORCE_OF_DARKNESS_CARD_3
darkly brooding...
+
VILE_FORCE_OF_DARKNESS_CARD_2
with menacing fury!
+
VILE_FORCE_OF_DARKNESS_CARD_1
broods
+
FIRST_YEAR_CARD_3
things...  certain things
+
FIRST_YEAR_CARD_2
screams
+
FIRST_YEAR_CARD_1
mutters
+
VILE_FORCE_OF_DARKNESS_CARD_5
bones...  yes
+
FORGOTTEN_BEAST_CARD_1
tree... life
+
HILL_DWARF_CARD_5
raw... green
+
HILL_DWARF_CARD_4
raw... clear
+
HILL_DWARF_CARD_3
raw... crystal
+
FORGOTTEN_BEAST_CARD_5
rough... color
+
FORGOTTEN_BEAST_CARD_4
stone... rock
+
FORGOTTEN_BEAST_CARD_3
bars... metal
+
FORGOTTEN_BEAST_CARD_2
gems... shining
+
EXPANSIVE_CAVERN_CARD_2
blocks... bricks...
+
EXPANSIVE_CAVERN_CARD_1
leather... skin
+
CRAFTSDWARFSHIP
cloth... thread
+
WINTER_ENTOMBS_YOU
sketches
+
HILL_DWARF_CARD_2
pictures of
+
HILL_DWARF_CARD_1
skeletons
+
EXPANSIVE_CAVERN_CARD_4
shells
+
EXPANSIVE_CAVERN_CARD_3
glass
+
DRINK_AND_INDUSTRY
glass and burning wood
+
FORGOTTEN_BEAST
rough gems and glass
+
HILL_DWARF
shining bars
+
DEATH_SPIRAL
square blocks
+
STRIKE_THE_EARTH
stacked leather
+
ANOTHER_YEAR
stacked cloth
+
FIRST_YEAR
Nobody
+
VILE_FORCE_OF_DARKNESS
Must have magma accessible
+
SELECT_MUSIC
from below one of the 8
+
CUT_MUSIC
boundary tiles
+
EXPANSIVE_CAVERN
Needs to be powered
+
KOGANUSAN
Check for raw material access
+
LOST_FORT
and fuel if necessary
+
MEGABEAST_ATTACK
You don't have enough
+
FIRST_CAVERN_OPENED
mechanisms.
+
SECOND_YEAR_PLUS
There is nothing that
+
CAVERNS_OPENED
can be linked up.
+
JUST_EMBARKED
Profile requires manager
+
TAVERN_DANCE_PRESENT
Bucket full
+
TAVERN_MUSIC_PRESENT
Active
+
FORGOTTEN_BEAST_ATTACK
Frozen Here
+
MOUNTAINHOME_CARD_1
Frozen Elsewhere
+
CRAFTSDWARFSHIP_CARD_5
Total Power:
+
CRAFTSDWARFSHIP_CARD_4
Total Power Needed:
+
CRAFTSDWARFSHIP_CARD_3
Stable Foundation
+
MOUNTAINHOME_CARD_5
Hanging
+
MOUNTAINHOME_CARD_4
Pumps from the north
+
MOUNTAINHOME_CARD_3
Pumps from the east
+
MOUNTAINHOME_CARD_2
Pumps from the south
+
WINTER_ENTOMBS_YOU_CARD_2
Pumps from the west
+
WINTER_ENTOMBS_YOU_CARD_1
Shoot:
+
STRIKE_THE_EARTH_CARD_4
From Top to Bottom
+
STRIKE_THE_EARTH_CARD_3
From Bottom to Top
+
CRAFTSDWARFSHIP_CARD_2
From Left to Right
+
CRAFTSDWARFSHIP_CARD_1
From Right to Left
+
WINTER_ENTOMBS_YOU_CARD_4
Give name
+
WINTER_ENTOMBS_YOU_CARD_3
This is a memorial to
+
START_CENTER
Current Owner:
+
MAP_LEVEL
Outdoor access
+
REPEAT_LAST_MAP_LEVEL
Ready to be split
+
DISPLAY_NAME
Not ready to be split
+
IS_DIVINE_MATERIAL
Too many hives
+
WOVEN_ITEM
Occupants:
+
CUT_REACTION
Assigned:
+
SELECT_REACTION
Chained:
+
CUT_SOUND
Fire at Will
+
SELECT_SOUND
Prepare to Fire
+
DEFAULT_SOUND_AMBUSH
Not in Use
+
DEFAULT_SOUND_ADAMANTINE
Operated by Mechanisms
+
DEFAULT_SOUND_BABY_BORN
Forbidden
+
DEFAULT_SOUND_ARTIFACT_CREATED
Passable
+
DEFAULT_SOUND_DEMON_ATTACK
Pet-passable
+
DEFAULT_SOUND_CAVERN_BREAK
Open
+
DEFAULT_SOUND_SIEGE
DOOR TAKEN BY INVADERS
+
DEFAULT_SOUND_MEGABEAST
Retake door to forbid it.
+
DEFAULT_SOUND_WEDDING
DOOR USED BY INTRUDER
+
DEFAULT_SOUND_STRANGE_MOOD
HATCH TAKEN BY INVADERS
+
DEFAULT_SOUND_HOWL_1
Retake hatch to forbid it.
+
DEFAULT_SOUND_ALERT
HATCH USED BY INTRUDER
+
DEFAULT_SOUND_HOWL_3
This is the resting
+
DEFAULT_SOUND_HOWL_2
place of
+
DEFAULT_SOUND_HOWL_5
Move the cursor to the pile
+
DEFAULT_SOUND_HOWL_4
you want to take from.
+
DEFAULT_SOUND_GIANT_STEP_2
Shopkeeper:
+
DEFAULT_SOUND_GIANT_STEP_1
For Sale at
+
DEFAULT_SOUND_GIANT_STEP_3
Nest box claimed by
+
SAVAGE_AREA
Nest box unclaimed
+
ANNOUNCEMENT
There are no merchants
+
DOUBLE
trading right now.
+
MOON_WAXING_CRESCENT
Broker:
+
MOON_FULL_MOON
Broker can access depot
+
MOON_WANING_GIBBOUS
Broker cannot access depot
+
MOON_WAXING_HALF_MOON
You do not have a broker.
+
MOON_WAXING_GIBBOUS
Trap Occupied:
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST
Trap Baited:
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW
for this location
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF
Disengaged
+
BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING
Cancel
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST
Done
+
BUILDING_PLACEMENT_ROLLERS_SPEED_1
First, you need to create a
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE
squad in the military
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH
screen.  The military screen
+
BUILDING_PLACEMENT_ROLLERS_SPEED_4
view or you can press
+
BUILDING_PLACEMENT_ROLLERS_SPEED_5
Orders
+
BUILDING_PLACEMENT_ROLLERS_SPEED_2
Sched -
+
BUILDING_PLACEMENT_ROLLERS_SPEED_3
Near sq:
+
ZONE_TYPE_ACTIVE
Resume
+
ZONE_PREVIOUS
one tile
+
BUTTON_ZONE_REMOVE
round 5x5
+
ZONE_TYPE_INACTIVE
Outside
+
ZONE_ERASE_INACTIVE
Inside
+
ZONE_ERASE_ACTIVE
Light
+
ZONE_NEXT
Dark
+
ZONE_REPAINT
Subterranean
+
ZONE_REMOVE_EXISTING
Above Ground
+
ZONE_PICK_ANIMALS
Corrupt Soldier Mood:
+
ZONE_SUSPEND
Has a horrible fell look!
+
ZONE_SUSPEND_INACTIVE
Brooding darkly...
+
ZONE_GATHER_SHRUB_INACTIVE
Has the aspect of one fey!
+
ZONE_GATHER_SHRUB_ACTIVE
Peculiarly secretive...
+
ZONE_GATHER_TREE_INACTIVE
Possessed by unknown forces!
+
ZONE_GATHER_TREE_ACTIVE
Stricken by melancholy...
+
ZONE_PIT_INACTIVE
Crawling around babbling!
+
ZONE_PIT_ACTIVE
Running around babbling!
+
ZONE_GATHER_FALLEN_INACTIVE
Crawling around crazed!
+
ZONE_GATHER_FALLEN_ACTIVE
Running around crazed!
+
ZONE_LOCATION_ASSIGN
Staring off into space...
+
ZONE_LOCATION_DETAILS
Corrupt Strange Mood:
+
ZONE_POND_INACTIVE
Pet of
+
ZONE_POND_ACTIVE
Somebody
+
ZONE_SHOOT_LEFT_ACTIVE
Over-Exerted
+
ZONE_SHOOT_RIGHT_ACTIVE
Miserable
+
ZONE_ASSIGN_UNIT
Very Unhappy
+
ZONE_SQUAD_LIST
Unhappy
+
ZONE_SHOOT_LEFT_INACTIVE
This animal is waiting for
+
ZONE_SHOOT_RIGHT_INACTIVE
conflict.
+
ZONE_SHOOT_UP_ACTIVE
This animal hunts at will.
+
ZONE_SHOOT_DOWN_ACTIVE
This adorable animal
+
ZONE_SQUAD_SLEEP_ACTIVE
can't work.
+
ZONE_SQUAD_TRAIN_ACTIVE
This animal isn't interested
+
ZONE_SHOOT_UP_INACTIVE
This animal is waiting to be
+
ZONE_SHOOT_DOWN_INACTIVE
trained.
+
ZONE_SQUAD_SLEEP_INACTIVE
This animal can't work.
+
ZONE_SQUAD_TRAIN_INACTIVE
Assign a trained animal:
+
ZONE_SQUAD_INDIV_EQ_ACTIVE
There are no animals left.
+
ZONE_SQUAD_SQUAD_EQ_ACTIVE
The baby can't work yet.
+
ZONE_TOMB_CITIZEN_BURIAL_ACTIVE
The noble will not work.
+
ZONE_TOMB_CITIZEN_BURIAL_INACTIVE
Horizontal Axle
+
ZONE_SQUAD_INDIV_EQ_INACTIVE
Upright Weapon
+
ZONE_SQUAD_SQUAD_EQ_INACTIVE
Pump from north
+
ASSIGN_TRADE_CULLING_MANDATES_ON
Pump from east
+
ASSIGN_TRADE_CULLING_MANDATES_OFF
Pump from south
+
ZONE_TOMB_PET_BURIAL_ACTIVE
Pump from west
+
ZONE_TOMB_PET_BURIAL_INACTIVE
Chain
+
ASSIGN_TRADE_SORT_BY_VALUE_ON
Chair or Throne
+
ASSIGN_TRADE_SORT_BY_VALUE_OFF
Placement
+
ASSIGN_TRADE_SORT_BY_DISTANCE_ON
Raise Dir
+
ASSIGN_TRADE_SORT_BY_DISTANCE_OFF
Item
+
MOON_NEW_MOON
Dist
+
MOON_SNOW
Current Refuse Orders:
+
MOON_WANING_HALF_MOON
Current Workshop Orders:
+
MOON_WANING_CRESCENT
Current Zone Orders:
+
CALENDAR_MONTH
Current Forbid Orders:
+
BORDER_TOP_LEFT
Forbidding of death objects
+
MOON_RAIN
occurs at time of death.
+
ANNOUNCEMENT_ALERT
Current Standing Orders:
+
BORDER_BOTTOM_RIGHT
These orders are superceded
+
BORDER_TOP_INTERSECTION
Hotkey
+
BORDER_TOP_RIGHT
Zoom
+
BORDER_BOTTOM_LEFT
Beds:
+
BORDER_RIGHT_INTERSECTION
Tables:
+
HOVER_RECTANGLE
Traction Benches:
+
BORDER_BOTTOM_INTERSECTION
Boxes/bags:
+
BORDER_LEFT_INTERSECTION
Thread:
+
BUILDING_PLACEMENT_INACTIVE_BUTTON
Cloth:
+
BUILDING_PLACEMENT_ACTIVE_BUTTON
Splints:
+
HOVER_CLOSE
Crutches:
+
HOVER_TAB
Powder for casts:
+
BUILDING_PLACEMENT_BRIDGE_W
Buckets:
+
BUILDING_PLACEMENT_BRIDGE_E
Soap:
+
BUILDING_PLACEMENT_BRIDGE_N
Remove Activity Zone
+
BUILDING_PLACEMENT_BRIDGE_S
New Activity Zone
+
BUILDING_PLACEMENT_WE
Water Source (
+
BUILDING_PLACEMENT_SCREW_PUMP_N
Fishing (
+
BUILDING_PLACEMENT_BRIDGE_RETRACT
Garbage Dump (
+
BUILDING_PLACEMENT_NS
Pen/Pasture (
+
BUILDING_PLACEMENT_SCREW_PUMP_E
Pit/Pond (
+
BUILDING_PLACEMENT_N
Sand (
+
BUILDING_PLACEMENT_SCREW_PUMP_S
Clay (
+
BUILDING_PLACEMENT_SCREW_PUMP_W
Meeting Area (
+
BUILDING_PLACEMENT_E
Cold
+
BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER
Hospital (
+
BUILDING_PLACEMENT_S
Activity Zone #
+
BUILDING_PLACEMENT_W
Rectangle
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON
Flow
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON
Floor Flow
+
BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER
High Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON
Normal Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON
Low Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON
Restricted Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON
Depot accessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON
Depot inaccessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF
All depots inaccessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF
All depots accessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF
Warm
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF
Damp
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF
Muddy
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON
Snow-covered
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF
Mossy
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF
Sculpted
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON
Detailed
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON
Rough-hewn
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON
Straight
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON
Smooth
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF
Exposed
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF
Pillar
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON
Cluster
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON
Burning
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF
Dead
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF
Tree
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF
Dense
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF
Sparse
+
BUTTON_WORLD
Grass
+
WORK_ORDERS_CREATE_NEW
Dry
+
BUTTON_INFO_JUSTICE_ACTIVE
Dry Grass
+
BUTTON_SQUADS
Dead Grass
+
WORK_ORDERS_CHECKING
Level
+
WORK_ORDERS_READY
Driftwood
+
WORK_ORDERS_ACTIVE
Wet
+
WORK_ORDERS_WAITING
Young
+
WORK_ORDERS_PRIORITY_UP
Sapling
+
WORK_ORDERS_PRIORITY_DOWN
Shrub
+
WORK_ORDERS_VALIDATED
Furrowed
+
WORK_ORDERS_NOT_VALIDATED
Ashes
+
WORK_ORDERS_REMOVE
Waterfall
+
WORK_ORDERS_ADD_ITEM_CONDITION
River Source
+
WORK_ORDERS_CONDITIONS
Chasm
+
WORK_ORDERS_DETAILS
Eerie Glowing Pit
+
WORK_ORDERS_CHANGE_MAT
Glowing Floor
+
WORK_ORDERS_CHANGE_ADJ
Glowing Barrier
+
WORK_ORDERS_ADD_ORDER_CONDITION
Semi-molten Rock
+
WORK_ORDERS_CHANGE_TYPE
Lava Flow
+
WORK_ORDERS_ENTER_AMOUNT
Magma Flow
+
WORK_ORDERS_INCREASE_AMOUNT
Murky Pool
+
WORK_ORDERS_ADD_SUGGESTED_CONDITION
Murky Pool Slope
+
WORK_ORDERS_CHANGE_FREQUENCY
River
+
WORK_ORDERS_ADJECTIVE_SELECTED
Brook
+
WORK_ORDERS_ADJECTIVE_NOT_SELECTED
Grassy Upward Stairway
+
WORK_ORDERS_DECREASE_AMOUNT
Grassy Up/Down Stairway
+
WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE
Grassy Downward Stairway
+
NOBLES_BEDROOM_MISSING
Ice Up/Down Stairway
+
NOBLES_BEDROOM_PARTIAL
Ice Downward Stairway
+
NOBLES_ASSIGN_SYMBOL
Ice Upward Stairway
+
NOBLES_BEDROOM_NA
Grassy Upward Slope
+
NOBLES_OFFICE_MISSING
Dry Grass Upward Slope
+
NOBLES_OFFICE_PARTIAL
Dead Grass Upward Slope
+
NOBLES_BEDROOM_GOOD
Glacial Upward Slope
+
NOBLES_OFFICE_NA
Glacial Downward Slope
+
NOBLES_DINING_MISSING
Grassy Downward Slope
+
NOBLES_DINING_PARTIAL
Dry Grass Downward Slope
+
NOBLES_OFFICE_GOOD
Dead Grass Downward Slope
+
NOBLES_DINING_NA
Downward Slope
+
NOBLES_TOMB_MISSING
Open Space
+
NOBLES_TOMB_PARTIAL
SLATED FOR REMOVAL
+
NOBLES_DINING_GOOD
Waiting for construction...
+
NOBLES_TOMB_NA
Waiting for architect...
+
NOBLES_DEMANDS_NA
Designed...
+
NOBLES_DEMANDS_TIME_GOOD
Construction initiated.
+
NOBLES_TOMB_GOOD
Partially constructed.
+
NOBLES_ADD
Construction nearly done.
+
NOBLES_DEMANDS_TIME_WARN_3
Construction suspended.
+
NOBLES_MANDATES_NA
Construction inactive.
+
NOBLES_DEMANDS_TIME_WARN_1
Any Metalsmithing
+
NOBLES_DEMANDS_TIME_WARN_2
Any Workshop Farming
+
NOBLES_MANDATES_TIME_WARN_2
Wood/Stone/Boneworking
+
NOBLES_MANDATES_TIME_WARN_3
Any Fishing
+
NOBLES_MANDATES_TIME_GOOD
Null
+
NOBLES_MANDATES_TIME_WARN_1
Here we have
+
NOBLES_FURN_PARTIAL
prone
+
NOBLES_FURN_GOOD
swimming
+
NOBLES_FURN_NA
animated
+
NOBLES_FURN_MISSING
guts
+
NOBLES_ACCOUNTING_3_INACTIVE
deep in
+
NOBLES_ACCOUNTING_4_INACTIVE
various
+
NOBLES_ACCOUNTING_1_INACTIVE
many corpses
+
NOBLES_ACCOUNTING_2_INACTIVE
some corpses
+
STOCKPILE_CONNECTIONS_GIVE_LINK
much gore
+
STOCKPILE_CONNECTIONS_TAKE_LINK
some gore
+
STOCKPILE_CONNECTIONS_ADD_GIVE_LINK
many bones
+
STOCKPILE_CONNECTIONS_ADD_TAKE_LINK
some bones
+
STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK
many objects
+
STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK
some objects
+
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK
warm
+
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK
damp
+
BUTTON_STOCKPILE_NEW
vomit-covered
+
BUTTON_STOCKPILE_REMOVE
blood-stained
+
BUTTON_STOCKPILE_INACTIVE
pus-spattered
+
BUTTON_STOCKPILE_ACTIVE
ichor-drenched
+
STOCKPILE_TAKE_FROM_ANYWHERE
mossy
+
STOCKPILE_TAKE_FROM_LINKS_ONLY
sculpted
+
STOCKPILE_SET_CONNECTIONS
detailed
+
STOCKPILE_CONNECTIONS_REMOVE
rough-hewn
+
STOCKPILE_REPAINT
straight
+
STOCKPILE_ERASE_INACTIVE
smooth
+
STOCKPILE_TYPE_INACTIVE
exposed
+
STOCKPILE_TYPE_ACTIVE
pillar
+
STOCKPILE_TOOL_SETTINGS
fortification
+
STOCKPILE_TOOLS_ENTER_AMOUNT
cluster
+
STOCKPILE_ERASE_ACTIVE
wall
+
STOCKPILE_REMOVE_EXISTING
bloody
+
STOCKPILE_ON
pus-spattered
+
STOCKPILE_PARTIAL
ichor
+
STOCKPILE_TOOLS_INCREASE_AMOUNT
ichor-flecked
+
STOCKPILE_TOOLS_DECREASE_AMOUNT
gooey
+
CUSTOM_STOCKPILE_ORGANIC_OFF
slime
+
CUSTOM_STOCKPILE_INORGANIC_ON
slimy
+
STOCKPILE_OFF
chunky
+
CUSTOM_STOCKPILE_ORGANIC_ON
You slam
+
CUSTOM_STOCKPILE_EMPTY_CAGE_OFF
blow
+
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON
blows
+
CUSTOM_STOCKPILE_INORGANIC_OFF
FUEL
+
CUSTOM_STOCKPILE_EMPTY_CAGE_ON
AUTOMATIC
+
CUSTOM_STOCKPILE_PREPARED_FOOD_OFF
ADVENTURE_MODE_ENABLED
+
CUSTOM_STOCKPILE_USABLE_ARMOR_ON
CONTAINS
+
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF
NOT_IMPROVED
+
CUSTOM_STOCKPILE_PREPARED_FOOD_ON
DOES_NOT_ABSORB
+
CUSTOM_STOCKPILE_USABLE_WEAPON_OFF
FOOD_STORAGE_CONTAINER
+
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON
HARD_ITEM_MATERIAL
+
CUSTOM_STOCKPILE_USABLE_ARMOR_OFF
NOT_PRESSED
+
CUSTOM_STOCKPILE_USABLE_WEAPON_ON
REAGENT
+
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF
ANY_RAW_MATERIAL
+
CUSTOM_STOCKPILE_CORPSES_ON
ANY_CRAFT
+
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF
PRODUCT
+
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON
IMPROVEMENT
+
BUTTON_INFO_TASKS
PRODUCT_DIMENSION
+
BUTTON_INFO_PLACES
PRODUCT_TO_CONTAINER
+
CUSTOM_STOCKPILE_CORPSES_OFF
PRESERVE_REAGENT
+
BUTTON_INFO_CREATURES
DOES_NOT_DETERMINE_PRODUCT_AMOUNT
+
BUTTON_INFO_NOBLES
FORCE_EDGE
+
BUTTON_INFO_OBJECTS
PRODUCT_PASTE
+
BUTTON_INFO_LABOR
PRODUCT_PRESSED
+
BUTTON_INFO_WORK_ORDERS
KILN
+
BUTTON_INFO_TASKS_ACTIVE
SMELTER
+
BUTTON_INFO_PLACES_ACTIVE
KITCHEN
+
BUTTON_INFO_JUSTICE
STILL
+
BUTTON_INFO_CREATURES_ACTIVE
hanging
+
BUTTON_INFO_NOBLES_ACTIVE
art to
+
BUTTON_INFO_OBJECTS_ACTIVE
cover to
+
BUTTON_INFO_LABOR_ACTIVE
rings to
+
BUTTON_INFO_WORK_ORDERS_ACTIVE
bands to
+
BURROW_DELETE
spikes to
+
BURROW_ADD_UNIT
specific improvement to
+
BURROW_SUSPEND_INACTIVE
thread to
+
BURROW_REPAINT
cloth to
+
HAULING_VEHICLE_GOOD
sewn image to
+
HAULING_VEHICLE_MOVING
pages to
+
HAULING_ADD_STOP
illustration to
+
HAULING_ADD_VEHICLE
They
+
HAULING_STOP_LINKS
the Age
+
HAULING_STOP_CONDITIONS
Only
+
HAULING_VEHICLE_TROUBLED
Suddenly
+
HAULING_STOP_ITEMS
Surely
+
HAULING_DELETE_ROUTE
Then
+
HAULING_DELETE_STOP
Slowly
+
HAULING_RENAME_ROUTE
Time
+
HAULING_RENAME_STOP
The Day
+
HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE
The Night
+
HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE
The Wind
+
HAULING_STOP_LINKS_GIVE_TO_STOCKPILE
The Sea
+
HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE
The Sands
+
HAULING_STOP_CONDITIONS_NEW
The Wise
+
HAULING_STOP_CONDITIONS_INCREASE
The Dirt
+
HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE
The Fool
+
HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE
Nothing
+
HAULING_STOP_CONDITIONS_S
The Future
+
HAULING_STOP_CONDITIONS_W
The Past
+
HAULING_STOP_CONDITIONS_DECREASE
Will Tell
+
HAULING_STOP_CONDITIONS_N
Foretell
+
HAULING_STOP_CONDITIONS_GUIDE
Can Say
+
HAULING_STOP_CONDITIONS_RIDE
Know
+
HAULING_STOP_CONDITIONS_E
Mourn
+
HAULING_STOP_CONDITIONS_PUSH_OFF
Weep
+
HAULING_STOP_CONDITIONS_DESIRED_ITEMS
Laugh
+
HAULING_STOP_CONDITIONS_ANY_ITEMS
Afterward
+
HAULING_STOP_CONDITIONS_AT_MOST
There
+
HAULING_STOP_CONDITIONS_AT_LEAST
the Treasure
+
UNIT_SELECTOR_UNASSIGNED
Treasure
+
BURROW_WORKSHOPS_EVERYWHERE
the Artifact
+
HAULING_STOP_CONDITIONS_DELETE
craft shop
+
UNIT_SELECTOR_ASSIGNED
weaponsmith's shop
+
SQUADS_POSITIONS
armorsmith's shop
+
SQUADS_SELECTED
general store
+
BURROW_WORKSHOPS_BURROW_ONLY
food shop
+
SQUADS_RECENTER
mead hall
+
SQUADS_MOVE_ORDER
keep
+
SQUADS_PATROL_ORDER
collection of homes
+
SQUADS_NOT_SELECTED
apartment room
+
SQUADS_KILL_ORDER
temple
+
SQUADS_CANCEL_ORDER
tower
+
SQUADS_CHANGE_ALERT
market
+
SQUADS_DEFEND_BURROW_ORDER
tomb
+
SQUADS_TRAIN_ORDER
dungeon
+
SQUADS_LEFT_ACTIVE
sewers
+
SQUADS_RIGHT_ACTIVE
catacombs
+
SQUADS_INSPECT
the Craft Shop
+
SQUADS_DISBAND
the Weaponsmith's Shop
+
SQUADS_EQUIPMENT_WEAPON_GOOD
the Armorsmith's Shop
+
SQUADS_EQUIPMENT_SHIELD_GOOD
the General Store
+
SQUADS_LEFT_INACTIVE
the Food Shop
+
SQUADS_RIGHT_INACTIVE
the Mead Hall
+
SQUADS_EQUIPMENT_HELMET_GOOD
the Keep
+
SQUADS_EQUIPMENT_GLOVES_GOOD
the Home
+
SQUADS_EQUIPMENT_ARMOR_GOOD
the Homes
+
SQUADS_EQUIPMENT_PANTS_GOOD
the Room
+
NOBLES_ACCOUNTING_2_ACTIVE
the Temple
+
NOBLES_ACCOUNTING_3_ACTIVE
the Tower
+
NOBLES_ACCOUNTING_5_INACTIVE
the Market
+
NOBLES_ACCOUNTING_1_ACTIVE
the Tomb
+
LABOR_KITCHEN_COOK_CANNOT
the Dungeon
+
LABOR_KITCHEN_COOK_ALLOWED
the Sewers
+
NOBLES_ACCOUNTING_4_ACTIVE
the Catacombs
+
NOBLES_ACCOUNTING_5_ACTIVE
the Time
+
LABOR_KITCHEN_BREW_ALLOWED
the Attack
+
LABOR_KITCHEN_BREW_RESTRICTED
the Invasion
+
LABOR_KITCHEN_COOK_RESTRICTED
the Razing
+
LABOR_KITCHEN_BREW_CANNOT
the Founders
+
LABOR_STONE_USE_ALLOWED
Loss
+
LABOR_STONE_USE_RESTRICTED
First Contact
+
LABOR_STONE_USE_MAGMA_SAFE
the Agreement
+
LABOR_STONE_USE_MAGMA_UNSAFE
the Deal
+
LABOR_WORKER_ASSIGNED
Peace
+
LABOR_WORKER_UNASSIGNED
the Diplomat
+
WORKER_ONLY_DO_ASSIGNED_JOBS
Tragedy
+
WORKER_DO_ANY_AVAILABLE_JOB
the Caravan
+
LABOR_EDIT_WORK_DETAIL
the Merchants
+
WORK_DETAIL_MINERS
Concealment
+
LABOR_WORKER_ASSIGNED_EVERYBODY
the Secret
+
LABOR_WORKER_ASSIGNED_NOBODY
Creation
+
WORK_DETAIL_PLANTERS
Genius
+
WORK_DETAIL_FISHERMEN
the Discovery
+
WORK_DETAIL_WOODCUTTERS
the Reclamation
+
WORK_DETAIL_HUNTERS
the Resettlement
+
WORK_DETAIL_PLANT_GATHERERS
Masterpiece
+
WORK_DETAIL_HAULERS
the Battle
+
WORK_DETAIL_STONECUTTERS
the Clash
+
WORK_DETAIL_ENGRAVERS
Pillage
+
WORK_DETAIL_CUSTOM_2
Plunder
+
WORK_DETAIL_CUSTOM_3
the Tribute
+
WORK_DETAIL_ORDERLIES
the Desecration
+
WORK_DETAIL_CUSTOM_1
the Abduction
+
WORK_DETAIL_CUSTOM_6
the Kidnapping
+
WORK_DETAIL_CUSTOM_7
the Theft
+
WORK_DETAIL_CUSTOM_4
the Thief
+
WORK_DETAIL_CUSTOM_5
the Devouring
+
LOCATION_RESERVED_DECREASE_AMOUNT
Hunger
+
LOCATION_RESERVED_ENTER_AMOUNT
the Wound
+
WORK_DETAIL_CUSTOM_8
the Wounding
+
LOCATION_RESERVED_INCREASE_AMOUNT
the Maiming
+
LOCATION_OCCUPATION_PERFORMER
the Duel
+
LOCATION_OCCUPATION_MERCENARY
the Struggle
+
LOCATION_ASSIGN_OCCUPATION
the Construction
+
LOCATION_OCCUPATION_TAVERN_KEEPER
the Reunion
+
LOCATION_OCCUPATION_SCRIBE
the Summit
+
LOCATION_OCCUPATION_DOCTOR
the Explorer
+
LOCATION_OCCUPATION_MONSTER_SLAYER
the Traveler
+
LOCATION_OCCUPATION_SCHOLAR
the Journey
+
LOCATION_PERMISSION_ON_RESIDENTS
the Pet
+
LOCATION_PERMISSION_ON_CITIZENS
the Companion
+
LOCATION_POSITION_TEMPLE
the Impersonation
+
LOCATION_PERMISSION_ON_VISITORS
Trickery
+
LOCATION_PERMISSION_OFF_RESIDENTS
Deceit
+
LOCATION_PERMISSION_OFF_CITIZENS
Change
+
LOCATION_PERMISSION_ON_MEMBERS
the Resurrection
+
LOCATION_PERMISSION_OFF_VISITORS
Rebirth
+
BURROW_RECENTER
the Mystery
+
BURROW_SUSPEND_ACTIVE
the Confrontation
+
LOCATION_PERMISSION_OFF_MEMBERS
the Obsession
+
LOCATION_OCCUPATION_REMOVE_WORKER
Storage
+
BUTTON_DIG
the Spirit
+
BUTTON_LOWER_MENU
the Dead
+
ARENA_FLUIDS_MUD_SELECTED
the Ghost
+
ARENA_ENTER_AMOUNT
the Corpse
+
BUTTON_BUILDING_REMOVE
the Mountain Halls
+
BUTTON_ZONE_INACTIVE
the Mountainhome
+
BUTTON_BUILDING_INACTIVE
the Fortress
+
BUTTON_BUILDING_ACTIVE
the Dark Fortress
+
BUTTON_BURROW_ACTIVE
the Cave
+
BUTTON_HAULING_INACTIVE
the Pit
+
BUTTON_ZONE_ACTIVE
the Dark
+
BUTTON_BURROW_INACTIVE
the Darkness
+
BUTTON_DIG_DIG_INACTIVE
the Hole
+
BUTTON_DIG_STAIRS_ACTIVE
the Cavern
+
BUTTON_HAULING_ACTIVE
the Tree
+
BUTTON_DIG_DIG_ACTIVE
the Trees
+
BUTTON_DIG_RAMP_INACTIVE
the Forest
+
BUTTON_DIG_CHANNEL_ACTIVE
the Forest Retreat
+
BUTTON_DIG_STAIRS_INACTIVE
the City
+
BUTTON_DIG_RAMP_ACTIVE
the Town
+
BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE
the Farm
+
BUTTON_DIG_MODE_ALL_ACTIVE
the Village
+
BUTTON_DIG_CHANNEL_INACTIVE
the Hamlet
+
BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE
the Labyrinth
+
BUTTON_DIG_MODE_AUTO_INACTIVE
the Maze
+
BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE
the Tunnels
+
BUTTON_DIG_MODE_ALL_INACTIVE
the Shrine
+
BUTTON_DIG_MODE_AUTO_ACTIVE
the Lair
+
BUTTON_DIG_MODE_ONLY_GEM_INACTIVE
the Burrow
+
BUTTON_PRIORITY_1_ACTIVE
the Castle
+
BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE
the Burial
+
BUTTON_DIG_MODE_ONLY_GEM_ACTIVE
the Mausoleum
+
BUTTON_PRIORITY_2_INACTIVE
the Monument
+
BUTTON_PRIORITY_3_ACTIVE
the Camp
+
BUTTON_PRIORITY_1_INACTIVE
the Place
+
BUTTON_PRIORITY_2_ACTIVE
the Horror
+
BUTTON_PRIORITY_4_INACTIVE
Goodness
+
BUTTON_PRIORITY_5_ACTIVE
the Joy
+
BUTTON_PRIORITY_3_INACTIVE
the World
+
BUTTON_PRIORITY_4_ACTIVE
the Region
+
BUTTON_PRIORITY_6_INACTIVE
the Universe
+
BUTTON_PRIORITY_7_ACTIVE
the Wetland
+
BUTTON_PRIORITY_5_INACTIVE
the Marsh
+
BUTTON_PRIORITY_6_ACTIVE
the Swamp
+
BUTTON_DES_BLUEPRINT_INACTIVE
the Bog
+
BUTTON_DES_TO_BLUEPRINT_ACTIVE
the Mire
+
BUTTON_PRIORITY_7_INACTIVE
the Murk
+
BUTTON_DES_BLUEPRINT_ACTIVE
the Desert
+
BUTTON_DES_FROM_BLUEPRINT_INACTIVE
the Sand
+
BUTTON_DES_CHOP_ACTIVE
the Rocks
+
BUTTON_DES_FROM_BLUEPRINT_ACTIVE
the Canopy
+
BUTTON_DES_TO_BLUEPRINT_INACTIVE
the Undergrowth
+
BUTTON_DES_GATHER_INACTIVE
the Mountains
+
BUTTON_DES_SMOOTH_ACTIVE
the Peaks
+
BUTTON_DES_CHOP_INACTIVE
the Mountain
+
BUTTON_DES_GATHER_ACTIVE
the Ocean
+
BUTTON_DES_SMOOTH_SMOOTH_INACTIVE
the Waves
+
BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE
the Deep
+
BUTTON_DES_SMOOTH_INACTIVE
the Sea
+
BUTTON_DES_SMOOTH_SMOOTH_ACTIVE
the Lake
+
BUTTON_DES_SMOOTH_TRACK_INACTIVE
the Waters
+
BUTTON_DES_SMOOTH_FORTIFY_ACTIVE
the Glacier
+
BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE
the Ice
+
BUTTON_DES_SMOOTH_TRACK_ACTIVE
the Tundra
+
SQUADS_EQUIPMENT_AMMO_GOOD
the Frozen Wastes
+
SQUADS_EQUIPMENT_BACKPACK_GOOD
the Grassland
+
SQUADS_EQUIPMENT_SHOES_GOOD
the Plains
+
SQUADS_EQUIPMENT_QUIVER_GOOD
the Savanna
+
SQUADS_EQUIPMENT_SHIELD_WARNING
the Shrubland
+
SQUADS_EQUIPMENT_ARMOR_WARNING
the Hills
+
SQUADS_EQUIPMENT_FLASK_GOOD
the fiery bowels of the earth
+
SQUADS_EQUIPMENT_WEAPON_WARNING
the Depths
+
SQUADS_EQUIPMENT_GLOVES_WARNING
the Underground
+
SQUADS_EQUIPMENT_SHOES_WARNING
the Caverns
+
SQUADS_EQUIPMENT_PANTS_WARNING
the Fire
+
SQUADS_EQUIPMENT_HELMET_WARNING
the Flames
+
SQUADS_EQUIPMENT_BACKPACK_WARNING
the Magma
+
SQUADS_EQUIPMENT_FLASK_WARNING
the Fiery Depths
+
SQUADS_EQUIPMENT_QUIVER_WARNING
Hell
+
SQUADS_EQUIPMENT_AMMO_WARNING
the Creatures
+
SQUADS_EQUIPMENT_ARMOR_MISSING
Creatures
+
SQUADS_EQUIPMENT_PANTS_MISSING
the Creature
+
SQUADS_EQUIPMENT_WEAPON_MISSING
the Coins
+
SQUADS_EQUIPMENT_SHIELD_MISSING
the Art
+
SQUADS_EQUIPMENT_SHOES_MISSING
the People
+
SQUADS_EQUIPMENT_QUIVER_MISSING
the Group
+
SQUADS_EQUIPMENT_HELMET_MISSING
the Settlement
+
SQUADS_EQUIPMENT_GLOVES_MISSING
the Vessel
+
SQUADS_EQUIPMENT_FLASK_MISSING
the Migration
+
BUTTON_FREE_PAINT_ACTIVE
the Religion
+
SQUADS_EQUIPMENT_AMMO_MISSING
the Faith
+
SQUADS_EQUIPMENT_BACKPACK_MISSING
Beliefs
+
BUTTON_PAINT_RECTANGLE_INACTIVE
the Fighters
+
BUTTON_CLICK_ACTIVE
the Squad
+
BUTTON_FREE_PAINT_INACTIVE
the Outcasts
+
BUTTON_PAINT_RECTANGLE_ACTIVE
the Criminals
+
BUTTON_FREE_PAINT_BORDER_INACTIVE
Set Region Information Overflow
+
BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE
Not enough peaks:
+
BUTTON_CLICK_INACTIVE
Not enough medium altitudes
+
BUTTON_FREE_PAINT_BORDER_ACTIVE
Not enough medium altitudes after shift down
+
BUILDING_SHEET_FARM_INACTIVE_OPTION
Not enough low altitudes after shift down:
+
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON
Not enough medium altitudes after shift up
+
BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE
Not enough high altitudes after shift up
+
BUILDING_SHEET_FARM_ACTIVE_OPTION
Not enough partial edge oceans
+
RECENTER_SURFACE
Not enough complete edge oceans
+
RECENTER_DEEPEST
Rainfall not evenly distributed:
+
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF
Flat/rough areas not evenly distributed:
+
RECENTER_HOTKEYS
Savagery not evenly distributed
+
RECENTER_REMOVE_OR_CLEAR
Volcanism not evenly distributed
+
ARENA_INCREASE_TEAM
Initial swamp square count fails by
+
RECENTER_RECENTER
Initial desert square count fails by
+
RECENTER_SET_LOCATION
Initial forest square count fails by
+
ARENA_DECREASE_SKILL
Initial mountain square count fails by
+
ARENA_INCREASE_EQUIPMENT
Initial ocean square count fails by
+
ARENA_DECREASE_TEAM
Initial glacier square count fails by
+
ARENA_INCREASE_SKILL
Initial tundra square count fails by
+
ARENA_CONDITION_UNASSIGNED
Initial grassland square count fails by
+
ARENA_FLUIDS_WATER_UNSELECTED
Initial hill square count fails by
+
ARENA_DECREASE_EQUIPMENT
Not enough volcanos
+
ARENA_CONDITION_ASSIGNED
Swamp region count fails by
+
ARENA_FLUIDS_MAGMA_SELECTED
Desert region count fails by
+
ARENA_FLUIDS_REMOVE_UNSELECTED
Forest region count fails by
+
ARENA_FLUIDS_WATER_SELECTED
Mountain region count fails by
+
ARENA_FLUIDS_MAGMA_UNSELECTED
Ocean region count fails by
+
ARENA_FLUIDS_SNOW_SELECTED
Glacier region count fails by
+
ARENA_FLUIDS_MUD_UNSELECTED
Tundra region count fails by
+
ARENA_FLUIDS_REMOVE_SELECTED
Grassland region count fails by
+
ARENA_FLUIDS_SNOW_UNSELECTED
Hill region count fails by
+
INVENTORY_ASSIGNED_SYMBOL
Not enough river start points before erosion
+
UNIT_SHEET_CUSTOMIZE
Too many distinct subregions (over by
+
INVENTORY_ASSIGNED_CLOTHING
Error sorting rivers: working with
+
INVENTORY_ASSIGNED_TOOL
Not enough medium altitude locations after erosion
+
UNIT_SHEET_CAMERA_ACTIVE
Not enough low altitude locations after erosion:
+
PETS_LIVESTOCK_ASSIGN_TRAINER
Not enough high altitude locations after erosion
+
UNIT_SHEET_EXPEL
Not enough mountain cave locations
+
UNIT_SHEET_CAMERA_INACTIVE
Not enough mountain cave locations after location check
+
PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE
Not enough low-lying cave locations
+
PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE
Not enough low-lying cave locations after location check
+
PETS_LIVESTOCK_WAR_TRAINING_INACTIVE
Not enough entity placement locations
+
PETS_LIVESTOCK_WAR_TRAINING_ACTIVE
Did not place controllable entity
+
PETS_LIVESTOCK_AVAILABLE_AS_PET
Placed farming entity without crops
+
PETS_LIVESTOCK_SLAUGHTER_INACTIVE
Final swamp region count fails by
+
PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL
Final desert region count fails by
+
PETS_LIVESTOCK_UNAVAILABLE_AS_PET
Final forest region count fails by
+
PETS_LIVESTOCK_GELD_ACTIVE
Final mountain region count fails by
+
BUILDING_SHEET_ASSIGN_WORKER
Final ocean region count fails by
+
PETS_LIVESTOCK_SLAUGHTER_ACTIVE
Final glacier region count fails by
+
PETS_LIVESTOCK_GELD_INACTIVE
Final tundra region count fails by
+
ASSIGN_TRADE_SELECTED
Final grassland region count fails by
+
ASSIGN_TRADE_NOT_SELECTED
Final hill region count fails by
+
BUILDING_SHEET_CLEAR_WORKER
There is thick fog outside.
+
BUILDING_SHEET_REMOVE
There is fog outside.
+
ASSIGN_TRADE_PROHIBITED
There is a thin mist outside.
+
BUTTON_FILTER_NAME
You cannot see the sky clearly from here, but the available sunlight indicates
+
ASSIGN_TRADE_IN_DEPOT
the night
+
ASSIGN_TRADE_BEING_BROUGHT
the dawn
+
PETITIONS_LIGHT
the day
+
GRID_CELL_INACTIVE
the sunset
+
SIEGE_LIGHT
There is a heavy blanket of fog enveloping everything.
+
DIPLOMACY_LIGHT
Fog enshrouds the area.
+
LEGENDS_TAB_PAGE_LEFT
There is a thin mist here.
+
LEGENDS_TAB_PAGE_RIGHT
The sky above you is nearly black, ripped through with towering clouds.
+
GRID_CELL_ACTIVE
The sky above you is completely gray, with dark cloud pillars pressing through it.
+
GRID_CELL_BUTTON
The sky above you is a uniform and dark gray.
+
EMBARK_EXPAND_Y_ACTIVE
The sky above you is gray.
+
EMBARK_EXPAND_Y_INACTIVE
The sky above you is hazy and white.
+
EMBARK_SELECTED
Mounds of clouds are clustered through a striped sky.
+
EMBARK_NOT_SELECTED
There are scattered clouds underneath a striped sky.
+
HELP_BORDER
The sky is striped with thin clouds.
+
HELP_CORNER
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
+
EMBARK_CONTRACT_Y_ACTIVE
There are scattered puffy clouds above you.
+
EMBARK_CONTRACT_Y_INACTIVE
The sky is otherwise clear above you.
+
HELP_REVEAL
The sky is clear above you.
+
LIQUID_NUMBERS_ON
The sun is rising
+
HELP_CLOSE
The sun is
+
HELP_HIDE
western
+
RAMP_ARROWS_OFF
eastern
+
ZOOM_IN_ON
The sun is directly above you
+
LIQUID_NUMBERS_OFF
The sun is setting
+
RAMP_ARROWS_ON
full moon
+
ZOOM_OUT_OFF
waxing gibbous moon
+
BUTTON_RECTANGLE
waxing half moon
+
ZOOM_IN_OFF
waxing crescent moon
+
ZOOM_OUT_ON
waning gibbous moon
+
BUTTON_RECTANGLE_DARK
waning half moon
+
BUTTON_ADD
waning crescent moon
+
BUTTON_RECTANGLE_SELECTED
The stars are out.
+
BUTTON_RECTANGLE_LIGHT
There is a strong breeze blowing from the
+
BUTTON_ADD_INVALID
There is a cool breeze blowing from the
+
BUTTON_SUBTRACT
There is a gentle breeze blowing from the
+
BUTTON_ADD_HOVER
Loop Erase River Overflow
+
BUTTON_ADD_PRESSED
Loop Erase River Placement Overflow
+
BUTTON_DES_CLAIM_ACTIVE
Loop Erase River Temp River Placement Overflow
+
BUTTON_DES_CLAIM_INACTIVE
territory_map-
+
BUTTON_DES_SMOOTH_FORTIFY_INACTIVE
historical_map-
+
BUTTON_DES_ITEM_BUILDING
world_map-
+
BUTTON_DES_DUMP_ACTIVE
CUSTOM_NAME:
+
BUTTON_DES_DUMP_INACTIVE
SEED:
+
BUTTON_DES_FORBID_ACTIVE
HISTORY_SEED:
+
BUTTON_DES_FORBID_INACTIVE
NAME_SEED:
+
BUTTON_DES_MELT_ACTIVE
CREATURE_SEED:
+
BUTTON_DES_MELT_INACTIVE
DIM:
+
BUTTON_DES_UNDUMP_ACTIVE
EMBARK_POINTS:
+
BUTTON_DES_UNDUMP_INACTIVE
END_YEAR:
+
BUTTON_DES_HIDE_ACTIVE
BEAST_END_YEAR:
+
BUTTON_DES_HIDE_INACTIVE
REVEAL_ALL_HISTORY:
+
BUTTON_DES_UNMELT_ACTIVE
CULL_HISTORICAL_FIGURES:
+
BUTTON_DES_UNMELT_INACTIVE
MINERAL_SCARCITY:
+
BUTTON_DES_TRAFFIC
MEGABEAST_CAP:
+
BUTTON_DES_TRAFFIC_HIGH_ACTIVE
SEMIMEGABEAST_CAP:
+
BUTTON_DES_UNHIDE_ACTIVE
TITAN_NUMBER:
+
BUTTON_DES_UNHIDE_INACTIVE
TITAN_ATTACK_TRIGGER:
+
BUTTON_DES_TRAFFIC_NORMAL_INACTIVE
DEMON_NUMBER:
+
BUTTON_DES_TRAFFIC_LOW_ACTIVE
NIGHT_TROLL_NUMBER:
+
BUTTON_DES_TRAFFIC_HIGH_INACTIVE
BOGEYMAN_NUMBER:
+
BUTTON_DES_TRAFFIC_NORMAL_ACTIVE
VAMPIRE_NUMBER:
+
BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE
WEREBEAST_NUMBER:
+
BUTTON_DES_ERASE
SECRET_NUMBER:
+
BUTTON_DES_TRAFFIC_LOW_INACTIVE
REGIONAL_INTERACTION_NUMBER:
+
BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE
DISTURBANCE_INTERACTION_NUMBER:
+
BUTTON_SETTINGS
EVIL_CLOUD_NUMBER:
+
BUTTON_HELP
EVIL_RAIN_NUMBER:
+
BUTTON_OPEN_RIGHT
GOOD_SQ_COUNTS:
+
BUTTON_CLOSE_LEFT
EVIL_SQ_COUNTS:
+
BUTTON_STRESS_2
PEAK_NUMBER_MIN:
+
BUTTON_STRESS_3
PARTIAL_OCEAN_EDGE_MIN:
+
BUTTON_STRESS_0
COMPLETE_OCEAN_EDGE_MIN:
+
BUTTON_STRESS_1
VOLCANO_MIN:
+
BUTTON_STRESS_6
EROSION_CYCLE_COUNT:
+
BUTTON_PLAY_ACTIVE
RIVER_MINS:
+
BUTTON_STRESS_4
PERIODICALLY_ERODE_EXTREMES:
+
BUTTON_STRESS_5
OROGRAPHIC_PRECIPITATION:
+
BUTTON_PAUSE_INACTIVE
SUBREGION_MAX:
+
BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE
CAVERN_LAYER_COUNT:
+
BUTTON_PLAY_INACTIVE
CAVERN_LAYER_OPENNESS_MIN:
+
BUTTON_PAUSE_ACTIVE
CAVERN_LAYER_OPENNESS_MAX:
+
BUILDING_INFO_DOOR_PERMITTED
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
+
BUILDING_INFO_ACTIVE
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
+
BUILDING_INFO_DOOR_FORBIDDEN
CAVERN_LAYER_WATER_MIN:
+
BUILDING_INFO_DOOR_PERMITTED_ACTIVE
CAVERN_LAYER_WATER_MAX:
+
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL
HAVE_BOTTOM_LAYER_1:
+
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE
HAVE_BOTTOM_LAYER_2:
+
BUILDING_INFO_INACTIVE
LEVELS_ABOVE_GROUND:
+
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE
LEVELS_ABOVE_LAYER_1:
+
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE
LEVELS_ABOVE_LAYER_2:
+
BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE
LEVELS_ABOVE_LAYER_3:
+
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE
LEVELS_ABOVE_LAYER_4:
+
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE
LEVELS_ABOVE_LAYER_5:
+
BUILDING_INFO_ANIMAL_TRAP_FISH
LEVELS_AT_BOTTOM:
+
BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE
CAVE_MIN_SIZE:
+
BUILDING_INFO_ANIMAL_TRAP_MEAT
CAVE_MAX_SIZE:
+
BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE
MOUNTAIN_CAVE_MIN:
+
BUILDING_INFO_ANIMAL_TRAP_NONE
NON_MOUNTAIN_CAVE_MIN:
+
INVENTORY_ASSIGNED_SQUAD
ALL_CAVES_VISIBLE:
+
BUILDING_INFO_ANIMAL_TRAP_GEM
SHOW_EMBARK_TUNNEL:
+
BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE
TOTAL_CIV_NUMBER:
+
BUTTON_PICTURE_BOX_SELECTED
TOTAL_CIV_POPULATION:
+
BUTTON_PICTURE_BOX_HIGHLIGHTED
SITE_CAP:
+
SCROLLBAR_OFFCENTER_SCROLLER_HOVER
PLAYABLE_CIVILIZATION_REQUIRED:
+
BUTTON_PICTURE_BOX
ELEVATION_RANGES:
+
BUTTON_PICTURE_BOX_DARK
RAIN_RANGES:
+
BUTTON_FILTER
DRAINAGE_RANGES:
+
BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED
SAVAGERY_RANGES:
+
BUTTON_PICTURE_BOX_LIGHT
VOLCANISM_RANGES:
+
BUTTON_CATEGORY_RECTANGLE_ON_SELECTED
feature-
+
BUTTON_CATEGORY_RECTANGLE_ON
data/save/current/feature-
+
BUTTON_CATEGORY_RECTANGLE_SELECTED
Mountain-Slope Overflow
+
BUTTON_CATEGORY_RECTANGLE
Worship List
+
CALENDAR_DAY_PAST
Married
+
CALENDAR_DAY_CURRENT
Never Married
+
BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED
Worshipped
+
BUTTON_CATEGORY_RECTANGLE_OFF
Worships
+
BORDER_TOP
Civilized World Population
+
BORDER_BOTTOM
Total:
+
CALENDAR_DAY_FUTURE
Parent Civ:
+
BORDER_MIDDLE_INTERSECTION
Unnumbered
+
HOVER_RECTANGLE_JOIN_W_SW
Unnumbered
+
HOVER_RECTANGLE_JOIN_W_S
Unnumbered animated
+
BORDER_LEFT
Outdoor Animal Populations (Including Undead)
+
BORDER_RIGHT
Underground Animal Populations (Including Undead)
+
HOVER_TAB_INACTIVE
data/save/current/region_snapshot-
+
HOVER_TAB_INSIDE_CORNER_TOP
region_snapshot-
+
HOVER_RECTANGLE_JOIN_E_S
Midmap creation failure on graphical map export:
+
HOVER_RECTANGLE_JOIN_E_SE
Elevation negative on graphical map export (main)
+
BOTTOM_BUTTON_BORDER_W
Elevation negative on graphical map export (midmap)
+
BOTTOM_BUTTON_BORDER_N
RCP_BASIC_BODY
+
HOVER_TAB_INSIDE_CORNER_BOTTOM
RCP_BASIC_BODY_STANCE
+
BOTTOM_BUTTON_BORDER_NW
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
+
BOTTOM_BUTTON_BORDER_E
RCP_UPPER_BODY
+
LEGENDS_TAB_CLOSE_INACTIVE
RCP_LOWER_BODY
+
BOTTOM_BUTTON_BORDER_INTERIOR
RCP_THORAX
+
BOTTOM_BUTTON_BORDER_NE
RCP_ABDOMEN
+
EMBARK_EXPAND_X_INACTIVE
RCP_CEPHALOTHORAX
+
EMBARK_CONTRACT_X_ACTIVE
RCP_HEAD
+
LEGENDS_TAB_CLOSE_ACTIVE
RCP_TWO_PART_ARMS
+
EMBARK_EXPAND_X_ACTIVE
RCP_PINCERS
+
INTERIOR_BORDER_N_S_W_E
RCP_CLAW_ARMS
+
INTERIOR_BORDER_N_W_E
RCP_FIRST_SIMPLE_LEGS
+
EMBARK_CONTRACT_X_INACTIVE
RCP_SECOND_SIMPLE_LEGS
+
BUTTON_RECTANGLE_DIVIDER
RCP_THIRD_SIMPLE_LEGS
+
INTERIOR_BORDER_N_S
RCP_FOURTH_SIMPLE_LEGS
+
INTERFACE_BACKGROUND
RCP_FIFTH_SIMPLE_LEGS
+
INTERIOR_BORDER_S_W_E
RCP_SIMPLE_FRONT_LEGS
+
INTERIOR_BORDER_W_E
RCP_SIMPLE_REAR_LEGS
+
SORT_DESCENDING_ACTIVE
RCP_TWO_PART_LEGS
+
SORT_DESCENDING_INACTIVE
RCP_FRONT_FLIPPER
+
SORT_ASCENDING_ACTIVE
RCP_REAR_FLIPPER
+
SORT_ASCENDING_INACTIVE
RCP_TWO_FLIGHTLESS_WINGS
+
SCROLLBAR_UP_HOVER
RCP_TWO_WINGS
+
SCROLLBAR_UP_PRESSED
RCP_TAIL
+
SORT_TEXT_ACTIVE
RCP_2_TAILS
+
SORT_TEXT_INACTIVE
RCP_3_TAILS
+
SCROLLBAR_TOP_SCROLLER
RCP_TAIL_STINGER
+
SCROLLBAR_TOP_SCROLLER_HOVER
RCP_LOWER_BODY_STINGER
+
SCROLLBAR_DOWN_HOVER
RCP_PROBOSCIS
+
SCROLLBAR_DOWN_PRESSED
RCP_TRUNK
+
SCROLLBAR_BLANK_SCROLLER
RCP_SHELL
+
SCROLLBAR_BLANK_SCROLLER_HOVER
RCP_ANTENNAE
+
SCROLLBAR_BOTTOM_SCROLLER
RCP_1_HEAD_HORN
+
SCROLLBAR_BOTTOM_SCROLLER_HOVER
RCP_2_HEAD_HORNS
+
BUTTON_SUBTRACT_INVALID
RCP_3_HEAD_HORNS
+
BUTTON_EXPANDER_CLOSED
RCP_4_HEAD_HORNS
+
BUTTON_SUBTRACT_HOVER
RCP_LARGE_MANDIBLES
+
BUTTON_SUBTRACT_PRESSED
RCP_5_FINGERS
+
TAB_SELECTED
RCP_4_FINGERS
+
SHORT_TAB
RCP_3_FINGERS
+
BUTTON_EXPANDER_OPEN
RCP_2_FINGERS
+
SHORT_SUBTAB_SELECTED
RCP_5_TOES
+
SHORT_SUBSUBTAB
RCP_4_TOES
+
SHORT_TAB_SELECTED
RCP_3_TOES
+
SHORT_SUBTAB
RCP_2_TOES
+
HORIZONTAL_OPTION_ACTIVE
RCP_5_FRONT_TOES
+
HORIZONTAL_OPTION_INACTIVE
RCP_4_FRONT_TOES
+
SHORT_SUBSUBTAB_SELECTED
RCP_3_FRONT_TOES
+
HORIZONTAL_OPTION_LEFT_ORNAMENT
RCP_2_FRONT_TOES
+
HORIZONTAL_OPTION_RIGHT_ORNAMENT
RCP_5_REAR_TOES
+
BUILDING_JOBS_REPEAT
RCP_4_REAR_TOES
+
HORIZONTAL_OPTION_REMOVE
RCP_3_REAR_TOES
+
HORIZONTAL_OPTION_CONFIRM
RCP_2_REAR_TOES
+
BUILDING_JOBS_DO_NOW_ACTIVE
RCP_1_EYE
+
BUILDING_JOBS_SUSPENDED
RCP_2_EYES
+
BUILDING_JOBS_REPEAT_ACTIVE
RCP_3_EYES
+
BUILDING_JOBS_DO_NOW
RCP_BEAK
+
BUILDING_JOBS_REMOVE
RCP_NOSE
+
BUILDING_JOBS_REMOVE_WORKER
RCP_CHEEKS
+
BUILDING_JOBS_SUSPENDED_ACTIVE
RCP_LUNGS
+
BUILDING_JOBS_PRIORITY_UP
RCP_HEART
+
BUILDING_SHORT_ITEM_TASK
RCP_GUTS
+
BUILDING_ITEM_TASK
RCP_THROAT
+
BUILDING_JOBS_ACTIVE
RCP_SPINE
+
BUILDING_JOBS_QUOTA
RCP_NECK
+
BUILDING_ITEM_ANIMAL
RCP_BRAIN
+
BUILDING_ITEM_BAIT
RCP_SKULL
+
BUILDING_ITEM_INCORPORATED
RCP_MOUTH
+
BUILDING_ITEM_TRADE
RCP_TEETH
+
BUILDING_ITEM_OTHER
RCP_RIBS
+
STOCKS_RECENTER
RCP_RIBS_EXTERNAL
+
BUILDING_ITEM_LOADED
RCP_LIPS
+
BUILDING_ITEM_DEAD
RCP_EYELIDS
+
STOCKS_FORBID_ACTIVE
RCP_GLOSS_HOOF
+
STOCKS_DUMP
RCP_GLOSS_PAW
+
STOCKS_VIEW_ITEM
Cannot generate random creatures -- missing body
+
STOCKS_FORBID
Cannot generate random creatures -- missing body gloss
+
STOCKS_MELT_ACTIVE
STANDARD_MATERIALS
+
STOCKS_HIDE
STANDARD_TISSUES
+
STOCKS_DUMP_ACTIVE
CHITIN_MATERIALS
+
STOCKS_MELT
CHITIN_TISSUES
+
SHORT_FORBID_ACTIVE
FACIAL_HAIR_TISSUES
+
SHORT_DUMP
HEAD_HAIR_TISSUE_LAYERS
+
STOCKS_HIDE_ACTIVE
FACIAL_HAIR_TISSUE_LAYERS
+
SHORT_FORBID
BODY_HAIR_TISSUE_LAYERS
+
SHORT_MELT_ACTIVE
BODY_FEATHER_TISSUE_LAYERS
+
SHORT_HIDE
VERTEBRATE_TISSUE_LAYERS
+
SHORT_DUMP_ACTIVE
EXOSKELETON_TISSUE_LAYERS
+
SHORT_MELT
STANDARD_HEAD_POSITIONS
+
SLIDER
HUMANOID_HEAD_POSITIONS
+
SLIDER_HOVER
HUMANOID_RIBCAGE_POSITIONS
+
SHORT_HIDE_ACTIVE
SHELL_POSITIONS
+
SLIDER_BACKGROUND
HUMANOID_RELSIZES
+
SCROLLBAR_SMALL_SCROLLER_HOVER
Cannot generate random creatures -- missing body detail plan
+
SCROLLBAR_OFFCENTER_SCROLLER
SKIN_TEMPLATE
+
SCROLLBAR
FAT_TEMPLATE
+
SCROLLBAR_SMALL_SCROLLER
MUSCLE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_8T
SINEW_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_9T
BONE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_6T
CARTILAGE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_7T
HAIR_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_2B
FEATHER_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_3B
SCALE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_10T
NAIL_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_1B
TOOTH_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_6B
EYE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_7B
NERVE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_4B
BRAIN_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_5B
LUNG_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_10B
HEART_TEMPLATE
+
AMMO_GRAPHICS
LIVER_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_8B
GUT_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_9B
STOMACH_TEMPLATE
+
AMMO_GRAPHICS_STRAIGHT_WOOD
PANCREAS_TEMPLATE
+
AMMO_GRAPHICS_DIAGONAL_DEFAULT
SPLEEN_TEMPLATE
+
AMMO_GRAPHICS_STRAIGHT_DEFAULT
KIDNEY_TEMPLATE
+
SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT
LEATHER_TEMPLATE
+
AMMO_GRAPHICS_DIAGONAL_WOOD
HORN_TEMPLATE
+
SIEGEAMMO_GRAPHICS
PEARL_TEMPLATE
+
SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD
SILK_TEMPLATE
+
WEAPON_GRAPHICS
BLOOD_TEMPLATE
+
SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD
ICHOR_TEMPLATE
+
SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT
GOO_TEMPLATE
+
WEAPON_GRAPHICS_MATERIAL
SLIME_TEMPLATE
+
WEAPON_GRAPHICS_WOOD
SHELL_TEMPLATE
+
WEAPON_GRAPHICS_DEFAULT
SOAP_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_1T
TALLOW_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_2T
CHITIN_TEMPLATE
+
WEAPON_GRAPHICS_WOOD_GROWN
MILK_TEMPLATE
+
WEAPON_GRAPHICS_WEAPON_TRAP
CREATURE_CHEESE_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_5T
STRUCTURAL_PLANT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_6T
SEED_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_3T
LEAF_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_4T
THREAD_PLANT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_9T
PLANT_ALCOHOL_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_10T
PLANT_POWDER_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_7T
PLANT_EXTRACT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_8T
CREATURE_EXTRACT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_3B
FLAME_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_4B
Cannot generate random creatures -- missing material template
+
WEAPON_GRAPHICS_UPRIGHT_1B
CHEEK_WHISKERS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_2B
CHIN_WHISKERS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_7B
MOUSTACHE_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_8B
SIDEBURNS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_5B
EYEBROW_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_6B
EYELASH_TEMPLATE
+
FOOD_CONTAINER_GRAPHICS
CLAW_TEMPLATE
+
TOOL_GRAPHICS
TALON_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_9B
Cannot generate random creatures -- missing tissue template
+
WEAPON_GRAPHICS_UPRIGHT_10B
EVIL_CLOUD_
+
LIST_ICON
cursed
+
TOOL_GRAPHICS_HIVE_BLD
wicked
+
ADD_TOOL_GRAPHICS
evil
+
TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID
creeping
+
TOOL_GRAPHICS_CONTAINER_STONE_LIQUID
haunting
+
TOOL_GRAPHICS_HIVE_BLD_IN_USE
abominable
+
TOOL_GRAPHICS_HIVE_BLD_PRODUCTS
devilish
+
SCROLLBAR_SKY
fiendish
+
SCROLLBAR_GROUND
heinous
+
SCROLLBAR_CENTER_SCROLLER
nefarious
+
SCROLLBAR_CENTER_SCROLLER_HOVER
profane
+
SHAPE_GRAPHICS_LARGE_GEM
vile
+
SCROLLBAR_UNDERGROUND
accursed
+
BUTTON_FILTER_NO_MAG_RIGHT
blighted
+
CUSTOM_FURNACE_GRAPHICS
execrable
+
SHAPE_GRAPHICS_SMALL_GEM
infernal
+
CUSTOM_WORKSHOP_GRAPHICS
unholy
+
STATUE_CREATURE_GRAPHICS
eerie
+
STATUE_ITEM_GRAPHICS
dust
+
STATUE_SHAPE_GRAPHICS
soot
+
STATUE_CREATURE_CASTE_GRAPHICS
gloom
+
CHEESE_GRAPHICS
murk
+
BOULDER_GRAPHICS
smoke
+
CHEESE_GRAPHICS_ALT
vapor
+
ROUGH_GEM_GRAPHICS
husk
+
WOOD_GRAPHICS
husks
+
BARS_GRAPHICS
zombie
+
FOOD_GRAPHICS
zombies
+
GLOVES_GRAPHICS
thrall
+
ARMOR_GRAPHICS
thralls
+
PANTS_GRAPHICS
EVIL_RAIN_
+
HELM_GRAPHICS
pungent
+
SHIELD_GRAPHICS
acrid
+
SHOES_GRAPHICS
bitter
+
TOY_GRAPHICS
abhorrent
+
SHOES_GRAPHICS_METAL
horrid
+
SHIELD_GRAPHICS_WOODEN
loathsome
+
TRAPCOMP_GRAPHICS_WEAPON_TRAP
malodorous
+
TRAPCOMP_GRAPHICS_UPRIGHT_1T
nauseating
+
TRAPCOMP_GRAPHICS
putrid
+
TRAPCOMP_GRAPHICS_UPRIGHT_4T
repellent
+
TRAPCOMP_GRAPHICS_UPRIGHT_5T
repulsive
+
TRAPCOMP_GRAPHICS_UPRIGHT_2T
revolting
+
TRAPCOMP_GRAPHICS_UPRIGHT_3T
mucus
+
FORTIFICATION_OPEN_NE
ooze
+
FORTIFICATION_OPEN_SW
sludge
+
FORTIFICATION_OPEN_WE
FORGOTTEN_BEAST_
+
FORTIFICATION_OPEN_NW
TITAN_
+
FORTIFICATION_WOOD_OPEN_NSWE
DEMON_
+
FORTIFICATION_WOOD_OPEN_NSW
NIGHT_CREATURE_
+
FORTIFICATION_OPEN_SE
RCP_TONGUE
+
FORTIFICATION_WOOD
embers
+
FORTIFICATION_WOOD_OPEN_SWE
cinders
+
FORTIFICATION_WOOD_OPEN_NS
composed of ash
+
FORTIFICATION_WOOD_OPEN_NSE
shade
+
FORTIFICATION_WOOD_OPEN_NWE
composed of mud
+
FORTIFICATION_WOOD_OPEN_NE
brown
+
FORTIFICATION_WOOD_OPEN_SW
slick
+
FORTIFICATION_WOOD_OPEN_WE
quagmire
+
FORTIFICATION_WOOD_OPEN_NW
composed of vomit
+
FORTIFICATION_ICE_OPEN_NSWE
green
+
FORTIFICATION_ICE_OPEN_NSW
disgusting appearance
+
FORTIFICATION_WOOD_OPEN_SE
brine
+
FORTIFICATION_ICE
composed of salt
+
FORTIFICATION_ICE_OPEN_SWE
white
+
FORTIFICATION_ICE_OPEN_NS
composed of grime and filth
+
FORTIFICATION_ICE_OPEN_NSE
waste
+
FORTIFICATION_ICE_OPEN_NWE
composed of snow
+
FORTIFICATION_ICE_OPEN_NE
blizzard
+
FORTIFICATION_ICE_OPEN_SW
sleet
+
FORTIFICATION_ICE_OPEN_WE
composed of water
+
FORTIFICATION_ICE_OPEN_NW
flood
+
FLOW_DUST
tear
+
FLOW_WATER_MIST
composed of steam
+
FORTIFICATION_ICE_OPEN_SE
boiling
+
FLOW_MIASMA
FLAME
+
FLOW_VAPOR
flame
+
FLOW_DRAGONFIRE
composed of flame
+
FLOW_LAVA_MIST
inferno
+
FLOW_BOILING
flare
+
FLOW_ITEM
flash
+
UNIT_SELECTOR_PASTURE
flaming
+
FLOW_FIRE
scorching
+
FLOW_SMOKE
composed of amber
+
CREATURE_IS_TRAVELING
composed of coral
+
BUILDING_ICON_WORKSHOPS
composed of green glass
+
UNIT_SELECTOR_PIT
composed of clear glass
+
UNIT_SELECTOR_POND
composed of crystal glass
+
BUILDING_ICON_WALLS_FLOORS
composed of coke
+
BUILDING_ICON_MACHINES_FLUIDS
composed of charcoal
+
BUILDING_ICON_FURNITURE
black
+
BUILDING_ICON_DOORS_HATCHES
composed of solid salt
+
BUILDING_ICON_MILITARY
composed of ice
+
BUILDING_ICON_TRADE_DEPOT
composed of
+
BUILDING_ICON_CAGES_RESTRAINT
SKIN
+
BUILDING_ICON_TRAPS
SCALE
+
BUILDING_ICON_WORKSHOP_METALSMITH
CHITIN
+
BUILDING_ICON_WORKSHOPS_FURNACES
hairy
+
BUILDING_ICON_WORKSHOP_CARPENTER
feathered
+
BUILDING_ICON_WORKSHOP_MASON
scaly
+
BUILDING_ICON_WORKSHOPS_CLOTHING
armored
+
BUILDING_ICON_WORKSHOPS_FARMING
fleshy
+
BUILDING_ICON_WORKSHOP_CRAFTS
eyeless
+
BUILDING_ICON_WORKSHOP_JEWELER
one-eyed
+
BUILDING_ICON_WORKSHOP_SIEGE
three-eyed
+
BUILDING_ICON_WORKSHOP_ASHERY
beakless
+
BUILDING_ICON_WORKSHOP_BOWYER
noseless
+
BUILDING_ICON_WORKSHOP_MECHANIC
skinless
+
TOOL_GRAPHICS_CONTAINER_WOOD_ITEM
six-legged
+
TOOL_GRAPHICS_CONTAINER_STONE_ITEM
eight-legged
+
TOOL_GRAPHICS_CONTAINER_METAL_LIQUID
thin wings of stretched skin
+
TOOL_GRAPHICS_CONTAINER_LIQUID
wings
+
TOOL_GRAPHICS_STONE
feathered wings
+
TOOL_GRAPHICS_METAL
lacy wings
+
TOOL_GRAPHICS_CONTAINER_METAL_ITEM
long, hanging
+
TOOL_GRAPHICS_WOOD
long, straight
+
TOOL_GRAPHICS_STONE_VARIANT
long, curly
+
TOOL_GRAPHICS_METAL_VARIANT
short
+
TOOL_GRAPHICS_GLASS
stubby
+
TOOL_GRAPHICS_WOOD_VARIANT
narrow
+
TOOL_GRAPHICS_SPIKES
long, spiral
+
TOOL_GRAPHICS_RINGS
long, curving
+
TOOL_GRAPHICS_GLASS_VARIANT
broad
+
TOOL_GRAPHICS_DAMAGE
muttering
+
TOOL_GRAPHICS_BANDS
grumbling
+
TOOL_GRAPHICS_BLOOD
whispering
+
TOOL_GRAPHICS_STUDS
brooding
+
TOOL_GRAPHICS_ENGRAVING
groaning
+
TOOL_GRAPHICS_MUD
moaning
+
TOOL_GRAPHICS_SHAPE
screaming
+
TOOL_GRAPHICS_VOMIT
howling
+
TOOL_GRAPHICS_WATER
baying
+
TILE_GRAPHICS
bellowing
+
CUSTOM_SYMBOL
shrieking
+
TILE_GRAPHICS_RECTANGLE
wailing
+
GRASS_STAIR_DOWN
bloated
+
STONE_STAIR_UPDOWN
lumbering
+
GRASS_STAIR_UPDOWN
hulking
+
GRASS_STAIR_UP
its joints are backward
+
DIRT_STAIR_UPDOWN
backward
+
DIRT_STAIR_UP
its limbs jut out at asymmetric angles
+
STONE_STAIR_UP
crooked
+
STONE_STAIR_DOWN
twisted
+
SAND_STAIR_UP
starved
+
SAND_STAIR_DOWN
emaciated
+
DIRT_STAIR_DOWN
peaceful nature
+
SAND_STAIR_UPDOWN
kind nature
+
SAND_Y_STAIR_DOWN
joy marks its every movement
+
SAND_W_STAIR_UPDOWN
joyful nature
+
SAND_Y_STAIR_UPDOWN
rhythmic undulations
+
SAND_Y_STAIR_UP
bloated appearance
+
SAND_R_STAIR_UPDOWN
eyes
+
SAND_R_STAIR_UP
long and shaggy
+
SAND_W_STAIR_UP
very curly
+
SAND_W_STAIR_DOWN
short and even
+
SAND_B_STAIR_UP
patchy
+
SAND_B_STAIR_DOWN
unkempt
+
SAND_R_STAIR_DOWN
long and straight
+
SAND_B_STAIR_UPDOWN
long and wavy
+
PALETTE_STAIR_DOWN
fluffed-out
+
SMOOTH_FLOOR
downy
+
PALETTE_STAIR_UPDOWN
long and broad
+
PALETTE_STAIR_UP
long and sparse
+
FORTIFICATION_OPEN_NSWE
long and narrow
+
FORTIFICATION_OPEN_NSW
round
+
WORKSHOP_FLOOR
blocky
+
FORTIFICATION_OPEN_SWE
jagged
+
FORTIFICATION_OPEN_NS
oval-shaped
+
FORTIFICATION_OPEN_NSE
overlapping
+
FORTIFICATION_OPEN_NWE
set far apart
+
BUILDING_ICON_TRAP_STONE
close-set
+
BUILDING_ICON_TRAP_WEAPON
waxy
+
BUILDING_ICON_ANIMAL_TRAP
leathery
+
BUILDING_ICON_PRESSURE_PLATE
warty
+
BUILDING_ICON_ARCHERY_TARGET
sleek and smooth
+
BUILDING_ICON_WEAPON_RACK
rough and cracked
+
BUILDING_ICON_TRAP_CAGE
wrinkled
+
BUILDING_ICON_WEAPON
Now you will know why you fear the night.
+
BUILDING_ICON_CATAPULT
horrifying features
+
BUILDING_ICON_WAGON
macabre ways
+
BUILDING_ICON_ARMOR_STAND
terror-inspiring antics
+
BUILDING_ICON_BALLISTA
swamp
+
PLANNED_CONSTRUCTION_FLOOR
marsh
+
PLANNED_CONSTRUCTION_STAIR_UP
sand
+
PLANNED_CONSTRUCTION_FORTIFICATION
desert
+
PLANNED_CONSTRUCTION_WALL
taiga
+
PLANNED_CONSTRUCTION_RAMP
jungle
+
PLANNED_CONSTRUCTION_TRACK_N
forest
+
PLANNED_CONSTRUCTION_STAIR_DOWN
mountain
+
PLANNED_CONSTRUCTION_STAIR_UPDOWN
ocean
+
PLANNED_CONSTRUCTION_TRACK_E
lake
+
PLANNED_CONSTRUCTION_TRACK_NS
glacier
+
PLANNED_CONSTRUCTION_TRACK_S
tundra
+
PLANNED_CONSTRUCTION_TRACK_W
brush
+
PLANNED_CONSTRUCTION_TRACK_SE
savanna
+
PLANNED_CONSTRUCTION_TRACK_SW
plains
+
PLANNED_CONSTRUCTION_TRACK_NE
hill
+
PLANNED_CONSTRUCTION_TRACK_NW
winged
+
PLANNED_CONSTRUCTION_TRACK_NSW
horned
+
PLANNED_CONSTRUCTION_TRACK_NWE
skinless
+
PLANNED_CONSTRUCTION_TRACK_WE
three-eyed
+
PLANNED_CONSTRUCTION_TRACK_NSE
one-eyed
+
PLANNED_CONSTRUCTION_TRACK_RN
eyeless
+
PLANNED_CONSTRUCTION_TRACK_RS
blind
+
PLANNED_CONSTRUCTION_TRACK_SWE
demon
+
PLANNED_CONSTRUCTION_TRACK_NSWE
demons
+
PLANNED_CONSTRUCTION_TRACK_RNS
demonic
+
PLANNED_CONSTRUCTION_TRACK_RNE
devil
+
PLANNED_CONSTRUCTION_TRACK_RW
devils
+
PLANNED_CONSTRUCTION_TRACK_RE
fiend
+
PLANNED_CONSTRUCTION_TRACK_RSW
fiends
+
PLANNED_CONSTRUCTION_TRACK_RWE
brute
+
PLANNED_CONSTRUCTION_TRACK_RNW
brutes
+
PLANNED_CONSTRUCTION_TRACK_RSE
monster
+
PLANNED_CONSTRUCTION_TRACK_RNWE
monsters
+
PLANNED_CONSTRUCTION_TRACK_RSWE
spirit
+
PLANNED_CONSTRUCTION_TRACK_RNSE
spirits
+
PLANNED_CONSTRUCTION_TRACK_RNSW
ghost
+
ZONE_INACTIVE_N_W
ghosts
+
ZONE_INACTIVE_N_E
banshee
+
PLANNED_CONSTRUCTION_TRACK_RNSWE
banshees
+
ZONE_INACTIVE_N_S_W_E
haunt
+
ZONE_INACTIVE_N
haunts
+
ZONE_INACTIVE_E
phantom
+
ZONE_INACTIVE_S_E
phantoms
+
ZONE_INACTIVE_S_W
specter
+
ZONE_INACTIVE_N_S
specters
+
ZONE_INACTIVE_W_E
wraith
+
ZONE_INACTIVE_W
wraiths
+
ZONE_INACTIVE_S
bogeyman:bogeymen:bogeyman]
+
ZONE_INACTIVE_N_S_W
dark
+
ZONE_INACTIVE_N_S_E
midnight
+
ZONE_INACTIVE_N_W_E
bleak
+
ZONE_INACTIVE_S_W_E
troll
+
BUILDING_ICON_FURNACE_GLASS
trolls
+
BUILDING_ICON_FURNACE_KILN
Black
+
BUILDING_ICON_FURNACE_WOOD
woman
+
BUILDING_ICON_FURNACE_SMELTER
women
+
BUILDING_ICON_WORKSHOP_CLOTHES
hags
+
BUILDING_ICON_WORKSHOP_DYER
crone
+
BUILDING_ICON_WORKSHOP_LEATHER
crones
+
BUILDING_ICON_WORKSHOP_LOOM
ogre
+
BUILDING_ICON_WORKSHOP_BUTCHER
ogres
+
BUILDING_ICON_WORKSHOP_TANNER
ogress
+
BUILDING_ICON_FARM_PLOT
ogresses
+
BUILDING_ICON_WORKSHOP_STILL
freak
+
BUILDING_ICON_WORKSHOP_FARMER
freaks
+
BUILDING_ICON_WORKSHOP_QUERN
horrors
+
BUILDING_ICON_WORKSHOP_FISHERY
spouses
+
BUILDING_ICON_WORKSHOP_KITCHEN
mate
+
BUILDING_ICON_HIVE
mates
+
BUILDING_ICON_BED
bride
+
BUILDING_ICON_WORKSHOP_KENNEL
brides
+
BUILDING_ICON_NEST_BOX
consort
+
BUILDING_ICON_BOX
consorts
+
BUILDING_ICON_CABINET
husbands
+
BUILDING_ICON_CHAIR
bridegroom
+
BUILDING_ICON_TABLE
bridegrooms
+
BUILDING_ICON_STATUE
groom
+
BUILDING_ICON_TRACTION_BENCH
grooms
+
BUILDING_ICON_COFFIN
SECRET_
+
BUILDING_ICON_SLAB
SECRET_ANIMATE_
+
BUILDING_ICON_OFFERING_PLACE
REGIONAL_
+
BUILDING_ICON_INSTRUMENT
INDEX
+
BUILDING_ICON_BOOKCASE
DISTURBANCE_
+
BUILDING_ICON_DISPLAY_FURNITURE
DISTURBANCE_CURSE_
+
BUILDING_ICON_WALL
DISTURBANCE_ANIMATE_
+
BUILDING_ICON_FLOOR
DEITY_CURSE_WEREBEAST_
+
BUILDING_ICON_DOOR
DEITY_CURSE_VAMPIRE_
+
BUILDING_ICON_HATCH
The Arena
+
BUILDING_ICON_BRIDGE
Inappropriate Waterlevel Biome Choice (2)
+
BUILDING_ICON_ROAD_PAVED
Inappropriate Waterlevel Biome Choice (4)
+
BUILDING_ICON_RAMP
Midmap effective coordinate check out of bounds
+
BUILDING_ICON_STAIRS
Woe unto any that disturb the resting place of
+
BUILDING_ICON_GRATE_WALL
Imported Food
+
BUILDING_ICON_GRATE_FLOOR
Imported Clothing
+
BUILDING_ICON_ROAD_DIRT
Imported Goods
+
BUILDING_ICON_FORTIFICATION
Woven Clothing
+
BUILDING_ICON_WINDOW_GLASS
Leather Clothing
+
BUILDING_ICON_WINDOW_GEM
Metal Crafts
+
BUILDING_ICON_BARS_VERTICAL
Leather Goods
+
BUILDING_ICON_BARS_FLOORS
Wooden Furniture
+
BUILDING_ICON_TRACK_STOP
Stone Furniture
+
BUILDING_ICON_LEVER
Metal Furniture
+
BUILDING_ICON_SUPPORT
DREAM
+
BUILDING_ICON_TRACK
UNDEAD_ARMY
+
BUILDING_ICON_SCREW_PUMP
DIPEV
+
BUILDING_ICON_WATER_WHEEL
MEETING
+
BUILDING_ICON_WELL
DIPSCRIPT
+
BUILDING_ICON_FLOODGATE
SETVAR
+
BUILDING_ICON_AXLE_HORIZONTAL
UNIT
+
BUILDING_ICON_AXLE_VERTICAL
LONG
+
BUILDING_ICON_WINDMILL
ACTION
+
BUILDING_ICON_GEAR_ASSEMBLY
ELSE
+
BUILDING_ICON_RESTRAINT
ENDIF
+
BUILDING_ICON_CAGE
TEXTVIEWER
+
BUILDING_ICON_WORKSHOP_MILLSTONE
HISTORY_DIPEV
+
BUILDING_ICON_ROLLERS
DISCUSS
+
ZONE_DINING_HALL
TOPICDISCUSSION
+
ZONE_OFFICE
CONSTRUCTTOPICLIST
+
ZONE_GENERAL
DIPEVENT
+
ZONE_BEDROOM
INVASION
+
ZONE_DORMITORY
data/dipscript/text/
+
ZONE_DUNGEON
FIRSTCONTACT
+
ZONE_ARCHERY_RANGE
Connectivity Overflow
+
ZONE_BARRACKS
Connectivity Placement Overflow
+
ZONE_FISHING
Connected Component Overflow
+
ZONE_GATHER
Update Connectivity Placement Overflow
+
ZONE_TOMB
FLUX
+
ZONE_WATER_SOURCE
Local
+
ZONE_PIT
Region
+
ZONE_SAND
Temperate Conifer Forest
+
ZONE_DUMP
Tropical Dry Brdlf Forest
+
ZONE_PEN
Tropical Moist Brdlf Forst
+
ZONE_HOSPITAL
Temperature:
+
ZONE_ANIMAL_TRAINING
Freezing
+
ZONE_CLAY
Temperate
+
ZONE_MEETING
Warm
+
ZONE_LIBRARY
Scorching
+
ZONE_GUILDHALL
Trees:
+
ZONE_MULTI
Scarce
+
ZONE_TAVERN
Woodland
+
ZONE_TEMPLE
Heavily Forested
+
ZONE_TEMPLE_COMPLEX
Other Vegetation:
+
ZONE_GRAND_GUILDHALL
Moderate
+
ZONE_SHRINE
Thick
+
GUTS_S_1
Surroundings:
+
GUTS_S_2
Serene
+
GUTS_N_1
Calm
+
GUTS_N_2
Sinister
+
GUTS_E_1
Mirthful
+
GUTS_E_2
Wilderness
+
GUTS_W_1
Haunted
+
GUTS_W_2
Joyous Wilds
+
GUTS_SW_1
Untamed Wilds
+
GUTS_SW_2
Terrifying
+
GUTS_NW_1
Multiple Constructions
+
GUTS_NW_2
Major River:
+
GUTS_SE_1
River:
+
GUTS_SE_2
Minor River:
+
GUTS_NE_1
Stream:
+
GUTS_NE_2
Brook:
+
STOCKPILE_N
Volcano:
+
STOCKPILE_S
Mountain:
+
STOCKPILE_FLOOR
Shallow Clay
+
STOCKPILE_N_UP
Little soil
+
STOCKPILE_E_UP
Some soil
+
STOCKPILE_E
Deep soil
+
STOCKPILE_W_UP
Very deep soil
+
STOCKPILE_W
Extremely deep soil
+
STOCKPILE_ANIMALS
Aquifer
+
STOCKPILE_BLANK
Shallow metals
+
STOCKPILE_CORPSES
Shallow metal
+
STOCKPILE_BARS
Deep metals
+
STOCKPILE_GEMS
Deep metal
+
STOCKPILE_FINISHED_GOODS
Flux stone
+
ZONE_INACTIVE_SELECTED_N_W
Neighbors
+
ZONE_INACTIVE_SELECTED_N_E
Your Civilization
+
ZONE_INACTIVE
Relative Elevation
+
ZONE_INACTIVE_SELECTED_N_S_W_E
Cliff Indicator
+
ZONE_INACTIVE_SELECTED_N
Flat
+
ZONE_INACTIVE_SELECTED_E
Slopes
+
ZONE_INACTIVE_SELECTED_S_E
Low Cliffs
+
ZONE_INACTIVE_SELECTED_S_W
Medium Cliffs
+
ZONE_INACTIVE_SELECTED_N_S
High Cliffs
+
ZONE_INACTIVE_SELECTED_W_E
Very High Cliffs (10+)
+
ZONE_INACTIVE_SELECTED_W
Extreme Cliffs (20+)
+
ZONE_INACTIVE_SELECTED_S
Reclaim
+
ZONE_INACTIVE_SELECTED_N_S_W
Searching
+
ZONE_INACTIVE_SELECTED_N_S_E
Find Desired Location
+
ZONE_INACTIVE_SELECTED_N_W_E
Partial Candidate
+
ZONE_INACTIVE_SELECTED_S_W_E
Suitable Site
+
ZONE_ACTIVE_N_W
Rain
+
ZONE_ACTIVE_N_E
Flux Stone
+
ZONE_INACTIVE_SELECTED
Underground River
+
ZONE_ACTIVE_N_S_W_E
Underground Pool
+
ZONE_ACTIVE_N
Magma Pool
+
ZONE_ACTIVE_E
Magma Pipe
+
ZONE_ACTIVE_S_E
Bottomless Pit
+
ZONE_ACTIVE_S_W
Other Features
+
ZONE_ACTIVE_N_S
Shallow Metal
+
ZONE_ACTIVE_W_E
Deep Metal
+
ZONE_ACTIVE_W
Soil
+
ZONE_ACTIVE_S
Multiple
+
ZONE_ACTIVE_N_S_W
Reclaim a Fortress
+
ZONE_ACTIVE_N_S_E
Movement keys control region cursor.
+
ZONE_ACTIVE_N_W_E
NOTICE: Notes are saved only when you save/lose your fort.
+
ZONE_ACTIVE_S_W_E
Are you sure you want to embark here?
+
ZONE_SELECTED_N_W
This is your only warning!
+
ZONE_SELECTED_N_E
You have selected the largest possible area.
+
ZONE_ACTIVE
You have selected a very large area.
+
ZONE_SELECTED_N_S_W_E
You have selected a large area.
+
ZONE_SELECTED_N
Choose a smaller area if you experience lags.
+
ZONE_SELECTED_E
You have selected an area with salt water.
+
ZONE_SELECTED_S_E
You have selected an area with an aquifer.
+
ZONE_SELECTED_S_W
Singular Noun
+
ZONE_SELECTED_N_S
Plural Noun
+
ZONE_SELECTED_W_E
Adjective
+
ZONE_SELECTED_W
Prefix
+
ZONE_SELECTED_S
Present (1st)
+
ZONE_SELECTED_N_S_W
Present (3rd)
+
ZONE_SELECTED_N_S_E
Preterite
+
ZONE_SELECTED_N_W_E
Past Participle
+
ZONE_SELECTED_S_W_E
Present Participle
+
ZONE_GENERAL_N_W
Front Compound
+
ZONE_GENERAL_N_E
Rear Compound
+
ZONE_SELECTED
First Adjective
+
ZONE_GENERAL_N_S_W_E
Second Adjective
+
ZONE_GENERAL_N
Hyphen Compound
+
ZONE_GENERAL_E
The X
+
ZONE_GENERAL_S_E
Could not give dwarf
+
ZONE_GENERAL_S_W
Cannot afford
+
ZONE_GENERAL_N_S
Play Now!
+
ZONE_GENERAL_W_E
Prepare for the journey carefully
+
ZONE_GENERAL_W
Use
+
ZONE_GENERAL_S
Pts:
+
ZONE_GENERAL_N_S_W
Warning!  The following embark profile name is already in use:
+
ZONE_GENERAL_N_S_E
Embark preparations were not completed.
+
ZONE_GENERAL_N_W_E
Profile
+
ZONE_GENERAL_S_W_E
Active/Training
+
WORKSHOP_JEWELER
data/init/embark_profiles.txt
+
WORKSHOP_METALSMITH
PROFILE
+
WORKSHOP_MASON
RECLAIM_SKILL
+
WORKSHOP_CRAFTS
Unrecognized Embark Profile Token:
+
WORKSHOP_MECHANIC
This strange language cannot be translated.
+
WORKSHOP_SIEGE
You have located
+
WORKSHOP_MAGMAFORGE
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE
+
WORKSHOP_BOWYER
site_map-
+
WORKSHOP_LEATHER
mountain halls
+
WORKSHOP_TANNER
fortress
+
WORKSHOP_SIEGE_OVERLAY
cave
+
WORKSHOP_BUTCHER
forest retreat
+
WORKSHOP_STILL
town
+
WORKSHOP_LOOM
hamlet
+
WORKSHOP_CLOTHES
labyrinth
+
WORKSHOP_FISHERY
shrine
+
WORKSHOP_KITCHEN
monument
+
WORKSHOP_ASHERY
camp
+
WORKSHOP_KENNEL
important location
+
WORKSHOP_KENNEL_OVERLAY
site
+
TRADE_DEPOT_OVERLAY
Site Center Flood Overflow
+
FURNACE_WOOD
Non-feature related elevation hole
+
WORKSHOP_DYER
begins to talk in a hushed whisper when
+
TRADE_DEPOT
starts to whisper when
+
FURNACE_KILN
whispers when
+
FURNACE_SMELTER_LAVA
usually speaks in a whisper
+
FURNACE_SMELTER
talks very quietly when
+
FURNACE_GLASS
keeps
+
WORKSHOP_CUSTOM_OVERLAY
speaks very quietly
+
WORKSHOP_CARPENTER_OVERLAY
starts yelling whenever
+
FURNACE_GLASS_LAVA
begins to talk louder when
+
FURNACE_KILN_LAVA
talks very loudly when
+
WORKSHOP_CRAFTS_OVERLAY
shouts when
+
WORKSHOP_JEWELER_OVERLAY
talks very loudly whenever
+
WORKSHOP_FARMER_OVERLAY
greets others very loudly
+
WORKSHOP_MASON_OVERLAY
speaks very loudly
+
WORKSHOP_BOWYER_OVERLAY
begins speaking in a monotone whenever
+
WORKSHOP_MECHANIC_OVERLAY
starts to drone when
+
WORKSHOP_METALSMITH_OVERLAY
begins to talk in a monotone when
+
WORKSHOP_MAGMAFORGE_OVERLAY
speaks in a monotone when
+
WORKSHOP_TANNER_OVERLAY
has a very monotonous way of speaking
+
WORKSHOP_CLOTHES_OVERLAY
begins to talk more slowly when
+
WORKSHOP_BUTCHER_OVERLAY
begins to talk much more slowly when
+
WORKSHOP_LEATHER_OVERLAY
When
+
WORKSHOP_LOOM_OVERLAY
begins to talk rapidly when
+
WORKSHOP_KITCHEN_OVERLAY
talks very quickly when
+
WORKSHOP_FISHERY_OVERLAY
speaks rapidly when
+
WORKSHOP_STILL_OVERLAY
talks very rapidly after
+
FURNACE_WOOD_OVERLAY
speaks very deliberately when
+
FURNACE_SMELTER_OVERLAY
tends to speak very deliberately
+
WORKSHOP_ASHERY_OVERLAY
mutters under
+
WORKSHOP_DYER_OVERLAY
starts to mutter under
+
FURNACE_SMELTER_LAVA_OVERLAY
Whenever there's a pause in a conversation,
+
FURNACE_GLASS_LAVA_OVERLAY
constantly mutters under
+
FURNACE_GLASS_OVERLAY
starts to stutter when
+
FURNACE_KILN_OVERLAY
always stutters when
+
FARMPLOT_PLANTED
stammers when
+
BALLISTA_N
begins to stammer when
+
FURNACE_KILN_LAVA_OVERLAY
stutters occasionally
+
FARMPLOT
talks to inanimate objects when
+
BALLISTA_E
often talks to inanimate objects when
+
CATAPULT_N
has a tendency to talk to inanimate objects
+
BALLISTA_S
talks to
+
BALLISTA_W
starts talking to
+
STOCKPILE_SHEETS
When there's a pause in a conversation,
+
STOCKPILE_ICON_BLANK
gets distracted from conversations easily when
+
STOCKPILE_WEAPONS
gets distracted during conversations when
+
STOCKPILE_ICON_ARMOR
gets easily distracted during conversations when
+
STOCKPILE_ICON_BARS
tends to be easily distracted during conversations
+
STOCKPILE_ICON_AMMO
often tells pointless stories when
+
STOCKPILE_ICON_ANIMALS
quite often tells pointless stories when
+
STOCKPILE_ICON_CORPSES
will frequently ramble on with stories that don't any point or even conclusion
+
STOCKPILE_ICON_FINISHED_GOODS
becomes very focused during conversations when
+
STOCKPILE_ICON_CLOTH
tends to be very focused during conversations
+
STOCKPILE_ICON_COINS
will often pause in conversation to look for the right word
+
STOCKPILE_ICON_GEMS
often touches others during conversations when
+
STOCKPILE_ICON_LEATHER
will often touch others when greeting them
+
STOCKPILE_ICON_FOOD
often touches those to whom
+
STOCKPILE_ICON_FURNITURE
has a way of arguing with those that are in agreement with
+
STOCKPILE_ICON_STONE
can't stand quiet pauses in conversations and always finds something to say
+
STOCKPILE_ICON_WEAPONS
pauses before speaking
+
STOCKPILE_ICON_REFUSE
talks about others behind their backs
+
STOCKPILE_ICON_SHEETS
interrupts others during conversations when
+
STOCKPILE_ICON_ALL
tends to interrupts others during conversations when
+
STOCKPILE_ICON_SIGNLESS_BLANK
has a habit of interrupting speakers
+
STOCKPILE_ICON_WOOD
gives incredibly vague answers to questions
+
STOCKPILE_ICON_CUSTOM
will without fail turn any conversation to
+
STOCKPILE_ICON_SIGNLESS_ARMOR
rarely speaks when
+
STOCKPILE_ICON_SIGNLESS_BARS
has trouble speaking when
+
STOCKPILE_ICON_SIGNLESS_AMMO
rarely speaks
+
STOCKPILE_ICON_SIGNLESS_ANIMALS
rarely starts conversations
+
STOCKPILE_ICON_SIGNLESS_CORPSES
has the habit of answering questions with questions
+
STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS
repeatedly snaps
+
STOCKPILE_ICON_SIGNLESS_CLOTH
often snaps
+
STOCKPILE_ICON_SIGNLESS_COINS
snaps
+
STOCKPILE_ICON_SIGNLESS_GEMS
always snaps
+
STOCKPILE_ICON_SIGNLESS_LEATHER
has a habit of snapping
+
STOCKPILE_ICON_SIGNLESS_FOOD
drums
+
STOCKPILE_ICON_SIGNLESS_FURNITURE
has a habit of drumming
+
STOCKPILE_ICON_SIGNLESS_STONE
scratches
+
STOCKPILE_ICON_SIGNLESS_WEAPONS
has a habit of scratching
+
STOCKPILE_ICON_SIGNLESS_REFUSE
tends to scratch
+
STOCKPILE_ICON_SIGNLESS_SHEETS
always scratches
+
STOCKPILE_ICON_SIGNLESS_ALL
often rubs
+
UNIT_STATUS
points and shakes
+
STOCKPILE_ICON_SIGNLESS_WOOD
shakes
+
STOCKPILE_ICON_SIGNLESS_CUSTOM
runs
+
WAGON_S
has a habit of running
+
WAGON_W
cracks
+
WAGON_BLD
often gives
+
WAGON_N
occasionally cracks
+
WAGON_GOODS_N
laughs in a unique way when
+
WAGON_GOODS_S
has a very distinct laugh for when
+
WAGON_E
laughs in a distinct fashion when
+
WAGON_GOODS_BLD
laughs in a unique way whenever
+
WORKSHOP_QUERN
has a very distinct laugh
+
WORKSHOP_MILLSTONE
laughs silently
+
WAGON_GOODS_E
has a nervous laugh
+
WAGON_GOODS_W
laughs at
+
WORKSHOP_CARPENTER
walks as if in a terrible hurry whenever
+
WORKSHOP_FARMER
skips around when
+
WORKSHOP_MILLSTONE_TURNING
skips over to others when
+
WORKSHOP_CUSTOM
skips wherever
+
UPRIGHT_WEAPON_RETRACTED_5
walks with a confident stride
+
UPRIGHT_WEAPON_RETRACTED_6
holds
+
UPRIGHT_WEAPON_RETRACTED_3
slouches when
+
UPRIGHT_WEAPON_RETRACTED_4
chews
+
UPRIGHT_WEAPON_RETRACTED_9
idly chews
+
UPRIGHT_WEAPON_RETRACTED_10
gnaws
+
UPRIGHT_WEAPON_RETRACTED_7
tends to chew
+
UPRIGHT_WEAPON_RETRACTED_8
gnaws on
+
AXLE_HORIZONTAL_NS_1
has a habit of chewing on
+
AXLE_HORIZONTAL_NS_2
often bites
+
DEBRIS_1
bites
+
DEBRIS_2
gives hugs out freely
+
GEAR_ASSEMBLY_1
When greeting others,
+
GEAR_ASSEMBLY_2
has a nervous smile
+
AXLE_HORIZONTAL_WE_1
stomps
+
AXLE_HORIZONTAL_WE_2
taps
+
AXLE_HORIZONTAL_NS_FITTINGS_1
has a habit of tapping
+
AXLE_HORIZONTAL_NS_FITTINGS_2
lowers
+
AXLE_VERTICAL_1
often lowers
+
AXLE_VERTICAL_2
often has
+
GEAR_ASSEMBLY_SOUTH_AXLE_1
has a menacing stare when
+
GEAR_ASSEMBLY_SOUTH_AXLE_2
stares intently when
+
AXLE_HORIZONTAL_WE_FITTINGS_1
tends to stare unwaveringly when
+
AXLE_HORIZONTAL_WE_FITTINGS_2
has a certain stare for when
+
WINDMILL_N_1
has a habit of staring at others
+
WINDMILL_N_2
winks when
+
AXLE_VERTICAL_FITTINGS_1
winks during conversations
+
AXLE_VERTICAL_FITTINGS_2
commonly winks as a form of greeting
+
WINDMILL_W_1
exhales sharply when
+
WINDMILL_W_2
exhales slowly and deliberately when
+
WINDMILL_S_1
blows
+
WINDMILL_S_2
inhales sharply when
+
WINDMILL_NW_1
always takes a deep breath whenever
+
WINDMILL_NW_2
clicks
+
WINDMILL_E_1
has a habit of clicking
+
WINDMILL_E_2
licks
+
WINDMILL_SW_1
tends to stretch
+
WINDMILL_SW_2
has a habit of stretching
+
WINDMILL_NE_1
tends to stretch out when
+
WINDMILL_NE_2
likes to stretch
+
WATER_WHEEL_NS_1
bounces
+
WATER_WHEEL_NS_2
has a calm demeanor
+
WINDMILL_SE_1
has a very calm demeanor
+
WINDMILL_SE_2
has an incredibly calm demeanor
+
SCREWPUMP_E_1
never becomes angry
+
SCREWPUMP_E_2
often feels discouraged
+
WATER_WHEEL_WE_1
rarely feels discouraged
+
WATER_WHEEL_WE_2
almost never feels discouraged
+
SCREWPUMP_N_1
never feels discouraged
+
SCREWPUMP_N_2
feels strong urges and seeks short-term rewards
+
SCREWPUMP_W_1
occasionally overindulges
+
SCREWPUMP_W_2
doesn't often experience strong cravings or urges
+
SCREWPUMP_AXLE_1
only rarely feels strong cravings or urges
+
SCREWPUMP_AXLE_2
never feels tempted to overindulge in anything
+
SCREWPUMP_S_1
becomes completely helpless in stressful situations
+
SCREWPUMP_S_2
cracks easily under pressure
+
SOIL_WALL_N_3
doesn't handle stress well
+
SOIL_WALL_N_4
can handle stress
+
SOIL_WALL_N_1
genuinely likes others and openly expresses positive feelings toward them
+
SOIL_WALL_N_2
makes friends quickly
+
SOIL_WALL_S_3
does not actively seek friendships and is incredibly distant and reserved
+
SOIL_WALL_S_4
truly treasures the company of others
+
SOIL_WALL_S_1
enjoys being in crowds
+
SOIL_WALL_S_2
enjoys the company of others
+
CATAPULT_E
tends to avoid crowds
+
LEVER_SET
prefers to be alone
+
CATAPULT_S
considers spending time alone much more important than associating with others
+
CATAPULT_W
loves to take charge and direct activities
+
TRACK_STOP_STONE_WE
prefers that others handle the leadership roles
+
TRACK_STOP_STONE_SE
never speaks out or attempts to direct activities
+
LEVER_PULLED
lives life at a leisurely pace
+
TRACK_STOP_STONE_NS
can't be bothered with frantic, fast-paced living
+
TRACK_STOP_STONE_NW
lives for risk and excitement
+
TRACK_STOP_STONE_NSW
loves a good thrill
+
TRACK_STOP_STONE_SW
doesn't need thrills or risks in life
+
TRACK_STOP_STONE_NE
often feels filled with joy
+
TRACK_STOP_STONE_NWE
can be very happy and optimistic
+
TRACK_STOP_STONE_NSWE
has a fertile imagination
+
TRACK_STOP_STONE_NSE
isn't given to flights of fancy
+
TRACK_STOP_STONE_SWE
can easily become absorbed in art and the beauty of the natural world
+
TRACK_STOP_STONE_E
greatly appreciates art and natural beauty
+
TRACK_STOP_STONE_W
appreciates art and natural beauty
+
TRACK_STOP_STONE_S
does not have a great aesthetic sensitivity
+
TRACK_STOP_STONE_N
has a profound understanding of
+
TRACK_STOP_WOOD_SE
has a great awareness of
+
TRACK_STOP_WOOD_SW
has a good awareness of
+
TRACK_STOP_WOOD_NS
tends not to openly express emotions
+
TRACK_STOP_WOOD_WE
does not display
+
TRACK_STOP_WOOD_NSW
likes to try new things
+
TRACK_STOP_WOOD_NSE
prefers familiar routines
+
TRACK_STOP_WOOD_NE
loves new and fresh ideas
+
TRACK_STOP_WOOD_NW
dislikes intellectual discussions
+
TRACK_STOP_WOOD_NSWE
regards intellectual exercises as a waste of energy
+
TRACK_STOP_WOOD_S
revels in chaos and disorder
+
TRACK_STOP_WOOD_SWE
loves to defy convention
+
TRACK_STOP_WOOD_NWE
admires tradition
+
TRACK_STOP_WOOD_W
prefers stability and security to ambiguity and disorder
+
TRAP_CAGE
does not trust others
+
TRACK_STOP_WOOD_N
sees others as selfish and conniving
+
TRACK_STOP_WOOD_E
believes that some deception is necessary in relationships with others
+
TRAP_STONE
finds helping others very rewarding
+
TRAP_STONE_TOP
finds helping others rewarding
+
TRAP_CAGE_TOP
does not go out of
+
TRAP_CAGE_UNLOADED
dislikes helping others
+
TRAP_WEAPON_UNLOADED
views helping others as an imposition on
+
TRAP_WEAPON_GENERIC_PIKE
sacrifices
+
TRAP_STONE_UNLOADED
dislikes confrontations
+
TRAP_WEAPON
doesn't like to compromise with others
+
TRAP_WEAPON_GENERIC_SWORD
would rather intimidate others than compromise with them
+
TRAP_WEAPON_GENERIC_AXE
would never deny
+
TRAP_WEAPON_GENERIC_SPEAR
would never claim to be better than somebody else
+
TRAP_WEAPON_GENERIC_WHIP
finds immodesty distasteful
+
TRAP_WEAPON_GENERIC_DAGGER
would never shy away from an opportunity to say
+
TRAP_WEAPON_GENERIC_CROSSBOW
would never let an objective judgement be tempered by mercy or pity
+
TRAP_WEAPON_GENERIC_MACE
lacks confidence
+
TRAP_WEAPON_GENERIC_HAMMER
does not feel effective in life
+
TRAP_PLATE_READY
always feels as if
+
TRAP_PLATE_PRESSED
loves to make lists and keep schedules
+
TRAP_WEAPON_GENERIC_BOW
tries to live a well-organized life
+
TRAP_WEAPON_GENERIC_BLOWGUN
has a profound sense of duty and obligation
+
TRAP_PLATE_READY_WATER
has a strong sense of duty
+
TRAP_PLATE_PRESSED_WATER
has a sense of duty
+
TRAP_PLATE_READY_MINECART
finds rules confining
+
TRAP_PLATE_PRESSED_MINECART
dislikes contracts and regulations
+
UPRIGHT_WEAPON_RETRACTED_1
hates rules, contracts and other confining elements in
+
UPRIGHT_WEAPON_RETRACTED_2
constantly strives for perfection
+
TRAP_PLATE_READY_MAGMA
thinks it is incredibly important to strive for excellence
+
TRAP_PLATE_PRESSED_MAGMA
strives for excellence
+
WORN1_STONE_WALL_W_E_3
doesn't go out of
+
WORN1_STONE_WALL_W_E_4
very rarely does more work than necessary
+
WORN1_STONE_WALL_W_E_1
does the bare minimum necessary to accomplish the task at hand
+
WORN1_STONE_WALL_W_E_2
will persist in the face of any difficulty until the task is complete
+
WORN1_STONE_WALL_N_S_3
possesses great willpower
+
WORN1_STONE_WALL_N_S_4
has very little self-discipline
+
WORN1_STONE_WALL_N_S_1
rarely completes tasks and is often overcome by distractions
+
WORN1_STONE_WALL_N_S_2
thinks through every alternative and its consequences before acting
+
WORN2_STONE_WALL_N_3
takes time when making decisions
+
WORN2_STONE_WALL_N_4
often does the first thing that comes to mind
+
WORN2_STONE_WALL_N_1
acts impulsively
+
WORN2_STONE_WALL_N_2
always acts without considering alternatives or thinking through possibilities
+
WORN2_STONE_WALL_S_3
Mixed
+
WORN2_STONE_WALL_S_4
Station
+
WORN2_STONE_WALL_S_1
Kill
+
WORN2_STONE_WALL_S_2
Defend Burrows
+
WORN2_STONE_WALL_E_3
Patrol Route
+
WORN2_STONE_WALL_E_4
Train
+
WORN2_STONE_WALL_E_1
Defend
+
WORN2_STONE_WALL_E_2
Patrol
+
WORN2_STONE_WALL_W_3
Report Death of
+
WORN2_STONE_WALL_W_4
Kill
+
WORN2_STONE_WALL_W_1
Seek
+
WORN2_STONE_WALL_W_2
TILE_PAGE
+
WORN2_STONE_WALL_NE
CREATURE_GRAPHICS
+
WORN2_STONE_WALL_SW
FILE
+
WORN2_STONE_WALL_SE
TILE_DIM
+
WORN2_STONE_WALL_NW
PAGE_DIM
+
WORN2_STONE_WALL_S_E
Unrecognized Tile Page Token:
+
WORN2_STONE_WALL_N_E
GPU does not support non-power-of-two textures, using
+
WORN2_STONE_WALL_S_W
GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.
+
WORN2_STONE_WALL_N_W
Asked for nonexistent texture data
+
WORN2_STONE_WALL_S_W_E
Asked to clone nonexistent texture!
+
WORN2_STONE_WALL_N_S_W
grayscale_texture ran into mysteriously uncanocalized texture
+
WORN2_STONE_WALL_N_S_E
Tileset not found
+
WORN2_STONE_WALL_N_W_E
Not found:
+
WORN2_STONE_WALL_N_S_W_E_3
Image not found
+
WORN2_STONE_WALL_N_S_W_E_4
Unscheduled
+
WORN2_STONE_WALL_N_S_W_E_1
Cannot reach site
+
WORN2_STONE_WALL_N_S_W_E_2
Getting married
+
WORN2_STONE_WALL_W_E_3
Interrupted by
+
WORN2_STONE_WALL_W_E_4
combat
+
WORN2_STONE_WALL_W_E_1
Inappropriate dig square
+
WORN2_STONE_WALL_W_E_2
Area became inappropriate
+
WORN2_STONE_WALL_N_S_3
Moved
+
WORN2_STONE_WALL_N_S_4
Need empty bucket
+
WORN2_STONE_WALL_N_S_1
Need empty trap
+
WORN2_STONE_WALL_N_S_2
Need empty bag
+
WORN3_STONE_WALL_N_3
Need empty cage
+
WORN3_STONE_WALL_N_4
Need valid, active sand collection zone
+
WORN3_STONE_WALL_N_1
Need valid, active clay collection zone
+
WORN3_STONE_WALL_N_2
Sand vanished
+
WORN3_STONE_WALL_S_3
Clay vanished
+
WORN3_STONE_WALL_S_4
Incapable of carrying
+
WORN3_STONE_WALL_S_1
Too injured
+
WORN3_STONE_WALL_S_2
Resting injury
+
WORN3_STONE_WALL_E_3
Animal inaccessible
+
WORN3_STONE_WALL_E_4
Patient inaccessible
+
WORN3_STONE_WALL_E_1
Infant inaccessible
+
WORN3_STONE_WALL_E_2
Item inaccessible
+
WORN3_STONE_WALL_W_3
Drop-off inaccessible
+
WORN3_STONE_WALL_W_4
Building inaccessible
+
WORN3_STONE_WALL_W_1
Area inaccessible
+
WORN3_STONE_WALL_W_2
Nothing in cage
+
SOIL_WALL_E_3
Nothing to cage
+
SOIL_WALL_E_4
Nothing to catch
+
SOIL_WALL_E_1
Patient not resting
+
SOIL_WALL_E_2
Already leading creature
+
SOIL_WALL_W_3
Water source vanished
+
SOIL_WALL_W_4
Water source contaminated
+
SOIL_WALL_W_1
Creature occupying site
+
SOIL_WALL_W_2
Bucket full of extraneous material
+
SOIL_WALL_NE
Well dry
+
SOIL_WALL_SW
Need office
+
SOIL_WALL_SE
Wrong ammunition
+
SOIL_WALL_NW
Ammunition inaccessible
+
SOIL_WALL_S_E
Item blocking site
+
SOIL_WALL_N_E
Building site submerged
+
SOIL_WALL_S_W
Animal not restrained
+
SOIL_WALL_N_W
Inappropriate building
+
SOIL_WALL_S_W_E
Wrong justice state
+
SOIL_WALL_N_S_W
Nothing in building
+
SOIL_WALL_N_S_E
Relieved
+
SOIL_WALL_N_W_E
Water is frozen
+
SOIL_WALL_N_S_W_E_3
Too insane
+
SOIL_WALL_N_S_W_E_4
Taken by mood
+
SOIL_WALL_N_S_W_E_1
Went insane
+
SOIL_WALL_N_S_W_E_2
Throwing tantrum
+
SOIL_WALL_W_E_3
Could not find path
+
SOIL_WALL_W_E_4
Path blocked
+
SOIL_WALL_W_E_1
Seeking artifact
+
SOIL_WALL_W_E_2
Handling dangerous creature
+
SOIL_WALL_N_S_3
Going to bed
+
SOIL_WALL_N_S_4
Seeking Infant
+
SOIL_WALL_N_S_1
Dangerous terrain
+
SOIL_WALL_N_S_2
Forbidden area
+
WORN1_STONE_WALL_N_3
Job item misplaced
+
WORN1_STONE_WALL_N_4
Job item lost or destroyed
+
WORN1_STONE_WALL_N_1
Getting food
+
WORN1_STONE_WALL_N_2
Getting water
+
WORN1_STONE_WALL_S_3
Hunting vermin for food
+
WORN1_STONE_WALL_S_4
Target inaccessible
+
WORN1_STONE_WALL_S_1
Target too injured
+
WORN1_STONE_WALL_S_2
Attacking building
+
WORN1_STONE_WALL_E_3
Lost pick
+
WORN1_STONE_WALL_E_4
Invalid officer
+
WORN1_STONE_WALL_E_1
Removed from guard
+
WORN1_STONE_WALL_E_2
Equipment mismatch
+
WORN1_STONE_WALL_W_3
Caged
+
WORN1_STONE_WALL_W_4
Getting something to drink
+
WORN1_STONE_WALL_W_1
Using well
+
WORN1_STONE_WALL_W_2
Lost axe
+
WORN1_STONE_WALL_NE
Not responsible for trade
+
WORN1_STONE_WALL_SW
Need splint
+
WORN1_STONE_WALL_SE
Need thread
+
WORN1_STONE_WALL_NW
Need cloth
+
WORN1_STONE_WALL_S_E
Need crutch
+
WORN1_STONE_WALL_N_E
Bad script! #1
+
WORN1_STONE_WALL_S_W
Bad script! #2
+
WORN1_STONE_WALL_N_W
Bad script! #3
+
WORN1_STONE_WALL_S_W_E
Need bag containing powder suitable for cast application
+
WORN1_STONE_WALL_N_S_W
Not appointed
+
WORN1_STONE_WALL_N_S_E
OVERWROTE JOB:
+
WORN1_STONE_WALL_N_W_E
miner
+
WORN1_STONE_WALL_N_S_W_E_3
woodworker
+
WORN1_STONE_WALL_N_S_W_E_4
carpenter
+
WORN1_STONE_WALL_N_S_W_E_1
bowyer
+
WORN1_STONE_WALL_N_S_W_E_2
woodcutter
+
MOSS_WALL_SE
stoneworker
+
MOSS_WALL_NW
engraver
+
MOSS_WALL_E
mason
+
MOSS_WALL_W
ranger
+
MOSS_WALL_S_W
animal caretaker
+
MOSS_WALL_N_W
animal trainer
+
MOSS_WALL_NE
hunter
+
MOSS_WALL_SW
trapper
+
MOSS_WALL_N_S_E
animal dissector
+
MOSS_WALL_N_W_E
metalsmith
+
MOSS_WALL_S_E
furnace operator
+
MOSS_WALL_N_E
weaponsmith
+
MOSS_WALL_N_S_W_E
armorer
+
MOSS_WALL_W_E
blacksmith
+
MOSS_WALL_S_W_E
metalcrafter
+
MOSS_WALL_N_S_W
jeweler
+
ROOT_WALL_S
gem cutter
+
ROOT_WALL_E
gem setter
+
MOSS_WALL_N_S
woodcrafter
+
ROOT_WALL_N
potter
+
ROOT_WALL_NW
glazer
+
ROOT_WALL_NE
wax worker
+
ROOT_WALL_W
stonecrafter
+
ROOT_WALL_SE
leatherworker
+
ROOT_WALL_N_W
bone carver
+
ROOT_WALL_S_E
weaver
+
ROOT_WALL_SW
clothier
+
ROOT_WALL_S_W
glassmaker
+
ROOT_WALL_N_W_E
strand extractor
+
ROOT_WALL_S_W_E
fishery worker
+
ROOT_WALL_N_E
fisherman
+
ROOT_WALL_N_S_E
fish dissector
+
ROOT_WALL_W_E
fish cleaner
+
ROOT_WALL_N_S
farmer
+
ROOT_WALL_N_S_W
cheese maker
+
ROOT_WALL_N_S_W_E
milker
+
SAND_WALL_E
shearer
+
SAND_WALL_W
spinner
+
SAND_WALL_N
cook
+
SAND_WALL_S
thresher
+
SAND_WALL_NE
miller
+
SAND_WALL_SW
butcher
+
SAND_WALL_SE
tanner
+
SAND_WALL_NW
dyer
+
SAND_WALL_S_E
presser
+
SAND_WALL_N_E
beekeeper
+
SAND_WALL_S_W
planter
+
SAND_WALL_N_W
herbalist
+
SAND_WALL_S_W_E
brewer
+
SAND_WALL_N_S_W
soap maker
+
SAND_WALL_N_S_E
potash maker
+
SAND_WALL_N_W_E
lye maker
+
SAND_WALL_N_S
wood burner
+
SAND_Y_WALL_N
engineer
+
SAND_WALL_N_S_W_E
mechanic
+
SAND_WALL_W_E
siege engineer
+
SAND_Y_WALL_W
siege operator
+
SAND_Y_WALL_SE
pump operator
+
SAND_Y_WALL_S
clerk
+
SAND_Y_WALL_E
trader
+
SAND_Y_WALL_SW
architect
+
SAND_Y_WALL_S_W
doctor
+
SAND_Y_WALL_NW
diagnoser
+
SAND_Y_WALL_NE
bone doctor
+
WORN3_STONE_WALL_NE
suturer
+
WORN3_STONE_WALL_SW
surgeon
+
WORN3_STONE_WALL_SE
alchemist
+
WORN3_STONE_WALL_NW
merchant
+
WORN3_STONE_WALL_S_E
drunk
+
WORN3_STONE_WALL_N_E
hammerman
+
WORN3_STONE_WALL_S_W
spearman
+
WORN3_STONE_WALL_N_W
crossbowman
+
WORN3_STONE_WALL_S_W_E
wrestler
+
WORN3_STONE_WALL_N_S_W
axeman
+
WORN3_STONE_WALL_N_S_E
swordsman
+
WORN3_STONE_WALL_N_W_E
maceman
+
WORN3_STONE_WALL_N_S_W_E_3
pikeman
+
WORN3_STONE_WALL_N_S_W_E_4
bowman
+
WORN3_STONE_WALL_N_S_W_E_1
blowgunner
+
WORN3_STONE_WALL_N_S_W_E_2
lasher
+
WORN3_STONE_WALL_W_E_3
recruit
+
WORN3_STONE_WALL_W_E_4
babies
+
WORN3_STONE_WALL_W_E_1
baby
+
WORN3_STONE_WALL_W_E_2
peasant
+
WORN3_STONE_WALL_N_S_3
Stray
+
WORN3_STONE_WALL_N_S_4
Ghost
+
WORN3_STONE_WALL_N_S_1
Cultist
+
WORN3_STONE_WALL_N_S_2
There is nothing to catch in
+
SMOOTHED_STONE_WALL_E
There is nothing to catch in the
+
SMOOTHED_STONE_WALL_W
northwestern
+
SMOOTHED_STONE_WALL_N
southwestern
+
SMOOTHED_STONE_WALL_S
northeastern
+
SMOOTHED_STONE_WALL_NE
southeastern
+
SMOOTHED_STONE_WALL_SW
northern
+
SMOOTHED_STONE_WALL_SE
southern
+
SMOOTHED_STONE_WALL_NW
central
+
SMOOTHED_STONE_WALL_S_E
cavern
+
SMOOTHED_STONE_WALL_N_E
magma sea
+
SMOOTHED_STONE_WALL_S_W
eerie cavern
+
SMOOTHED_STONE_WALL_N_W
swamps
+
SMOOTHED_STONE_WALL_S_W_E
You have learned the power "
+
SMOOTHED_STONE_WALL_N_S_W
You have
+
SMOOTHED_STONE_WALL_N_S_E
transformed into a
+
SMOOTHED_STONE_WALL_N_W_E
The rest of the vomit burns away in the lava.
+
SMOOTHED_STONE_WALL_N_S
The vomit burns away in the lava.
+
ENGRAVED_STONE_WALL_N
The rest of the vomit burns away in the magma.
+
SMOOTHED_STONE_WALL_N_S_W_E
The vomit burns away in the magma.
+
SMOOTHED_STONE_WALL_W_E
The rest of the vomit disappears into the water.
+
ENGRAVED_STONE_WALL_W
The vomit disappears into the water.
+
ENGRAVED_STONE_WALL_SE
The rest of the vomit falls away into the chasm.
+
ENGRAVED_STONE_WALL_S
The vomit falls away into the chasm.
+
ENGRAVED_STONE_WALL_E
The rest of the vomit falls away into the underworld.
+
ENGRAVED_STONE_WALL_SW
The vomit falls away into the underworld.
+
ENGRAVED_STONE_WALL_S_W
The rest of the vomit splatters into the shallow puddle of water.
+
ENGRAVED_STONE_WALL_NW
The vomit splatters into the shallow puddle of water.
+
ENGRAVED_STONE_WALL_NE
Horrors!  Demons in the deep!
+
ENGRAVED_STONE_WALL_N_E
Intruders!  Drive them away!
+
ENGRAVED_STONE_WALL_N_S_E
Thief!  Protect the hoard from skulking filth!
+
ENGRAVED_STONE_WALL_N_W
Snatcher!  Protect the children!
+
ENGRAVED_STONE_WALL_S_E
You've spotted a
+
ENGRAVED_STONE_WALL_N_S_W
You spring from ambush!
+
ENGRAVED_STONE_WALL_N_S_W_E
You've been spotted!
+
ENGRAVED_STONE_WALL_N_W_E
unit contained in unit
+
ENGRAVED_STONE_WALL_S_W_E
Double Caged Unit
+
MOSS_WALL_N
Receive job pay: NULL JOB
+
MOSS_WALL_S
They have organized a wedding reception
+
ENGRAVED_STONE_WALL_W_E
You are
+
ENGRAVED_STONE_WALL_N_S
blistering
+
SAND_R_WALL_N_S
being incinerated
+
MAGMA_WALL_N
freezing
+
SAND_R_WALL_N_S_W_E
being frozen solid
+
SAND_R_WALL_W_E
freezing to death
+
MAGMA_WALL_W
burning alive
+
MAGMA_WALL_SE
burning to death
+
MAGMA_WALL_S
You are melting!
+
MAGMA_WALL_E
ecstatic
+
MAGMA_WALL_SW
happy
+
MAGMA_WALL_S_W
quite content
+
MAGMA_WALL_NW
fine
+
MAGMA_WALL_NE
unhappy
+
MAGMA_WALL_N_E
very unhappy
+
MAGMA_WALL_N_S_E
miserable
+
MAGMA_WALL_N_W
gave birth to
+
MAGMA_WALL_S_E
got married recently
+
MAGMA_WALL_N_S_W
became caught up in a new romance recently
+
MAGMA_WALL_N_S_W_E
gained siblings
+
MAGMA_WALL_N_W_E
gained a sibling
+
MAGMA_WALL_S_W_E
became a parent
+
ICE_WALL_N
was disgusted to be forced to talk to a pillar of society recently
+
ICE_WALL_S
was upset to be forced to talk to a pillar of society recently
+
MAGMA_WALL_W_E
was irritated to be forced to talk to a pillar of society recently
+
MAGMA_WALL_N_S
was pleased to be able to talk to a pillar of society recently
+
ICE_WALL_SE
was ecstatic to be able to talk to a pillar of society recently
+
ICE_WALL_NW
was still bathing in awe after talking to a pillar of society recently
+
ICE_WALL_E
slept uneasily due to noise lately
+
ICE_WALL_W
slept very uneasily due to noise lately
+
ICE_WALL_S_W
was woken by noise while sleeping lately
+
ICE_WALL_N_W
has been evicted lately
+
ICE_WALL_NE
has been tired lately
+
ICE_WALL_SW
had a miscarriage recently
+
ICE_WALL_N_S_E
has been exhausted lately
+
ICE_WALL_N_W_E
has complained of hunger lately
+
ICE_WALL_S_E
has complained of thirst lately
+
ICE_WALL_N_E
has been starving lately
+
ICE_WALL_N_S_W_E
has been dehydrated lately
+
ICE_WALL_W_E
was worried by the scarcity of tax collection escorts lately
+
ICE_WALL_S_W_E
was worried by the scarcity of guards lately
+
ICE_WALL_N_S_W
was worried by the scarcity of cages and chains lately
+
SMOOTHED_ICE_WALL_S
was unable to reach a room for tax collection lately
+
SMOOTHED_ICE_WALL_E
was misinformed about a room for tax collection lately
+
ICE_WALL_N_S
was upset that the tax collection didn't go smoothly lately
+
SMOOTHED_ICE_WALL_N
has been taxed recently
+
SMOOTHED_ICE_WALL_NW
has lost property to the tax collector's escorts recently
+
SMOOTHED_ICE_WALL_NE
was upset to have disappointed a noble lately
+
SMOOTHED_ICE_WALL_W
has been attacked lately
+
SMOOTHED_ICE_WALL_SE
has been attacked by the dead lately
+
SMOOTHED_ICE_WALL_N_W
has been attacked by own dead
+
SMOOTHED_ICE_WALL_S_E
haunted
+
SMOOTHED_ICE_WALL_SW
tormented
+
SMOOTHED_ICE_WALL_S_W
possessed
+
SMOOTHED_ICE_WALL_N_W_E
tortured
+
SMOOTHED_ICE_WALL_S_W_E
has been
+
SMOOTHED_ICE_WALL_N_E
has been tormented in nightmares by a dead pet lately
+
SMOOTHED_ICE_WALL_N_S_E
has been tormented in nightmares by a dead spouse lately
+
SMOOTHED_ICE_WALL_W_E
has been tormented in nightmares by a dead lover lately
+
SMOOTHED_ICE_WALL_N_S
has been tormented in nightmares by a dead sibling lately
+
SMOOTHED_ICE_WALL_N_S_W
has been tormented in nightmares by own dead mother lately
+
SMOOTHED_ICE_WALL_N_S_W_E
has been tormented in nightmares by own dead father lately
+
ORE_VEIN_WALL_E
has been tormented in nightmares by own dead child lately
+
ORE_VEIN_WALL_W
has been tormented in nightmares by a dead friend lately
+
ORE_VEIN_WALL_N
has been tormented in nightmares by a dead and still annoying acquaintance lately
+
ORE_VEIN_WALL_S
has been tormented in nightmares by the dead lately
+
SAND_Y_WALL_N_E
had a wonderful soapy bath recently
+
SAND_Y_WALL_N_S_E
had a nice bath recently
+
SAND_Y_WALL_N_W
was forced to eat vermin to survive lately
+
SAND_Y_WALL_S_E
was forced to eat a beloved creature to survive lately
+
SAND_Y_WALL_N_S_W
was forced to eat a treasured pet to survive lately
+
SAND_Y_WALL_N_S_W_E
has complained of the lack of chairs lately
+
SAND_Y_WALL_N_W_E
has complained of the crowded tables lately
+
SAND_Y_WALL_S_W_E
has complained of the lack of dining tables lately
+
SAND_W_WALL_N
has complained of the lack of a well lately
+
SAND_W_WALL_S
has complained of the nasty water lately
+
SAND_Y_WALL_W_E
was forced to drink bloody water lately
+
SAND_Y_WALL_N_S
was forced to drink gooey water lately
+
SAND_W_WALL_SE
was forced to drink ichorous water lately
+
SAND_W_WALL_NW
was forced to drink purulent water lately
+
SAND_W_WALL_E
was forced to drink slime lately
+
SAND_W_WALL_W
was forced to drink vomit lately
+
SAND_W_WALL_S_W
has suffered the travesty of art defacement
+
SAND_W_WALL_N_W
has been annoyed by flies
+
SAND_W_WALL_NE
has witnessed death
+
SAND_W_WALL_SW
has lost a pet recently
+
SAND_W_WALL_N_S_E
had a satisfying sparring session recently
+
SAND_W_WALL_N_W_E
killed somebody by accident while sparring recently
+
SAND_W_WALL_S_E
enjoyed starting a fist fight recently
+
SAND_W_WALL_N_E
enjoyed smashing up a building recently
+
SAND_W_WALL_N_S_W_E
enjoyed toppling something over recently
+
SAND_W_WALL_W_E
enjoyed throwing something recently
+
SAND_W_WALL_S_W_E
accidentally killed somebody in a fit of rage recently
+
SAND_W_WALL_N_S_W
has lost a spouse to tragedy recently
+
SAND_B_WALL_S
has lost a lover to tragedy recently
+
SAND_B_WALL_E
had a terrifying nightmare about an army of the dead
+
SAND_W_WALL_N_S
has lost an annoying acquaintance to tragedy recently
+
SAND_B_WALL_N
was just a little happy to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_NW
was happy to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_NE
was thrilled to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_W
has lost a friend to tragedy recently
+
SAND_B_WALL_SE
has lost a sibling to tragedy recently
+
SAND_B_WALL_N_W
has lost a child to tragedy recently
+
SAND_B_WALL_S_E
has lost a mother to tragedy recently
+
SAND_B_WALL_SW
has lost a father to tragedy recently
+
SAND_B_WALL_S_W
was forced to endure the decay of a pet
+
SAND_B_WALL_N_W_E
was forced to endure the decay of a spouse
+
SAND_B_WALL_S_W_E
was forced to endure the decay of a lover
+
SAND_B_WALL_N_E
was forced to endure the decay of a sibling
+
SAND_B_WALL_N_S_E
was forced to endure the decay of a mother
+
SAND_B_WALL_W_E
was forced to endure the decay of a father
+
SAND_B_WALL_N_S
was forced to endure the decay of a child
+
SAND_B_WALL_N_S_W
was forced to endure the decay of a friend
+
SAND_B_WALL_N_S_W_E
was forced to endure the decay of an annoying acquaintance
+
SAND_R_WALL_E
has been accosted by terrible vermin
+
SAND_R_WALL_W
saw something unpleasant in a cage recently
+
SAND_R_WALL_N
was comforted by a wonderful creature in a cage recently
+
SAND_R_WALL_S
saw something unpleasant in a pond recently
+
SAND_R_WALL_NE
was comforted by a wonderful creature in a pond recently
+
SAND_R_WALL_SW
was able to rest and recuperate lately
+
SAND_R_WALL_SE
received water recently
+
SAND_R_WALL_NW
received food recently
+
SAND_R_WALL_S_E
was rescued recently
+
SAND_R_WALL_N_E
was overjoyed to be able to give somebody water lately
+
SAND_R_WALL_S_W
was happy to have been able to give somebody water lately
+
SAND_R_WALL_N_W
was pleased to have been able to give somebody water lately
+
SAND_R_WALL_S_W_E
gave somebody water lately
+
SAND_R_WALL_N_S_W
was irritated at having to give somebody water lately
+
SAND_R_WALL_N_S_E
was unhappy at having to give somebody water lately
+
SAND_R_WALL_N_W_E
has suffered the pain of having to give somebody water lately
+
METAL_BARS_WALL_N_W_E
was overjoyed to be able to give somebody food lately
+
METAL_BARS_WALL_S_W_E
was happy to have been able to give somebody food lately
+
METAL_BARS_WALL_N_E
was pleased to have been able to give somebody food lately
+
METAL_BARS_WALL_N_S_E
gave somebody food lately
+
METAL_BARS_WALL_W_E
was irritated at having to give somebody food lately
+
METAL_BARS_WALL_N_S
was unhappy at having to give somebody food lately
+
METAL_BARS_WALL_N_S_W
has suffered the pain of having to give somebody food lately
+
METAL_BARS_WALL_N_S_W_E
was overjoyed to be able to help somebody to bed lately
+
GEM_A_WALL_E
was happy to have been able to help somebody to bed lately
+
GEM_A_WALL_W
was pleased to have been able to help somebody to bed lately
+
GEM_A_WALL_N
brought somebody to bed lately
+
GEM_A_WALL_S
was irritated at having to haul somebody to bed lately
+
GEM_A_WALL_NE
was unhappy at having to haul somebody to bed lately
+
GEM_A_WALL_SW
has suffered the pain of having to haul somebody to bed lately
+
GEM_A_WALL_SE
has complained about the draft lately
+
GEM_A_WALL_NW
was worried not to have adequate protection lately
+
GEM_A_WALL_S_E
was upset about being relieved from duty
+
GEM_A_WALL_N_E
has been satisfied at work lately
+
GEM_A_WALL_S_W
was happy to have pleased a noble lately
+
GEM_A_WALL_N_W
was pleased that the tax collection went smoothly lately
+
GEM_A_WALL_S_W_E
was upset that a criminal could not be properly punished
+
GEM_A_WALL_N_S_W
was glad to have punishment reduced recently
+
GEM_A_WALL_N_S_E
was upset by the delayed punishment of a criminal
+
GEM_A_WALL_N_W_E
was glad to have punishment delayed recently
+
GEM_A_WALL_N_S
beat somebody recently
+
GEM_B_WALL_N
beat somebody with a hammer recently
+
GEM_A_WALL_N_S_W_E
was beaten recently
+
GEM_A_WALL_W_E
was beaten with a hammer recently
+
GEM_B_WALL_W
made a satisfying acquisition lately
+
GEM_B_WALL_SE
talked with a pet lately
+
GEM_B_WALL_S
talked with the spouse lately
+
GEM_B_WALL_E
talked with a lover lately
+
GEM_B_WALL_SW
talked with a sibling lately
+
GEM_B_WALL_S_W
talked with mother lately
+
GEM_B_WALL_NW
talked with father lately
+
GEM_B_WALL_NE
talked with a child lately
+
GEM_B_WALL_N_E
talked with a friend lately
+
GEM_B_WALL_N_S_E
was forced to talk to somebody annoying lately
+
GEM_B_WALL_N_W
talked with somebody lately
+
GEM_B_WALL_S_E
made a friend recently
+
GEM_B_WALL_N_S_W
formed a grudge recently
+
GEM_B_WALL_N_S_W_E
adopted a new pet recently
+
GEM_B_WALL_N_W_E
was unhappy with the lack of work last season
+
GEM_B_WALL_S_W_E
was caught in the rain recently
+
GEM_C_WALL_N
was caught in freakish weather recently
+
GEM_C_WALL_S
was caught in a snow storm recently
+
GEM_B_WALL_W_E
has been tired of eating the same old food lately
+
GEM_B_WALL_N_S
has been tired of drinking the same old booze lately
+
GEM_C_WALL_SE
ate rotten food lately
+
GEM_C_WALL_NW
drank something spoiled lately
+
GEM_C_WALL_E
took joy in slaughter lately
+
GEM_C_WALL_W
ate a pretty decent meal lately
+
GEM_C_WALL_S_W
ate a fine dish lately
+
GEM_C_WALL_N_W
ate a wonderful dish lately
+
GEM_C_WALL_NE
ate a truly decadent dish lately
+
GEM_C_WALL_SW
ate a legendary meal lately
+
GEM_C_WALL_N_S_E
had a pretty decent drink lately
+
GEM_C_WALL_N_W_E
had a fine drink lately
+
GEM_C_WALL_S_E
had a wonderful drink lately
+
GEM_C_WALL_N_E
had a truly decadent drink lately
+
GEM_C_WALL_N_S_W_E
had a legendary drink lately
+
GEM_C_WALL_W_E
was comforted by a pet lately
+
GEM_C_WALL_S_W_E
saw a beloved creature lately
+
GEM_C_WALL_N_S_W
was pleased to have a mandate deadline met lately
+
ORE_VEIN_WALL_NE
was angered that nobody could be punished for a recent failure
+
ORE_VEIN_WALL_SW
was upset by having a request ignored lately
+
ORE_VEIN_WALL_SE
was pleased by having a request approved lately
+
ORE_VEIN_WALL_NW
was upset by having a mandate ignored lately
+
ORE_VEIN_WALL_S_E
was upset by having a mandate deadline missed lately
+
ORE_VEIN_WALL_N_E
was comforted by a lovely waterfall lately
+
ORE_VEIN_WALL_S_W
was disgusted by a miasma lately
+
ORE_VEIN_WALL_N_W
choked on dust underground lately
+
ORE_VEIN_WALL_S_W_E
choked on smoke underground lately
+
ORE_VEIN_WALL_N_S_W
was knocked out during a cave-in lately
+
ORE_VEIN_WALL_N_S_E
was embarrassed to have to conduct an official meeting in a dining room
+
ORE_VEIN_WALL_N_W_E
was very embarrassed to have to conduct an official meeting in a bedroom
+
ORE_VEIN_WALL_N_S
was incredibly embarrassed not to have any rooms lately
+
ROCK_BLOCKS_WALL_N
was very happy to be elected mayor recently
+
ORE_VEIN_WALL_N_S_W_E
was very happy to be re-elected mayor recently
+
ORE_VEIN_WALL_W_E
was very satisfied to be chosen as the expedition leader recently
+
ROCK_BLOCKS_WALL_W
was greatly pleased to enter the nobility recently
+
ROCK_BLOCKS_WALL_SE
was very pleased to receive a higher rank of nobility recently
+
ROCK_BLOCKS_WALL_S
was proud to have become a mayor recently
+
ROCK_BLOCKS_WALL_E
sustained major injuries recently
+
ROCK_BLOCKS_WALL_SW
sustained minor injuries recently
+
ROCK_BLOCKS_WALL_S_W
slept in the mud recently
+
ROCK_BLOCKS_WALL_NW
slept in the grass recently
+
ROCK_BLOCKS_WALL_NE
slept in the dirt recently
+
ROCK_BLOCKS_WALL_N_E
slept on rocks recently
+
ROCK_BLOCKS_WALL_N_S_E
slept on ice recently
+
ROCK_BLOCKS_WALL_N_W
slept on a pile of driftwood recently
+
ROCK_BLOCKS_WALL_S_E
slept on a rough cave floor recently
+
ROCK_BLOCKS_WALL_N_S_W
slept on the floor recently
+
ROCK_BLOCKS_WALL_N_S_W_E
slept in a bedroom like a personal palace recently
+
ROCK_BLOCKS_WALL_N_W_E
slept in a fantastic bedroom recently
+
ROCK_BLOCKS_WALL_S_W_E
slept in a great bedroom recently
+
WOODEN_WALL_N
slept in a very good bedroom recently
+
WOODEN_WALL_S
slept in a good bedroom recently
+
ROCK_BLOCKS_WALL_W_E
slept in a horribly substandard bedroom recently
+
ROCK_BLOCKS_WALL_N_S
slept in a horrible bedroom recently
+
WOODEN_WALL_SE
slept in an awful bedroom recently
+
WOODEN_WALL_NW
slept in a very poor bedroom recently
+
WOODEN_WALL_E
slept in a poor bedroom recently
+
WOODEN_WALL_W
slept without a proper room recently
+
WOODEN_WALL_S_W
conducted a meeting in a setting worthy of legends recently
+
WOODEN_WALL_N_W
conducted a meeting in a fantastic setting recently
+
WOODEN_WALL_NE
conducted a meeting in a great setting recently
+
WOODEN_WALL_SW
conducted a meeting in a very good setting recently
+
WOODEN_WALL_N_S_E
conducted a meeting in a good setting recently
+
WOODEN_WALL_N_W_E
conducted a meeting in a horribly substandard setting recently
+
WOODEN_WALL_S_E
conducted a meeting in a horrible setting recently
+
WOODEN_WALL_N_E
conducted a meeting in an awful setting recently
+
WOODEN_WALL_N_S_W_E
conducted a meeting in a very poor setting recently
+
WOODEN_WALL_W_E
conducted a meeting in a poor setting recently
+
WOODEN_WALL_S_W_E
dined in a legendary dining room recently
+
WOODEN_WALL_N_S_W
dined in a fantastic dining room recently
+
METAL_BARS_WALL_S
dined in a great dining room recently
+
METAL_BARS_WALL_E
dined in a very good dining room recently
+
WOODEN_WALL_N_S
dined in a good dining room recently
+
METAL_BARS_WALL_N
dined in a horribly substandard dining room recently
+
METAL_BARS_WALL_NW
dined in a horrible dining room recently
+
METAL_BARS_WALL_NE
dined in an awful dining room recently
+
METAL_BARS_WALL_W
dined in a very poor dining room recently
+
METAL_BARS_WALL_SE
dined in a poor dining room recently
+
METAL_BARS_WALL_N_W
dined without a proper dining room recently
+
METAL_BARS_WALL_S_E
worried greatly about not having a tomb after gaining another year
+
METAL_BARS_WALL_SW
celebrated having a legendary tomb after gaining another year
+
METAL_BARS_WALL_S_W
celebrated having a fantastic tomb after gaining another year
+
MAGMA_2
celebrated having a great tomb after gaining another year
+
MAGMA_3
celebrated having a very good tomb after gaining another year
+
HIDDEN_ROCK_5
celebrated having a good tomb after gaining another year
+
MAGMA_1
worried about having a horribly substandard tomb after gaining another year
+
UNDERWATER_5
worried about having a horrible tomb after gaining another year
+
UNDERWATER_4
worried about having an awful tomb after gaining another year
+
UNDERWATER_7
worried about having a very poor tomb after gaining another year
+
UNDERWATER_6
worried about having a poor tomb after gaining another year
+
UNDERWATER_1
was greatly pleased at the state of demands recently
+
UNDERMAGMA_7
was very pleased at the state of demands recently
+
UNDERWATER_3
was pleased at the state of demands recently
+
UNDERWATER_2
was greatly angered at the state of demands recently
+
UNDERMAGMA_4
was very angered at the state of demands recently
+
UNDERMAGMA_3
was angered at the state of demands recently
+
UNDERMAGMA_6
was upset by not having enough chests lately
+
UNDERMAGMA_5
was upset by not having enough cabinets lately
+
UNDERWATER_7_LABEL
was upset by not having enough armor stands lately
+
UNDERWATER_6_LABEL
was upset by not having enough weapon racks lately
+
UNDERMAGMA_2
was upset to be wearing old clothing lately
+
UNDERMAGMA_1
was upset to be wearing tattered clothing lately
+
UNDERWATER_3_LABEL
was very upset to have worn clothes rot away lately
+
UNDERWATER_2_LABEL
was very embarrassed to be uncovered lately
+
UNDERWATER_5_LABEL
was embarrassed to have no shirt lately
+
UNDERWATER_4_LABEL
was embarrassed to have no shoes lately
+
UNDERMAGMA_6_LABEL
was very embarrassed to be uncloaked lately
+
UNDERMAGMA_5_LABEL
was unable to find an available hammer lately
+
UNDERWATER_1_LABEL
was nauseated by the sun lately
+
UNDERMAGMA_7_LABEL
was irritated by the sun lately
+
UNDERMAGMA_2_LABEL
was
+
UNDERMAGMA_1_LABEL
grumbling about
+
UNDERMAGMA_4_LABEL
depressed by
+
UNDERMAGMA_3_LABEL
angered by
+
UNDERWATER_EDGE_NE
enraged by
+
UNDERWATER_EDGE_W
was outraged at the ridiculous conviction of a long-dead corpse recently
+
UNDERWATER_EDGE_N
was outraged at the ridiculous conviction of an animal recently
+
UNDERWATER_EDGE_NW
was outraged at the bizarre conviction against all reason of the victim of a crime recently
+
UNDERWATER_EDGE_SW
was pleased to have received justice recently
+
UNDERWATER_EDGE_SE
was pleased that a family member received justice recently
+
UNDERWATER_EDGE_E
was yelled at by an unhappy citizen recently
+
UNDERWATER_EDGE_S
was cried on by an unhappy citizen recently
+
UNDERMAGMA_EDGE_NE
was satisfied to bring up job scarcity in a meeting lately
+
UNDERMAGMA_EDGE_W
was able to make suggestions about work allocations lately
+
UNDERMAGMA_EDGE_N
was glad to request weapon production lately
+
UNDERMAGMA_EDGE_NW
had a cathartic experience yelling at somebody in charge lately
+
UNDERMAGMA_EDGE_SW
yelled at somebody in charge lately and felt fantastic afterward
+
UNDERMAGMA_EDGE_SE
yelled at somebody in charge lately and felt great afterward
+
UNDERMAGMA_EDGE_E
yelled at somebody in charge lately and felt a lot better afterward
+
UNDERMAGMA_EDGE_S
yelled at somebody in charge lately and felt better afterward
+
TRACK_CARVED_W
yelled at somebody in charge lately and felt a little better afterward
+
TRACK_CARVED_E
yelled at somebody in charge lately
+
TRACK_CARVED_N
yelled at somebody in charge lately but only got angrier
+
TRACK_CARVED_S
had a cathartic experience crying on somebody in charge lately
+
TRACK_CARVED_NE
cried on somebody in charge lately and felt fantastic afterward
+
TRACK_CARVED_SW
cried on somebody in charge lately and felt great afterward
+
TRACK_CARVED_NS
cried on somebody in charge lately and felt a lot better afterward
+
TRACK_CARVED_NW
cried on somebody in charge lately and felt better afterward
+
TRACK_CARVED_NSW
cried on somebody in charge lately and felt a little better afterward
+
TRACK_CARVED_NSE
cried on somebody in charge lately
+
TRACK_CARVED_SE
cried on somebody in charge lately but only felt more depressed
+
TRACK_CARVED_WE
was unable to find somebody to complain to about job scarcity lately
+
TRACK_CARVED_NSWE
was unable to make suggestions about work allocations lately
+
TRACK_CONSTRUCTED_STONE_N
was unable to request weapon production lately
+
TRACK_CARVED_NWE
was unable to find somebody in charge to yell at lately
+
TRACK_CARVED_SWE
was unable to find somebody in charge to cry on lately
+
GEM_D_WALL_S
put off
+
GEM_D_WALL_E
flustered
+
GEM_C_WALL_N_S
upset
+
GEM_D_WALL_N
very upset
+
GEM_D_WALL_NW
greatly upset
+
GEM_D_WALL_NE
angered
+
GEM_D_WALL_W
enraged
+
GEM_D_WALL_SE
shattered
+
GEM_D_WALL_N_W
traumatized
+
GEM_D_WALL_S_E
utterly traumatized
+
GEM_D_WALL_SW
office
+
GEM_D_WALL_S_W
dining
+
GEM_D_WALL_N_W_E
sleeping
+
GEM_D_WALL_S_W_E
admired
+
GEM_D_WALL_N_E
very fine
+
GEM_D_WALL_N_S_E
splendid
+
GEM_D_WALL_W_E
wonderful
+
GEM_D_WALL_N_S
completely sublime
+
GEM_D_WALL_N_S_W
tastefully arranged
+
GEM_D_WALL_N_S_W_E
the former
+
STONE_WALL_N_3
the fortress
+
STONE_WALL_N_4
the color
+
STONE_WALL_N_1
When possible,
+
STONE_WALL_N_2
unknown meat
+
STONE_WALL_S_3
unknown fish
+
STONE_WALL_S_4
unknown plants
+
STONE_WALL_S_1
unknown drink
+
STONE_WALL_S_2
unknown liquid
+
STONE_WALL_E_3
unknown seeds
+
STONE_WALL_E_4
unknown leaves
+
STONE_WALL_E_1
unknown powder
+
STONE_WALL_E_2
unknown cheese
+
STONE_WALL_W_3
unknown item
+
STONE_WALL_W_4
unbelievably strong
+
STONE_WALL_W_1
mighty
+
STONE_WALL_W_2
very strong
+
STONE_WALL_NE
strong
+
STONE_WALL_SW
unfathomably weak
+
STONE_WALL_SE
unquestionably weak
+
STONE_WALL_NW
very weak
+
STONE_WALL_S_E
weak
+
STONE_WALL_N_E
amazingly agile
+
STONE_WALL_S_W
extremely agile
+
STONE_WALL_N_W
very agile
+
STONE_WALL_S_W_E
agile
+
STONE_WALL_N_S_W
abysmally clumsy
+
STONE_WALL_N_S_E
totally clumsy
+
STONE_WALL_N_W_E
quite clumsy
+
STONE_WALL_N_S_W_E_3
clumsy
+
STONE_WALL_N_S_W_E_4
basically unbreakable
+
STONE_WALL_N_S_W_E_1
incredibly tough
+
STONE_WALL_N_S_W_E_2
quite durable
+
STONE_WALL_W_E_3
tough
+
STONE_WALL_W_E_4
shockingly fragile
+
STONE_WALL_W_E_1
remarkably flimsy
+
STONE_WALL_W_E_2
very flimsy
+
STONE_WALL_N_S_3
flimsy
+
STONE_WALL_N_S_4
absolutely inexhaustible
+
STONE_WALL_N_S_1
indefatigable
+
STONE_WALL_N_S_2
very slow to tire
+
HIDDEN_ROCK_3
slow to tire
+
HIDDEN_ROCK_4
truly quick to tire
+
HIDDEN_ROCK_1
extremely quick to tire
+
HIDDEN_ROCK_2
very quick to tire
+
ROLLERS_WOOD_NSE_1
quick to tire
+
ROLLERS_WOOD_SWE_1
possessed of amazing recuperative powers
+
ROLLERS_WOOD_NW_1
incredibly quick to heal
+
ROLLERS_WOOD_NSW_1
quite quick to heal
+
ROLLERS_WOOD_S_1
quick to heal
+
ROLLERS_WOOD_N_1
shockingly slow to heal
+
ROLLERS_WOOD_NWE_1
really slow to heal
+
ROLLERS_WOOD_NSWE_1
very slow to heal
+
ROLLERS_WOOD_NS_2
slow to heal
+
ROLLERS_WOOD_WE_2
virtually never sick
+
ROLLERS_WOOD_E_1
almost never sick
+
ROLLERS_WOOD_W_1
very rarely sick
+
ROLLERS_WOOD_NE_2
rarely sick
+
ROLLERS_WOOD_NW_2
stunningly susceptible to disease
+
ROLLERS_WOOD_SE_2
really susceptible to disease
+
ROLLERS_WOOD_SW_2
quite susceptible to disease
+
ROLLERS_WOOD_SWE_2
susceptible to disease
+
ROLLERS_WOOD_NWE_2
but
+
ROLLERS_WOOD_NSW_2
awesome intellectual powers
+
ROLLERS_WOOD_NSE_2
great analytical abilities
+
ROLLERS_WOOD_N_2
very bad analytical abilities
+
ROLLERS_WOOD_E_2
poor analytical abilities
+
ROLLERS_WOOD_NSWE_2
unbreakable focus
+
ROLLERS_WOOD_S_2
very good focus
+
EERIE_PIT
the ability to focus
+
FLOOR_ASHES
the absolute inability to focus
+
ROLLERS_WOOD_W_2
really poor focus
+
FLOOR_STONE_ENGRAVED_PALETTE
quite poor focus
+
FLOOR_STONE_BLOCK
poor focus
+
FLOOR_STONE_ENGRAVED_NON_PALETTE
willpower
+
TREE_TRUNK_THICK_E
absolutely no willpower
+
TREE_TRUNK_THICK_W
next to no willpower
+
TREE_TRUNK_THICK_N
little willpower
+
TREE_TRUNK_THICK_S
great creativity
+
TREE_TRUNK_THICK_SW
very good creativity
+
TREE_TRUNK_THICK_SE
good creativity
+
TREE_TRUNK_THICK_NW
next to no creative talent
+
TREE_TRUNK_THICK_NE
lousy creativity
+
TREE_TRUNK_NWE
poor creativity
+
TREE_TRUNK_SWE
meager creativity
+
TREE_TRUNK_WE
uncanny intuition
+
TRACK_CONSTRUCTED_STONE_E
great intuition
+
TRACK_CONSTRUCTED_STONE_NS
very good intuition
+
TRACK_CONSTRUCTED_STONE_S
good intuition
+
TRACK_CONSTRUCTED_STONE_W
horrible intuition
+
TRACK_CONSTRUCTED_STONE_SW
lousy intuition
+
TRACK_CONSTRUCTED_STONE_SE
very bad intuition
+
TRACK_CONSTRUCTED_STONE_NW
bad intuition
+
TRACK_CONSTRUCTED_STONE_NE
absolutely boundless patience
+
TRACK_CONSTRUCTED_STONE_NSE
very little patience
+
TRACK_CONSTRUCTED_STONE_NWE
little patience
+
TRACK_CONSTRUCTED_STONE_WE
little memory to speak of
+
TRACK_CONSTRUCTED_STONE_NSW
difficulty with words and language
+
TRACK_CONSTRUCTED_WOOD_N
very little linguistic ability
+
TRACK_CONSTRUCTED_WOOD_S
little linguistic ability
+
TRACK_CONSTRUCTED_STONE_SWE
poor spatial senses
+
TRACK_CONSTRUCTED_STONE_NSWE
absolutely no feel for music at all
+
TRACK_CONSTRUCTED_WOOD_NS
next to no natural musical ability
+
TRACK_CONSTRUCTED_WOOD_NW
little natural inclination toward music
+
TRACK_CONSTRUCTED_WOOD_W
the utter inability to judge others' emotions
+
TRACK_CONSTRUCTED_WOOD_E
next to no empathy
+
TRACK_CONSTRUCTED_WOOD_SE
poor empathy
+
TRACK_CONSTRUCTED_WOOD_WE
Conduct Meeting
+
TRACK_CONSTRUCTED_WOOD_NE
Attend Meeting
+
TRACK_CONSTRUCTED_WOOD_SW
Soldier
+
TRACK_CONSTRUCTED_WOOD_NWE
Noble
+
TRACK_CONSTRUCTED_WOOD_SWE
Chained
+
TRACK_CONSTRUCTED_WOOD_NSW
Null Precise Civ Equipment Link:
+
TRACK_CONSTRUCTED_WOOD_NSE
Hauled
+
ROLLERS_STONE_WE_1
Multigrasp
+
ROLLERS_STONE_SE_1
Wrapped around
+
TRACK_CONSTRUCTED_WOOD_NSWE
Stuck in
+
ROLLERS_STONE_NS_1
Sewn into
+
ROLLERS_STONE_NW_1
Right shoulder
+
ROLLERS_STONE_NSW_1
Left shoulder
+
ROLLERS_STONE_SW_1
releases
+
ROLLERS_STONE_NE_1
drops
+
ROLLERS_STONE_NWE_1
Unit has misaligned body modifiers.  Adjusting.
+
ROLLERS_STONE_NSWE_1
Unit has misaligned bp modifiers.  Adjusting.
+
ROLLERS_STONE_NSE_1
Your miners have defaced a
+
ROLLERS_STONE_SWE_1
get your
+
ROLLERS_STONE_E_1
your very own
+
ROLLERS_STONE_W_1
real
+
ROLLERS_STONE_S_1
authentic
+
ROLLERS_STONE_N_1
clear
+
ROLLERS_STONE_SE_2
all the way
+
ROLLERS_STONE_SW_2
distant
+
ROLLERS_STONE_NS_2
faraway
+
ROLLERS_STONE_WE_2
fair
+
ROLLERS_STONE_NSW_2
the great
+
ROLLERS_STONE_NSE_2
here
+
ROLLERS_STONE_NE_2
right here
+
ROLLERS_STONE_NW_2
tanned
+
ROLLERS_STONE_NSWE_2
made
+
ROLLERS_STONE_S_2
the surrounding area
+
ROLLERS_STONE_SWE_2
just outside town
+
ROLLERS_STONE_NWE_2
the settlements
+
ROLLERS_STONE_W_2
some of my kind
+
ROLLERS_WOOD_NS_1
some of our kind
+
ROLLERS_STONE_N_2
out to the
+
ROLLERS_STONE_E_2
Are you interested in
+
ROLLERS_WOOD_SW_1
Might I interest you in
+
ROLLERS_WOOD_NE_1
Splendid
+
ROLLERS_WOOD_WE_1
Decent
+
ROLLERS_WOOD_SE_1
Fantastic
+
TREE_HEAVY_BRANCH_NSW
Excellent
+
TREE_HEAVY_BRANCH_NSE
there
+
TREE_HEAVY_BRANCH_SWE
right there
+
TREE_HEAVY_BRANCH_NWE
person
+
TREE_HEAVY_BRANCH_NW
Acceptable Liquid Flood Overflow
+
TREE_HEAVY_BRANCH_NE
Acceptable Fish Liquid Flood Overflow
+
TREE_HEAVY_BRANCH_SW
path fail:
+
TREE_HEAVY_BRANCH_SE
old. 
+
TREE_H
isn't very muscular but has a gigantic build
+
TREE_HEAVY_BRANCH_NS
bears untold amounts of fat over a gigantic frame
+
TREE_HEAVY_BRANCH_WE
has an enormous build but is very skinny
+
TREE_HEAVY_BRANCH_N
isn't strong but is very large
+
TREE_HEAVY_BRANCH_S
has a very large body with quite a bit of fat on it
+
TREE_HEAVY_BRANCH_W
has a very large frame but is incredibly skinny
+
TREE_TRUNK_THICK_INTERIOR
has a large body but it is very skinny and frail
+
TREE_TRUNK_SLOPE_TO_N
has bulky muscles on a large body
+
TREE_TRUNK_NSWE
has a large body but is quite weak
+
TREE_TRUNK_SLOPE_TO_E
has ill-defined muscles but is large overall
+
TREE_TRUNK_SLOPE_NSWE
has a large body made larger still by mounds of fat
+
TREE_TRUNK_SLOPE_TO_S
has a large body and is very fat
+
TREE_TRUNK_SLOPE_TO_W
has a large body but is incredibly skinny
+
TREE_TRUNK_SLOPE_NWE
would be lanky were it not for the massive muscles and slabs of lard
+
TREE_TRUNK_SLOPE_SWE
has a tall, skinny body that is very frail
+
TREE_TRUNK_SLOPE_NSW
packs extraordinary obesity on to what was once a tall and thin body
+
TREE_TRUNK_SLOPE_NSE
has a tall, thin frame but manages to be very fat
+
TREE_TRUNK_SLOPE_SW
has a tall, thin body layered with some fat
+
TREE_TRUNK_SLOPE_NE
has a tall, narrow body that is just incredibly skinny
+
TREE_TRUNK_SLOPE_NS
has a tall, thin frame with very little fat on it
+
TREE_TRUNK_SLOPE_NW
has a tall, thin body with little fat
+
TREE_TRUNK_SLOPE_N
has a short, broad body stacked thick with muscles and lard
+
TREE_TRUNK_SLOPE_S
has a short body that is broad yet with few traces of muscle or fat
+
TREE_TRUNK_SLOPE_SE
has a short broad body but is kind of weak and skinny at the same time
+
TREE_TRUNK_SLOPE_WE
has a stout muscular body
+
TREE_TRUNK_SLOPE_TOP
has a short broad body but is very frail
+
TREE_BRANCH
has a short broad body with little in the way of muscles
+
TREE_TRUNK_SLOPE_W
has a short broad body with ill-defined muscles
+
TREE_TRUNK_SLOPE_E
has a short broad body with a lot of fat on it
+
TREE_BRANCH_W
has a short, broad frame with almost no fat on it
+
TREE_BRANCH_E
has a short, broad body with very little fat
+
TREE_BRANCH_N
has a short, broad build overall but is somewhat skinny
+
TREE_BRANCH_S
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
+
TREE_BRANCH_SWE
has an incredibly broad body with some muscle and fat on it
+
TREE_BRANCH_NSWE
has an extremely broad frame with few traces of either muscle or fat
+
TREE_BRANCH_WE
has an incredibly broad body that is somewhat weak with only a little fat on it
+
TREE_BRANCH_NWE
has an incredibly broad body but is very frail
+
TREE_HEAVY_BRANCH
has an extremely broad body but is weak
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
has an incredibly broad body hung with curtains of lard
+
TREE_TWIGS_FULL1
has an extremely broad body with lots of fat on it
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
has an incredibly broad body with almost no fat on it
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
has an extremely broad body with very little fat
+
TREE_TWIGS_FULL4
has an extremely broad body with little fat
+
TREE_TWIGS_FULL_N
has a very broad body, with enormous lard pockets packed in with the giant muscles
+
TREE_TWIGS_FULL2
has a very broad, muscular, fat body
+
TREE_TWIGS_FULL3
has a very broad body but it is frail with very little fat on it
+
TREE_TWIGS_FULL_E
has a very broad body overall but it is weak with little fat on it
+
TREE_TWIGS_FULL_NW
has a very broad body but it is frail
+
TREE_TWIGS_FULL_S
has ill-defined muscles on an otherwise broad body
+
TREE_TWIGS_FULL_W
has a broad body that is somewhat weak
+
TREE_TWIGS_FULL_SE
has a very broad body and is incredibly fat
+
TREE_TWIGS_NSWE
has a very broad body but almost no fat
+
TREE_TWIGS_FULL_NE
has a very broad frame with very little fat on it
+
TREE_TWIGS_FULL_SW
has a very broad body with little fat
+
TREE_TWIGS_NSE
has a broad body bearing impressive muscles and a great load of fat
+
TREE_TWIGS_NSW
has incredible muscles stretched over a broad body
+
TREE_TWIGS_SWE
has a broad body but it is very frail
+
TREE_TWIGS_NWE
has a broad body made broader still by no shortage of surrounding lard
+
TREE_TWIGS_NE
has a broad body with almost no fat on it
+
TREE_TWIGS_SW
has a broad body with very little fat
+
TREE_TWIGS_NS
has a broad body with little fat
+
TREE_TWIGS_NW
has a broad body
+
TREE_TWIGS_N
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
+
TREE_TWIGS_S
has a long, thin body, thickened by muscle and fat
+
TREE_TWIGS_SE
has a long, thin frame, frail with very little fat
+
TREE_TWIGS_WE
has a long, thin body that is somewhat weak with little fat
+
TREE_BASE_TRUNK_NW
has a long, thin frame strapped with incredible muscles
+
TREE_BASE_TRUNK_N
has a long, thin frame hidden beneath copious rolls of lard
+
TREE_TWIGS_W
has a long, thin body with a lot of fat on it
+
TREE_TWIGS_E
has a long, thin body with some fat on it
+
TREE_BASE_TRUNK
has a long, thin body with almost no fat on it
+
TREE_BASE_TRUNK_E
has a long, thin body with very little fat
+
TREE_BASE_TRUNK_NE
has a long, thin frame with little fat
+
TREE_BASE_TRUNK_W
could be incredibly thin but has massive lardy rolls and enormous muscles
+
TREE_BASE_TRUNK_SE
has managed to put some muscle and fat on an extremely thin frame
+
TREE_BASE_SHADOW_NW
has an extremely thin body packed with huge muscles
+
TREE_BASE_TRUNK_SW
has an extremely thin frame underlying a massive lardy edifice
+
TREE_BASE_TRUNK_S
has an extremely thin frame with a lot of fat on it
+
TREE_BASE_SHADOW_W
has an incredibly thin frame with some fat on it
+
TREE_BASE_SHADOW_E
has an extremely thin body with almost no fat on it
+
TREE_BASE_SHADOW_N
has an extremely thin body with very litte fat on it
+
TREE_BASE_SHADOW_NE
has an incredibly thin body with little fat
+
TREE_BASE_SHADOW_SE
has a very thin build buried underneath endless muscles and fat
+
TREE_CAP_WALL_THICK_N
would be very thin but has opted for some muscle and fat
+
TREE_BASE_SHADOW_SW
has a very thin, frail body without visible traces of fat
+
TREE_BASE_SHADOW_S
would be very thin but bears an enormous lardy burden
+
TREE_CAP_WALL_THICK_W
has much fat on a very thin frame
+
TREE_CAP_WALL_THICK_NW
has a very thin frame with a bit of fat on it
+
TREE_CAP_WALL_THICK_S
has a very thin body with almost no fat on it
+
TREE_CAP_WALL_THICK_E
has a very thin frame with very little fat
+
TREE_CAP_WALL_THICK_SE
has a very thin body with little fat
+
TREE_CAP_WALL_N_S_E
has a thin frame but it is loaded with muscles and great layers of fat
+
TREE_CAP_WALL_THICK_NE
has a generally thin build with some muscle and fat on it
+
TREE_CAP_WALL_THICK_SW
has what was once a thin frame, now bearing enormous, thick layers of fat
+
TREE_CAP_WALL_S_W_E
has a once-thin frame, now belarded
+
TREE_CAP_WALL_N_W
has a thin frame with some fat on it
+
TREE_CAP_WALL_N_S_W
has a thin body with almost no fat on it
+
TREE_CAP_WALL_N_W_E
has a thin body with very little fat
+
TREE_CAP_WALL_S_E
has a thin body with little fat
+
TREE_CAP_WALL_N_S
has loaded a tall body with incredible muscles
+
TREE_CAP_WALL_N_E
has a very long body, frail and skinny
+
TREE_CAP_WALL_S_W
has a very long body that is beset by a morbid corpulence
+
TREE_HEAVY_BRANCH_E
has a frail body, long and incredibly skinny
+
TREE_LEAFLESS_TWIGS_FULL_S
has an incredibly muscular, long body
+
TREE_LEAFLESS_TWIGS_FULL_W
has put on an extreme amount of muscle, especially for one so short
+
TREE_HEAVY_BRANCH_NSWE
packs enormous muscles on to a very short body
+
TREE_LEAFLESS_TWIGS_FULL_N
carries massive amounts of fat, especially for one so short
+
TREE_LEAFLESS_TWIGS_FULL_NE
isn't very tall but makes up for it with muscle and fat
+
TREE_LEAFLESS_TWIGS_FULL_SW
isn't tall but has incredible muscles
+
TREE_LEAFLESS_TWIGS_FULL_E
has an extremely short body that is incredibly muscular
+
TREE_LEAFLESS_TWIGS_FULL_NW
has an incredibly short body but still manages to be very fat
+
TREE_LEAFLESS_TWIGS_SWE
carries great muscles on a very short body
+
TREE_LEAFLESS_TWIGS_NWE
has a very short body buttressed by rolls of lard
+
TREE_LEAFLESS_TWIGS_FULL_SE
has a small build yet is strapped with massive amounts of muscle and lard
+
TREE_LEAFLESS_TWIGS_NSWE
has a small build but is muscular and fat
+
TREE_LEAFLESS_TWIGS_NS
has a small build and is very weak and incredibly skinny
+
TREE_LEAFLESS_TWIGS_NW
has a small build and is weak and skinny
+
TREE_LEAFLESS_TWIGS_NSE
has incredible muscles over a small build
+
TREE_LEAFLESS_TWIGS_NSW
packs massive amounts of fat on to a small build
+
TREE_LEAFLESS_TWIGS_SE
has a small build but is very fat
+
TREE_LEAFLESS_TWIGS_WE
has a very small body bedecked with lardy rolls
+
TREE_LEAFLESS_TWIGS_NE
has an extremely small body but it is very muscular
+
TREE_LEAFLESS_TWIGS_SW
bears an enormous amount of fat for one so tiny
+
TREE_LEAFLESS_TWIGS_W
cut open
+
TREE_LEAFLESS_TWIGS_E
smashed open
+
TREE_LEAFLESS_TWIGS_N
broken open
+
TREE_LEAFLESS_TWIGS_S
torn open
+
TREE_OVERLEAVES_TRUNK_NSW
gouting
+
TREE_OVERLEAVES_TRUNK_NWE
gushing
+
TREE_LEAFLESS_TWIGS
spraying
+
TREE_OVERLEAVES_TRUNK_NSE
running with
+
TREE_OVERLEAVES_TRUNK_NE
dripping
+
TREE_OVERLEAVES_TRUNK_SW
oozing
+
TREE_OVERLEAVES_TRUNK_SWE
frost-bitten
+
TREE_OVERLEAVES_TRUNK_NW
frozen
+
TREE_OVERLEAVES_TRUNK_WE
blistered
+
TREE_OVERLEAVES_TRUNK_N
completely swollen
+
TREE_OVERLEAVES_TRUNK_SE
heavily swollen
+
TREE_OVERLEAVES_TRUNK_NS
very swollen
+
TREE_OVERLEAVES_TRUNK_E
quite swollen
+
TREE_OVERLEAVES_TRUNK_NSWE
swollen
+
TREE_OVERLEAVES_TRUNK_S
slightly swollen
+
TREE_OVERLEAVES_TRUNK_W
tall
+
TREE_OVERLEAVES_HEAVY_BRANCH_W
long
+
TREE_OVERLEAVES_HEAVY_BRANCH_E
high
+
TREE_OVERLEAVES_HEAVY_BRANCH_N
wide-set
+
TREE_OVERLEAVES_HEAVY_BRANCH_S
large-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW
small-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE
sunken
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS
protruding
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE
smooth
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
convex
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
concave
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW
curly
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE
straight
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
dense
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
sparse
+
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
thick
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
thin
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
upturned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
hooked
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
splayed out
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
flattened
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
great-lobed
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
fuse-lobed
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
gapped
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
crowded
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
high-cheekboned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
low-cheekboned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
broad-chinned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
narrow-chinned
+
TREE_TWIGS_FULL2_FRUIT
jutting-chinned
+
TREE_TWIGS_FULL3_FRUIT
recess-chinned
+
TREE_TWIGS_FRUIT
square-chinned
+
TREE_TWIGS_FULL1_FRUIT
round-chinned
+
TREE_TWIGS_FULL_S_FRUIT
greasy
+
TREE_TWIGS_FULL_W_FRUIT
deep-voiced
+
TREE_TWIGS_FULL4_FRUIT
high-voiced
+
TREE_TWIGS_FULL_N_FRUIT
raspy-voiced
+
TREE_TWIGS_FULL_NE_FRUIT
clear-voiced
+
TREE_TWIGS_FULL_SW_FRUIT
body is
+
TREE_TWIGS_FULL_E_FRUIT
extremely tall
+
TREE_TWIGS_FULL_NW_FRUIT
somewhat tall
+
TREE_TWIGS_SWE_FRUIT
very short
+
TREE_TWIGS_NWE_FRUIT
somewhat short
+
TREE_TWIGS_FULL_SE_FRUIT
extraordinarily broad
+
TREE_TWIGS_NSWE_FRUIT
somewhat broad
+
TREE_TWIGS_NS_FRUIT
extremely narrow
+
TREE_TWIGS_NW_FRUIT
somewhat narrow
+
TREE_TWIGS_NSE_FRUIT
extremely long
+
TREE_TWIGS_NSW_FRUIT
quite long
+
TREE_TWIGS_SE_FRUIT
somewhat long
+
TREE_TWIGS_WE_FRUIT
extremely short
+
TREE_TWIGS_NE_FRUIT
incredibly high
+
TREE_TWIGS_SW_FRUIT
somewhat high
+
TREE_TWIGS_W_FRUIT
extremely low
+
TREE_TWIGS_E_FRUIT
slightly low
+
TREE_TWIGS_N_FRUIT
incredibly close-set
+
TREE_TWIGS_S_FRUIT
slightly close-set
+
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
very wide-set
+
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
slightly wide-set
+
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
deeply sunken
+
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
slightly sunken
+
TREE_OVERLEAVES_TRUNK_SW_FRUIT
bulging
+
TREE_OVERLEAVES_TRUNK_SE_FRUIT
slightly protruding
+
TREE_OVERLEAVES_TRUNK_NW_FRUIT
have very large irises
+
TREE_OVERLEAVES_TRUNK_NE_FRUIT
have large irises
+
TREE_OVERLEAVES_TRUNK_N_FRUIT
have slightly large irises
+
TREE_OVERLEAVES_TRUNK_S_FRUIT
have very thin irises
+
TREE_OVERLEAVES_TRUNK_NS_FRUIT
have thin irises
+
TREE_OVERLEAVES_TRUNK_WE_FRUIT
have slightly thin irises
+
TREE_OVERLEAVES_TRUNK_NSWE_FRUIT
very large-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FRUIT
slightly large-irised
+
TREE_OVERLEAVES_TRUNK_W_FRUIT
very thin-irised
+
TREE_OVERLEAVES_TRUNK_E_FRUIT
thin-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FRUIT
slightly thin-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FRUIT
extremely wrinkled
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FRUIT
slightly wrinkled
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FRUIT
very smooth
+
TREE_CAP_THICK_INTERIOR
slightly smooth
+
TREE_CAP_FLOOR_1
wavy
+
TREE_CAP_WALL_W_E
incredibly straight
+
TREE_CAP_WALL_N_S_W_E
very convex
+
TREE_CAP_FLOOR_4
slightly convex
+
TREE_CAP_RAMP_N_S_W_E
incredibly concave
+
TREE_CAP_FLOOR_2
somewhat concave
+
TREE_CAP_FLOOR_3
extremely dense
+
TREE_CAP_RAMP_N_W_E
quite dense
+
TREE_CAP_RAMP_S_W_E
slightly dense
+
TREE_CAP_RAMP_N_S_E
extremely sparse
+
TREE_CAP_RAMP_N_S_W
quite sparse
+
TREE_CAP_RAMP_S_W
slightly sparse
+
TREE_CAP_RAMP_S_E
very thick
+
TREE_CAP_RAMP_N_W
slightly thick
+
TREE_CAP_RAMP_N_E
very thin
+
TREE_CAP_RAMP_N
somewhat thin
+
TREE_CAP_RAMP_S
incredibly upturned
+
TREE_CAP_RAMP_N_S
slightly upturned
+
TREE_CAP_RAMP_W_E
sharply hooked
+
TREE_TWIGS_AUTUMN
slightly hooked
+
TREE_TWIGS_FULL1_AUTUMN
very splayed out
+
TREE_CAP_RAMP_W
somewhat splayed out
+
TREE_CAP_RAMP_E
very flattened
+
TREE_TWIGS_FULL4_AUTUMN
slightly flattened
+
TREE_TWIGS_FULL_N_AUTUMN
have great swinging lobes
+
TREE_TWIGS_FULL2_AUTUMN
have large hanging lobes
+
TREE_TWIGS_FULL3_AUTUMN
are free-lobed
+
TREE_TWIGS_FULL_E_AUTUMN
are fuse-lobed
+
TREE_TWIGS_FULL_NW_AUTUMN
have nearly fused lobes
+
TREE_TWIGS_FULL_S_AUTUMN
have small lobes
+
TREE_TWIGS_FULL_W_AUTUMN
hanging-lobed
+
TREE_TWIGS_FULL_SE_AUTUMN
free-lobed
+
TREE_TWIGS_NSWE_AUTUMN
nearly fuse-lobed
+
TREE_TWIGS_FULL_NE_AUTUMN
small-lobed
+
TREE_TWIGS_FULL_SW_AUTUMN
widely-spaced
+
TREE_TWIGS_NSE_AUTUMN
tangled
+
TREE_TWIGS_NSW_AUTUMN
very round
+
TREE_TWIGS_SWE_AUTUMN
slightly rounded
+
TREE_TWIGS_NWE_AUTUMN
slit
+
TREE_TWIGS_NE_AUTUMN
somewhat greasy
+
TREE_TWIGS_SW_AUTUMN
crinkly
+
TREE_TWIGS_NS_AUTUMN
striped
+
TREE_TWIGS_NW_AUTUMN
mottled
+
TREE_TWIGS_N_AUTUMN
with a touch of
+
TREE_TWIGS_S_AUTUMN
with flecks of
+
TREE_TWIGS_SE_AUTUMN
with some
+
TREE_TWIGS_WE_AUTUMN
mixed with
+
TREE_OVERLEAVES_TRUNK_NSE_AUTUMN
are
+
TREE_OVERLEAVES_TRUNK_NSW_AUTUMN
has a deep, guttural voice
+
TREE_TWIGS_W_AUTUMN
has a high-pitched, clear voice
+
TREE_TWIGS_E_AUTUMN
has a high-pitched, grating voice
+
TREE_OVERLEAVES_TRUNK_NW_AUTUMN
has a clear, deep voice
+
TREE_OVERLEAVES_TRUNK_NE_AUTUMN
has a fairly deep and raspy voice
+
TREE_OVERLEAVES_TRUNK_NWE_AUTUMN
has a high squeaky voice
+
TREE_OVERLEAVES_TRUNK_SWE_AUTUMN
has a low, clear voice
+
TREE_OVERLEAVES_TRUNK_NS_AUTUMN
has a high, clear voice
+
TREE_OVERLEAVES_TRUNK_WE_AUTUMN
has a very clear voice
+
TREE_OVERLEAVES_TRUNK_SW_AUTUMN
has a clear voice
+
TREE_OVERLEAVES_TRUNK_SE_AUTUMN
has a grating, raspy voice
+
TREE_OVERLEAVES_TRUNK_W_AUTUMN
has a scratchy voice
+
TREE_OVERLEAVES_TRUNK_E_AUTUMN
has a very high-pitched voice
+
TREE_OVERLEAVES_TRUNK_N_AUTUMN
has a high voice
+
TREE_OVERLEAVES_TRUNK_S_AUTUMN
has a very deep voice
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FLOWER
has a low voice
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FLOWER
has very high cheekbones
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FLOWER
has high cheekbones
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FLOWER
has low cheekbones
+
GRASS_3
has very low cheekbones
+
GRASS_4
square chin
+
GRASS_1
round chin
+
GRASS_2
chin
+
GRASS_5C
has a massive
+
GRASS_5D
has a deeply recessed, broad
+
GRASS_5
has a narrow, jutting
+
GRASS_5B
has a deeply recessed, narrow
+
GRASS_8
has a broad, prominent
+
GRASS_9
has a broad, recessed
+
GRASS_6
has a narrow, prominent
+
GRASS_7
has a narrow, recessed
+
STONE_FLOOR_3
has a very broad
+
STONE_FLOOR_4
has a broad
+
STONE_FLOOR_1
has a very narrow
+
STONE_FLOOR_2
has a narrow
+
STONE_FLOOR_5C
has a jutting
+
STONE_FLOOR_5D
has a prominent
+
STONE_FLOOR_5
has a recessed
+
STONE_FLOOR_5B
has a deeply recessed
+
STONE_FLOOR_8
has a square chin
+
STONE_FLOOR_9
has an angular chin
+
STONE_FLOOR_6
has very round chin
+
STONE_FLOOR_7
has a round chin
+
SMOOTH_ICE_FLOOR
very long
+
GLASS_GREEN_FLOOR
medium-length
+
WOOD_FLOOR
clean-shaven
+
ROUGH_ICE_FLOOR
stubble
+
SAND_FLOOR_1
neatly combed
+
SAND_FLOOR_2
braided
+
GLASS_CLEAR_FLOOR
arranged in double braids
+
GLASS_CRYSTAL_FLOOR
tied in a pony tail
+
SAND_FLOOR_5
massive
+
SAND_FLOOR_5B
very long
+
SAND_FLOOR_3
long
+
SAND_FLOOR_4
short
+
SAND_FLOOR_6
very short
+
SAND_FLOOR_7
tiny
+
SAND_FLOOR_5C
curving scar. 
+
SAND_FLOOR_5D
straight scar. 
+
SAND_YELLOW_FLOOR_1
huge
+
SAND_YELLOW_FLOOR_2
very large
+
SAND_FLOOR_8
very small
+
SAND_FLOOR_9
dent. 
+
SAND_YELLOW_FLOOR_5
jagged scar. 
+
SAND_YELLOW_FLOOR_5B
You have disturbed the sleep of the dead!
+
SAND_YELLOW_FLOOR_3
sucks the wind out of
+
SAND_YELLOW_FLOOR_4
raises a high fever in
+
SAND_YELLOW_FLOOR_6
makes
+
SAND_YELLOW_FLOOR_7
convulse and retch
+
SAND_YELLOW_FLOOR_5C
inflicts excruciating pain upon
+
SAND_YELLOW_FLOOR_5D
causes a spell of dizziness in
+
SAND_WHITE_FLOOR_1
paralyzes
+
SAND_WHITE_FLOOR_2
stuns
+
SAND_YELLOW_FLOOR_8
You hear
+
SAND_YELLOW_FLOOR_9
RESERVED_BLOOD
+
SAND_WHITE_FLOOR_5
died in a cage.
+
SAND_WHITE_FLOOR_5B
fallen into a deep chasm.
+
SAND_WHITE_FLOOR_3
died of old age.
+
SAND_WHITE_FLOOR_4
been scared to death
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FRUIT
died in the dark.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FRUIT
starved to death.
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FRUIT
died of thirst.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FRUIT
drowned.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FRUIT
burned up in magma.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FRUIT
burned up in dragon fire.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FRUIT
boiled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FRUIT
melted.
+
TREE_TWIGS_FLOWER
condensed.
+
TREE_TWIGS_FULL1_FLOWER
solidified.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FRUIT
died in the heat.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FRUIT
been encased in cooling lava.
+
TREE_TWIGS_FULL4_FLOWER
been encased in cooling magma.
+
TREE_TWIGS_FULL_N_FLOWER
been encased in ice.
+
TREE_TWIGS_FULL2_FLOWER
frozen to death.
+
TREE_TWIGS_FULL3_FLOWER
burned to death.
+
TREE_TWIGS_FULL_E_FLOWER
been scalded to death.
+
TREE_TWIGS_FULL_NW_FLOWER
burned up in a magma mist.
+
TREE_TWIGS_FULL_S_FLOWER
been crushed by a drawbridge.
+
TREE_TWIGS_FULL_W_FLOWER
been crushed under the collapsing ceiling.
+
TREE_TWIGS_FULL_SE_FLOWER
been killed by falling rocks.
+
TREE_TWIGS_NSWE_FLOWER
been shot and killed.
+
TREE_TWIGS_FULL_NE_FLOWER
bled to death.
+
TREE_TWIGS_FULL_SW_FLOWER
succumbed to infection.
+
TREE_TWIGS_NSE_FLOWER
suffocated.
+
TREE_TWIGS_NSW_FLOWER
been struck down.
+
TREE_TWIGS_SWE_FLOWER
been slaughtered.
+
TREE_TWIGS_NWE_FLOWER
been scuttled.
+
TREE_TWIGS_NE_FLOWER
been hacked to pieces.
+
TREE_TWIGS_SW_FLOWER
been beheaded.
+
TREE_TWIGS_NS_FLOWER
been crucified.
+
TREE_TWIGS_NW_FLOWER
been buried alive.
+
TREE_TWIGS_N_FLOWER
been executed by being left out in the air.
+
TREE_TWIGS_S_FLOWER
been executed by drowning.
+
TREE_TWIGS_SE_FLOWER
been burned alive.
+
TREE_TWIGS_WE_FLOWER
been fed to beasts.
+
TREE_OVERLEAVES_TRUNK_NSE_FLOWER
been drained of blood
+
TREE_OVERLEAVES_TRUNK_NSW_FLOWER
been drained of blood by
+
TREE_TWIGS_W_FLOWER
been murdered by
+
TREE_TWIGS_E_FLOWER
been killed by a trap.
+
TREE_OVERLEAVES_TRUNK_NW_FLOWER
vanished.
+
TREE_OVERLEAVES_TRUNK_NE_FLOWER
collapsed.
+
TREE_OVERLEAVES_TRUNK_NWE_FLOWER
died after colliding with an obstacle.
+
TREE_OVERLEAVES_TRUNK_SWE_FLOWER
been impaled on spikes.
+
TREE_OVERLEAVES_TRUNK_NS_FLOWER
been put to rest.
+
TREE_OVERLEAVES_TRUNK_WE_FLOWER
been found dead.
+
TREE_OVERLEAVES_TRUNK_SW_FLOWER
been found dead, contorted in fear!
+
TREE_OVERLEAVES_TRUNK_SE_FLOWER
been found, starved to death.
+
TREE_OVERLEAVES_TRUNK_W_FLOWER
been found dead, dehydrated.
+
TREE_OVERLEAVES_TRUNK_E_FLOWER
been found dead, drowned.
+
TREE_OVERLEAVES_TRUNK_N_FLOWER
been found dead, badly burned.
+
TREE_OVERLEAVES_TRUNK_S_FLOWER
been found boiled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FLOWER
been found melted.
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FLOWER
been found condensed.
+
TREE_OVERLEAVES_TRUNK_NSWE_FLOWER
been found solidified.
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FLOWER
been found dead, frozen.
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FLOWER
been found dead, badly crushed.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FLOWER
been found scuttled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FLOWER
been found dead, completely drained of blood!
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FLOWER
data/save/current/unit-
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FLOWER
unit-
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FLOWER
SQUADS/LEADERS
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FLOWER
SQUAD POSITIONS
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FLOWER
CANDIDATES
+
RECTANGLE_CURSOR_W
VACANT
+
RECTANGLE_CURSOR_INTERIOR
AVAILABLE
+
RECTANGLE_CURSOR_N_S
You need somebody who
+
RECTANGLE_CURSOR_N_S_E
can appoint this position.
+
RECTANGLE_CURSOR_S_W_E
Squad:
+
RECTANGLE_CURSOR_S_W
move/station order
+
RECTANGLE_CURSOR_E
kill order
+
RECTANGLE_CURSOR_N_W_E
defend order
+
RECTANGLE_CURSOR_W_E
patrol order
+
RECTANGLE_CURSOR_N_S_W_E
training
+
RECTANGLE_CURSOR_S
skilled
+
RECTANGLE_CURSOR_S_E
Schedule:
+
RECTANGLE_CURSOR_UNPASSABLE_N_E
Order:
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W
Uniform
+
RECTANGLE_CURSOR_UNPASSABLE_N_W
ERROR
+
RECTANGLE_CURSOR_UNPASSABLE_N
ALERTS
+
RECTANGLE_CURSOR_UNPASSABLE_W
SQUADS
+
RECTANGLE_CURSOR_UNPASSABLE_INTERIOR
BURROWS
+
RECTANGLE_CURSOR_UNPASSABLE_N_S
Civilian alert:
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_E
Are you sure?  Squad alert schedules will be lost!
+
RECTANGLE_CURSOR_UNPASSABLE_S_W_E
POSITION UNIFORM
+
RECTANGLE_CURSOR_UNPASSABLE_S_W
missing item
+
RECTANGLE_CURSOR_UNPASSABLE_E
leather
+
RECTANGLE_CURSOR_UNPASSABLE_N_W_E
silk
+
RECTANGLE_CURSOR_UNPASSABLE_W_E
plant fiber
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E
metal
+
RECTANGLE_CURSOR_UNPASSABLE_S
wood
+
RECTANGLE_CURSOR_UNPASSABLE_S_E
stone
+
RECTANGLE_CURSOR_WATER_N_E
bone
+
RECTANGLE_CURSOR_WATER_N_S_W
shell
+
RECTANGLE_CURSOR_WATER_N_W
pearl
+
RECTANGLE_CURSOR_WATER_N
tooth
+
RECTANGLE_CURSOR_WATER_W
horn
+
RECTANGLE_CURSOR_WATER_INTERIOR
BROKEN
+
RECTANGLE_CURSOR_WATER_N_S
individual choice
+
RECTANGLE_CURSOR_WATER_N_S_E
indiv choice, melee
+
RECTANGLE_CURSOR_WATER_S_W_E
indiv choice, ranged
+
RECTANGLE_CURSOR_WATER_S_W
any color
+
RECTANGLE_CURSOR_WATER_E
any material
+
RECTANGLE_CURSOR_WATER_N_W_E
specific armor
+
RECTANGLE_CURSOR_WATER_W_E
specific helm
+
RECTANGLE_CURSOR_WATER_N_S_W_E
specific pants
+
RECTANGLE_CURSOR_WATER_S
specific gloves
+
RECTANGLE_CURSOR_WATER_S_E
specific shoes
+
RECTANGLE_CURSOR_FAILURE_N_E
specific shield
+
RECTANGLE_CURSOR_FAILURE_N_S_W
specific weapon
+
RECTANGLE_CURSOR_FAILURE_N_W
UNIFORMS
+
RECTANGLE_CURSOR_FAILURE_N
ITEMS
+
RECTANGLE_CURSOR_FAILURE_W
SELECTION
+
RECTANGLE_CURSOR_FAILURE_INTERIOR
SQUADS/GROUP
+
RECTANGLE_CURSOR_FAILURE_N_S
AMMUNITION
+
RECTANGLE_CURSOR_FAILURE_N_S_E
ASSIGNED
+
RECTANGLE_CURSOR_FAILURE_S_W_E
Hunters
+
RECTANGLE_CURSOR_FAILURE_S_W
Carry water
+
RECTANGLE_CURSOR_FAILURE_E
Carry any drink
+
RECTANGLE_CURSOR_FAILURE_N_W_E
Carry one food
+
RECTANGLE_CURSOR_FAILURE_W_E
Carry two food
+
RECTANGLE_CURSOR_FAILURE_N_S_W_E
Carry three food
+
RECTANGLE_CURSOR_FAILURE_S
Leave Vacant
+
RECTANGLE_CURSOR_FAILURE_S_E
There are no reasonable candidates.
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_E
Lowest Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W
Low Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W
Medium Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N
High Precision
+
SAND_WHITE_FLOOR_6
Highest Precision
+
SAND_WHITE_FLOOR_7
All counts accurate
+
SAND_WHITE_FLOOR_5C
Your bookkeeper has done enough work to attain
+
SAND_WHITE_FLOOR_5D
Your bookkeeper needs to work in an office to improve precision
+
SAND_BLACK_FLOOR_1
low precision
+
SAND_BLACK_FLOOR_2
medium precision
+
SAND_WHITE_FLOOR_8
high precision
+
SAND_WHITE_FLOOR_9
highest precision
+
SAND_BLACK_FLOOR_5
The stockpile records are
+
SAND_BLACK_FLOOR_5B
Duplicate Object:
+
SAND_BLACK_FLOOR_3
inorganic
+
SAND_BLACK_FLOOR_4
plant
+
SAND_BLACK_FLOOR_6
creaturebody
+
SAND_BLACK_FLOOR_7
creaturebodygloss
+
SAND_BLACK_FLOOR_5C
entity
+
SAND_BLACK_FLOOR_5D
word
+
SAND_RED_FLOOR_1
symbol
+
SAND_RED_FLOOR_2
translation
+
SAND_BLACK_FLOOR_8
color
+
SAND_BLACK_FLOOR_9
shape
+
SAND_RED_FLOOR_5
color_pattern
+
SAND_RED_FLOOR_5B
reaction
+
SAND_RED_FLOOR_3
material_template
+
SAND_RED_FLOOR_4
tissue_template
+
SAND_RED_FLOOR_6
body_detail_plan
+
SAND_RED_FLOOR_7
creature_variation
+
SAND_RED_FLOOR_5C
interaction
+
SAND_RED_FLOOR_5D
failed vermin colony deletion
+
METAL_FLOOR
Generating world using parameter set
+
FURROWED_SOIL_1
Null unit chunk on export
+
SAND_RED_FLOOR_8
The wet season has arrived!
+
SAND_RED_FLOOR_9
Spring has arrived!
+
FURROWED_SOIL_4
Spring has arrived on the calendar.
+
DIRT_FLOOR_1
Summer has arrived on the calendar.
+
FURROWED_SOIL_2
The dry season has come.
+
FURROWED_SOIL_3
Autumn has come.
+
DIRT_FLOOR_4
Autumn has arrived on the calendar.
+
DIRT_FLOOR_5
Winter is upon you.
+
DIRT_FLOOR_2
Winter has arrived on the calendar.
+
DIRT_FLOOR_3
This artwork appears on
+
DIRT_FLOOR_5D
This work of art is a
+
DIRT_FLOOR_6
This artwork appears on a
+
DIRT_FLOOR_5B
This artwork appears
+
DIRT_FLOOR_5C
This engraving appears on a floor
+
DIRT_FLOOR_9
This engraving appears on a wall
+
FORGOTTEN_BEAST_ICON
This artwork is a
+
DIRT_FLOOR_7
The item
+
DIRT_FLOOR_8
Engraved
+
NIGHT_CREATURE_ICON
The artwork relates to
+
ANGEL_ICON
The image is
+
TITAN_ICON
the symbol of
+
DEMON_ICON
migrating
+
LOOK_CURSOR
nomadic
+
TALK_CURSOR
local
+
RAMP_UP_ARROW
outcast
+
RAMP_DOWN_ARROW
civilization
+
ERROR_CURSOR_CURSOR
group
+
OUT_OF_BOUNDS_CURSOR
government
+
LEGAL_JUMP_CURSOR
vessel
+
ILLEGAL_JUMP_CURSOR
religion
+
RECTANGLE_CURSOR_N_E
miltary unit
+
RECTANGLE_CURSOR_N_S_W
objects/text/book_instruction.txt
+
RECTANGLE_CURSOR_N_W
objects/text/book_art.txt
+
RECTANGLE_CURSOR_N
objects/text/secret_death.txt
+
OVERLAY_RAMP_WITH_WALL_W
objects/language_*
+
OVERLAY_RAMP_WITH_WALL_E
objects/descriptor_shape_*
+
OVERLAY_RAMP_WITH_WALL_N
objects/descriptor_color_*
+
OVERLAY_RAMP_WITH_WALL_S
objects/descriptor_pattern_*
+
OVERLAY_RAMP_WITH_WALL_SE
objects/material_template_*
+
OVERLAY_RAMP_WITH_WALL_NE
objects/inorganic_*
+
OVERLAY_RAMP_WITH_WALL_NW
objects/plant_*
+
OVERLAY_RAMP_WITH_WALL_SW
objects/tissue_template_*
+
OVERLAY_RAMP_WITH_WALL_SW_SE
objects/item_*
+
OVERLAY_RAMP_WITH_WALL_NW_SW
objects/building_*
+
OVERLAY_RAMP_WITH_WALL_NW_NE
objects/b_detail_plan_*
+
OVERLAY_RAMP_WITH_WALL_NE_SE
objects/body_*
+
OVERLAY_RAMP_WITH_WALL_W_SE
objects/c_variation_*
+
OVERLAY_RAMP_WITH_WALL_N_SW
objects/creature_*
+
OVERLAY_RAMP_OTHER
objects/entity_*
+
OVERLAY_RAMP_WITH_WALL_S_NE
objects/reaction_*
+
OVERLAY_RAMP_WITH_WALL_S_NW
objects/interaction_*
+
OVERLAY_RAMP_WITH_WALL_W_NE
objects/
+
OVERLAY_RAMP_WITH_WALL_E_NW
Missing Material Template:
+
OVERLAY_RAMP_WITH_WALL_E_SW
Missing Inorganic Gloss:
+
OVERLAY_RAMP_WITH_WALL_S_W_NE
Missing Plant Gloss:
+
OVERLAY_RAMP_WITH_WALL_N_W_SE
Missing Tissue Template:
+
OVERLAY_RAMP_WITH_WALL_N_SE
Missing Item Definition:
+
OVERLAY_RAMP_WITH_WALL_S_E_NW
Missing Building Definition:
+
OVERLAY_RAMP_WITH_WALL_E_NW_SW
Missing Body Detail Plan:
+
OVERLAY_RAMP_WITH_WALL_S_NW_NE
Missing Creature Body Definition:
+
OVERLAY_RAMP_WITH_WALL_N_E_SW
Missing Creature Body Gloss Definition
+
OVERLAY_RAMP_WITH_WALL_N_SW_SE
Missing Creature Variation:
+
OVERLAY_RAMP_WITH_WALL_NE_SW
Missing Creature Definition:
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW_SE
Missing Entity Definition
+
OVERLAY_RAMP_WITH_WALL_W_NE_SE
Missing Word Definition
+
OVERLAY_RAMP_WITH_WALL_NW_SE
Missing Symbol Definition
+
OVERLAY_RAMP_WITH_WALL_NW_SW_SE
Missing Translation Definition
+
OVERLAY_RAMP_WITH_WALL_NE_SW_SE
Missing Color Definition
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW
Missing Shape Definition
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SE
Missing Color Pattern Definition
+
GRASS_RAMP_WITH_WALL_N_S_W
Missing Reaction Definition
+
GRASS_RAMP_WITH_WALL_N_W_E
Missing Interaction Definition:
+
GRASS_RAMP_WITH_WALL_N_S_E_W
Site Map:  Extra Item Occupancy
+
GRASS_RAMP_WITH_WALL_N_S_E
very near
+
GRASS_RAMP_WITH_WALL_N_W
nearly a day's travel
+
GRASS_RAMP_WITH_WALL_N_E
inaccessible from here
+
GRASS_RAMP_WITH_WALL_S_W_E
The weather has cleared.
+
GRASS_RAMP_WITH_WALL_N_S
Load Game: Invalid Job ID Number,
+
GRASS_RAMP_WITH_WALL_W_E
Load Game: Invalid Unit ID Number,
+
GRASS_RAMP_WITH_WALL_N
Load Game: Invalid Item ID Number,
+
GRASS_RAMP_WITH_WALL_S_W
Load Game: Invalid Entity ID Number
+
GRASS_RAMP_WITH_WALL_S_E
Load Game: Invalid Nemesis ID Number,
+
GRASS_RAMP_WITH_WALL_E
Load Game: Invalid Building ID Number,
+
GRASS_RAMP_WITH_WALL_NW
Load Game: Invalid Machine ID Number
+
GRASS_RAMP_WITH_WALL_S
Load Game: Invalid Flow Guide ID Number
+
GRASS_RAMP_WITH_WALL_W
Load Game: Invalid Artifact ID Number,
+
GRASS_RAMP_WITH_WALL_NE
Unloaded
+
GRASS_RAMP_WITH_WALL_NW_NE
Load Game: Invalid Proj ID Number
+
GRASS_RAMP_WITH_WALL_SW
Load Game: Invalid Schedule ID Number
+
GRASS_RAMP_WITH_WALL_SE
Load Game: Invalid Task ID Number
+
GRASS_RAMP_WITH_WALL_NW_SW
Load Game: Invalid Unit Chunk ID Number
+
GRASS_RAMP_OTHER
Load Game: Invalid Art Image Chunk ID Number
+
GRASS_RAMP_WITH_WALL_NE_SE
Load Game: Invalid Hist Figure ID Number
+
GRASS_RAMP_WITH_WALL_SW_SE
Load Game: Invalid Hist Event ID Number
+
GRASS_RAMP_WITH_WALL_N_SW
Load Game: Invalid Hist Event Collection ID Number
+
GRASS_RAMP_WITH_WALL_E_NW
Load Game: Invalid Squad ID Number
+
GRASS_RAMP_WITH_WALL_S_NE
Load Game: Invalid Formation ID Number
+
GRASS_RAMP_WITH_WALL_W_SE
Load Game: Invalid Activity ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W
Load Game: Invalid Interaction Instance ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_INTERIOR
Load Game: Invalid Written Content ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S
Load Game: Invalid Identity ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_E
Load Game: Invalid Incident ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W_E
Load Game: Invalid Crime ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W
Tell them it was
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_E
You will remember
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W_E
Halt in the name of
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W_E
Night creatures!
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W_E
Night creature!
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S
You feel uneasy.
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_E
data/save/current/site-
+
RECTANGLE_CURSOR_FAILURE_WATER_N_E
site-
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W
You have discovered a river.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W
You have discovered an expansive cavern deep underground.
+
RECTANGLE_CURSOR_FAILURE_WATER_N
You have discovered a great magma sea.
+
RECTANGLE_CURSOR_FAILURE_WATER_W
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.
+
RECTANGLE_CURSOR_FAILURE_WATER_INTERIOR
You have discovered a cave entrance.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S
You have discovered a downward passage.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_E
You have discovered a deep pit.
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W_E
You have discovered a magma pool.
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W
You have discovered a volcano.
+
RECTANGLE_CURSOR_FAILURE_WATER_E
You have found a curious underground structure.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W_E
You have struck
+
RECTANGLE_CURSOR_FAILURE_WATER_W_E
column update out of bounds:
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W_E
Evaluate Wagon Edge Access Overflow
+
RECTANGLE_CURSOR_FAILURE_WATER_S
The falling debris has defaced a
+
RECTANGLE_CURSOR_FAILURE_WATER_S_E
Sizing Flow... Overflow
+
RECTANGLE_CURSOR_BAD_N_E
Dungeon Floodfill Overflow
+
RECTANGLE_CURSOR_BAD_N_S_W
Dungeon Floodfill Overflow 3
+
RECTANGLE_CURSOR_BAD_N_W
Dungeon Floodfill Overflow 4
+
RECTANGLE_CURSOR_BAD_N
Dungeon Flood Fill Overflow 2
+
RECTANGLE_CURSOR_BAD_W
The impertinent vegetation has defaced a
+
RECTANGLE_CURSOR_BAD_INTERIOR
They have decided to forego any formal celebrations.
+
RECTANGLE_CURSOR_BAD_N_S
wooden
+
RECTANGLE_CURSOR_BAD_N_S_E
soap
+
RECTANGLE_CURSOR_BAD_S_W_E
ivory/tooth
+
RECTANGLE_CURSOR_BAD_S_W
unknown material
+
RECTANGLE_CURSOR_BAD_E
data/init/arena.txt
+
RECTANGLE_CURSOR_BAD_N_W_E
underworld
+
RECTANGLE_CURSOR_BAD_W_E
green glass gems
+
RECTANGLE_CURSOR_BAD_N_S_W_E
clear glass gems
+
RECTANGLE_CURSOR_BAD_S
crystal glass gems
+
RECTANGLE_CURSOR_BAD_S_E
MbP?
+
RECENTER_INDICATOR_3
RSDS{#
+
TARGET_INDICATOR_1
FMOD_System_Create
+
RECENTER_INDICATOR_1
fmodex.dll
+
RECENTER_INDICATOR_2
inflateInit_
+
PATROL_ROUTE_POINT
deflateEnd
+
PATROL_ROUTE_LINE
inflate
+
TARGET_INDICATOR_2
deflateInit_
+
TARGET_INDICATOR_3
inflateEnd
+
OVERLAY_RAMP_WITH_WALL_N_S_E
deflate
+
OVERLAY_RAMP_WITH_WALL_N_S_W
zlib1.dll
+
VIEWPORT_GRID
SDL_CreateSemaphore
+
OVERLAY_RAMP_WITH_WALL_N_S_E_W
SDL_WM_SetIcon
+
OVERLAY_RAMP_WITH_WALL_N_S
SDL_Init
+
OVERLAY_RAMP_WITH_WALL_N_W
SDL_DestroySemaphore
+
OVERLAY_RAMP_WITH_WALL_N_W_E
SDL_SetVideoMode
+
OVERLAY_RAMP_WITH_WALL_S_W_E
SDL_GL_GetAttribute
+
OVERLAY_RAMP_WITH_WALL_S_E
SDL_GetAppState
+
OVERLAY_RAMP_WITH_WALL_W_E
SDL_SemWait
+
OVERLAY_RAMP_WITH_WALL_N_E
SDL_GL_SwapBuffers
+
OVERLAY_RAMP_WITH_WALL_S_W
SDL_FillRect
+
STONE_RAMP_WITH_WALL_N_S_E_W
SDL_WM_SetCaption
+
STONE_RAMP_WITH_WALL_N_S_E
SDL_PollEvent
+
SOIL_RAMP_WITH_WALL_NW_SW_SE
SDL_EnableUNICODE
+
SOIL_RAMP_WITH_WALL_NE_SW_SE
SDL_ThreadID
+
STONE_RAMP_WITH_WALL_S_W_E
SDL_InitSubSystem
+
STONE_RAMP_WITH_WALL_N_S
SDL_ShowCursor
+
STONE_RAMP_WITH_WALL_N_S_W
SDL_NumJoysticks
+
STONE_RAMP_WITH_WALL_N_W_E
SDL_GetMouseState
+
STONE_RAMP_WITH_WALL_S_W
SDL_CreateThread
+
STONE_RAMP_WITH_WALL_S_E
SDL_SemPost
+
STONE_RAMP_WITH_WALL_N_W
SDL_SemTryWait
+
STONE_RAMP_WITH_WALL_N_E
SDL_Delay
+
STONE_RAMP_WITH_WALL_S
SDL_LockSurface
+
STONE_RAMP_WITH_WALL_W
SDL_UnlockSurface
+
STONE_RAMP_WITH_WALL_W_E
SDL_GetVideoSurface
+
STONE_RAMP_WITH_WALL_N
SDL_UpperBlit
+
STONE_RAMP_WITH_WALL_SW
SDL_GetTicks
+
STONE_RAMP_WITH_WALL_SE
SDL_GetError
+
STONE_RAMP_WITH_WALL_E
SDL_GL_SetAttribute
+
STONE_RAMP_WITH_WALL_NW
SDL_GetVideoInfo
+
STONE_RAMP_WITH_WALL_NE_SE
SDL_MapRGB
+
STONE_RAMP_WITH_WALL_SW_SE
SDL_CreateRGBSurface
+
STONE_RAMP_WITH_WALL_NE
SDL_Flip
+
STONE_RAMP_WITH_WALL_NW_NE
SDL_EnableKeyRepeat
+
STONE_RAMP_WITH_WALL_S_NE
SDL_Quit
+
STONE_RAMP_WITH_WALL_W_SE
SDL_FreeSurface
+
STONE_RAMP_WITH_WALL_NW_SW
SDL_SaveBMP_RW
+
STONE_RAMP_OTHER
SDL_RWFromFile
+
STONE_RAMP_WITH_WALL_E_SW
SDL_CreateRGBSurfaceFrom
+
STONE_RAMP_WITH_WALL_S_NW
SDL_DisplayFormat
+
STONE_RAMP_WITH_WALL_N_SW
SDL_DisplayFormatAlpha
+
STONE_RAMP_WITH_WALL_E_NW
SDL_GetRGBA
+
STONE_RAMP_WITH_WALL_S_E_NW
SDL_ConvertSurface
+
STONE_RAMP_WITH_WALL_S_W_NE
SDL_SetAlpha
+
STONE_RAMP_WITH_WALL_W_NE
SDL_SetColorKey
+
STONE_RAMP_WITH_WALL_N_SE
SDL.dll
+
STONE_RAMP_WITH_WALL_N_SW_SE
IMG_Load
+
STONE_RAMP_WITH_WALL_E_NW_SW
SDL_image.dll
+
STONE_RAMP_WITH_WALL_N_W_SE
timeEndPeriod
+
STONE_RAMP_WITH_WALL_N_E_SW
timeBeginPeriod
+
STONE_RAMP_WITH_WALL_NW_SE
WINMM.dll
+
STONE_RAMP_WITH_WALL_NE_SW
TTF_WasInit
+
STONE_RAMP_WITH_WALL_S_NW_NE
TTF_FontHeight
+
STONE_RAMP_WITH_WALL_W_NE_SE
TTF_GlyphMetrics
+
STONE_RAMP_WITH_WALL_NW_NE_SE
TTF_RenderUNICODE_Blended
+
STONE_RAMP_WITH_WALL_NW_SW_SE
TTF_SizeUNICODE
+
STONE_RAMP_WITH_WALL_NW_NE_SW_SE
TTF_OpenFont
+
STONE_RAMP_WITH_WALL_NW_NE_SW
TTF_CloseFont
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E_W
TTF_Init
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E
SDL_ttf.dll
+
STONE_RAMP_WITH_WALL_NE_SW_SE
CreateDirectoryA
+
MULTILEVEL_AIR
GetTickCount
+
MULTILEVEL_RAMP_WITH_WALL_S_W_E
FindFirstFileA
+
MULTILEVEL_RAMP_WITH_WALL_N_S
FindClose
+
MULTILEVEL_RAMP_WITH_WALL_N_S_W
FindNextFileA
+
MULTILEVEL_RAMP_WITH_WALL_N_W_E
SetPriorityClass
+
MULTILEVEL_RAMP_WITH_WALL_S_W
GetCurrentProcess
+
MULTILEVEL_RAMP_WITH_WALL_S_E
KERNEL32.dll
+
MULTILEVEL_RAMP_WITH_WALL_N_W
MessageBoxA
+
MULTILEVEL_RAMP_WITH_WALL_N_E
USER32.dll
+
MULTILEVEL_RAMP_WITH_WALL_S
MSVCP100.dll
+
MULTILEVEL_RAMP_WITH_WALL_W
memmove
+
MULTILEVEL_RAMP_WITH_WALL_W_E
fputc
+
MULTILEVEL_RAMP_WITH_WALL_N
ungetc
+
GRASS_RAMP_WITH_WALL_W_NE
fgetpos
+
GRASS_RAMP_WITH_WALL_N_SE
fflush
+
GRASS_RAMP_WITH_WALL_E_SW
fgetc
+
GRASS_RAMP_WITH_WALL_S_NW
fsetpos
+
GRASS_RAMP_WITH_WALL_N_W_SE
setvbuf
+
GRASS_RAMP_WITH_WALL_N_E_SW
memcpy_s
+
GRASS_RAMP_WITH_WALL_S_E_NW
fwrite
+
GRASS_RAMP_WITH_WALL_S_W_NE
fclose
+
GRASS_RAMP_WITH_WALL_S_NW_NE
memchr
+
GRASS_RAMP_WITH_WALL_W_NE_SE
atoi
+
GRASS_RAMP_WITH_WALL_N_SW_SE
strtoul
+
GRASS_RAMP_WITH_WALL_E_NW_SW
qsort
+
GRASS_RAMP_WITH_WALL_NW_NE_SW_SE
exit
+
GRASS_RAMP_WITH_WALL_NW_NE_SW
strstr
+
GRASS_RAMP_WITH_WALL_NW_SE
abort
+
GRASS_RAMP_WITH_WALL_NE_SW
sprintf
+
GRASS_RAMP_WITH_WALL_NE_SW_SE
isspace
+
SOIL_RAMP_WITH_WALL_N_S_E_W
fprintf
+
GRASS_RAMP_WITH_WALL_NW_NE_SE
realloc
+
GRASS_RAMP_WITH_WALL_NW_SW_SE
puts
+
SOIL_RAMP_WITH_WALL_N_W_E
remove
+
SOIL_RAMP_WITH_WALL_S_W_E
rename
+
SOIL_RAMP_WITH_WALL_N_S_E
srand
+
SOIL_RAMP_WITH_WALL_N_S_W
ceil
+
SOIL_RAMP_WITH_WALL_N_E
modf
+
SOIL_RAMP_WITH_WALL_S_W
printf
+
SOIL_RAMP_WITH_WALL_N_S
ldiv
+
SOIL_RAMP_WITH_WALL_N_W
strtol
+
SOIL_RAMP_WITH_WALL_N
isgraph
+
SOIL_RAMP_WITH_WALL_S
rand
+
SOIL_RAMP_WITH_WALL_S_E
MSVCR100.dll
+
SOIL_RAMP_WITH_WALL_W_E
glDeleteTextures
+
SOIL_RAMP_WITH_WALL_NW
glEnableClientState
+
SOIL_RAMP_WITH_WALL_SW
glAlphaFunc
+
SOIL_RAMP_WITH_WALL_W
glClear
+
SOIL_RAMP_WITH_WALL_E
glAccum
+
SOIL_RAMP_WITH_WALL_NW_NE
glBindTexture
+
SOIL_RAMP_WITH_WALL_NE_SE
glTexImage2D
+
SOIL_RAMP_WITH_WALL_SE
glDisable
+
SOIL_RAMP_WITH_WALL_NE
glColorPointer
+
SOIL_RAMP_OTHER
glDrawArrays
+
SOIL_RAMP_WITH_WALL_S_NE
glTexParameteri
+
SOIL_RAMP_WITH_WALL_SW_SE
glDisableClientState
+
SOIL_RAMP_WITH_WALL_NW_SW
glBlendFunc
+
SOIL_RAMP_WITH_WALL_E_NW
glMatrixMode
+
SOIL_RAMP_WITH_WALL_E_SW
glViewport
+
SOIL_RAMP_WITH_WALL_W_SE
glVertexPointer
+
SOIL_RAMP_WITH_WALL_N_SW
glTexCoordPointer
+
SOIL_RAMP_WITH_WALL_N_SE
glEnable
+
SOIL_RAMP_WITH_WALL_S_E_NW
glGenTextures
+
SOIL_RAMP_WITH_WALL_S_NW
glLoadIdentity
+
SOIL_RAMP_WITH_WALL_W_NE
glGetString
+
SOIL_RAMP_WITH_WALL_N_E_SW
wglGetCurrentDC
+
SOIL_RAMP_WITH_WALL_N_SW_SE
wglGetProcAddress
+
SOIL_RAMP_WITH_WALL_S_W_NE
glTexSubImage2D
+
SOIL_RAMP_WITH_WALL_N_W_SE
glGetTexLevelParameteriv
+
SOIL_RAMP_WITH_WALL_W_NE_SE
glPixelStorei
+
SOIL_RAMP_WITH_WALL_NW_SE
glTexEnvi
+
SOIL_RAMP_WITH_WALL_E_NW_SW
OPENGL32.dll
+
SOIL_RAMP_WITH_WALL_S_NW_NE
gluOrtho2D
+
SOIL_RAMP_WITH_WALL_NW_NE_SW
GLU32.dll
+
SOIL_RAMP_WITH_WALL_NW_NE_SE
EncodePointer
+
SOIL_RAMP_WITH_WALL_NE_SW
DecodePointer
+
SOIL_RAMP_WITH_WALL_NW_NE_SW_SE
InterlockedExchange
+
FULL_NSE
Sleep
+
FULL_NWE
InterlockedCompareExchange
+
FULL_SE
HeapSetInformation
+
FULL_NSW
GetStartupInfoW
+
PARTIAL_1B
TerminateProcess
+
PARTIAL_1C
UnhandledExceptionFilter
+
FULL_SWE
SetUnhandledExceptionFilter
+
PARTIAL_1A
IsDebuggerPresent
+
PARTIAL_2B
QueryPerformanceCounter
+
PARTIAL_2C
GetCurrentThreadId
+
PARTIAL_1D
GetCurrentProcessId
+
PARTIAL_2A
GetSystemTimeAsFileTime
+
PARTIAL_3B
GetModuleHandleA
+
PARTIAL_3C
GetCommandLineA
+
PARTIAL_2D
FreeLibrary
+
PARTIAL_3A
LoadLibraryA
+
PARTIAL_4B
strrchr
+
PARTIAL_4C
SDL_SetModuleHandle
+
PARTIAL_3D
SDL_strlcpy
+
PARTIAL_4A
memset
+
RIVER_TO_NE
memcpy
+
RIVER_TO_SW
IsProcessorFeaturePresent
+
PARTIAL_4D
</pre>
+
RIVER_TO_NW
 +
RIVER_TO_S
 +
RIVER_TO_W
 +
RIVER_TO_SE
 +
RIVER_TO_N
 +
RIVER_BED_N
 +
RIVER_BED_S
 +
RIVER_TO_E
 +
RIVER_BED
 +
RIVER_BED_N_W
 +
RIVER_BED_N_E
 +
RIVER_BED_W
 +
RIVER_BED_E
 +
RIVER_BED_SOURCE
 +
RIVER_BED_NW
 +
RIVER_BED_S_E
 +
RIVER_BED_S_W
 +
RIVER_BED_SE
 +
RIVER_BED_NE_SW
 +
RIVER_BED_NE
 +
RIVER_BED_SW
 +
BROOK_TO_NE
 +
BROOK_TO_SW
 +
RIVER_BED_NW_SE
 +
BROOK_TO_NW
 +
BROOK_TO_S
 +
BROOK_TO_W
 +
BROOK_TO_SE
 +
BROOK_TO_N
 +
BROOK_BED_N
 +
BROOK_BED_S
 +
BROOK_TO_E
 +
BROOK_BED
 +
BROOK_BED_N_W
 +
BROOK_BED_N_E
 +
BROOK_BED_W
 +
BROOK_BED_E
 +
BROOK_BED_SOURCE
 +
BROOK_BED_NW
 +
BROOK_BED_S_E
 +
BROOK_BED_S_W
 +
MULTILEVEL_RAMP_WITH_WALL_SW
 +
MULTILEVEL_RAMP_WITH_WALL_SE
 +
MULTILEVEL_RAMP_WITH_WALL_E
 +
MULTILEVEL_RAMP_WITH_WALL_NW
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE
 +
MULTILEVEL_RAMP_WITH_WALL_S_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SW
 +
MULTILEVEL_RAMP_OTHER
 +
MULTILEVEL_RAMP_WITH_WALL_E_SW
 +
MULTILEVEL_RAMP_WITH_WALL_S_NW
 +
MULTILEVEL_RAMP_WITH_WALL_N_SW
 +
MULTILEVEL_RAMP_WITH_WALL_E_NW
 +
MULTILEVEL_RAMP_WITH_WALL_S_E_NW
 +
MULTILEVEL_RAMP_WITH_WALL_S_W_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_NE
 +
MULTILEVEL_RAMP_WITH_WALL_N_SE
 +
MULTILEVEL_RAMP_WITH_WALL_N_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_E_NW_SW
 +
MULTILEVEL_RAMP_WITH_WALL_N_W_SE
 +
MULTILEVEL_RAMP_WITH_WALL_N_E_SW
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SW
 +
MULTILEVEL_RAMP_WITH_WALL_S_NW_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW
 +
SPATTER_BLOOD_RED
 +
SPATTER_BLOOD_CYAN
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SW_SE
 +
SPATTER_SNOW
 +
SPATTER_BLOOD_ICHOR
 +
SPATTER_DUST
 +
SPATTER_BLOOD_MAGENTA
 +
SPATTER_BLOOD_GOO
 +
SPATTER_FRUIT_LARGE
 +
SPATTER_LEAVES
 +
SPATTER_FRUIT
 +
SPATTER_FRUIT_SMALL
 +
SPATTER_VOMIT
 +
SPATTER_SLIME
 +
SPATTER_MAGMA
 +
SPATTER_MUD
 +
FULL_NSWE_B
 +
FULL_NSWE_C
 +
SPATTER_WATER
 +
FULL_NSWE_A
 +
FULL_ISOLATED
 +
FULL_NS
 +
FULL_NSWE_D
 +
FULL_NSWE_E
 +
FULL_S
 +
FULL_W
 +
FULL_WE
 +
FULL_N
 +
FULL_NE
 +
FULL_SW
 +
FULL_E
 +
FULL_NW
 +
ITEM_FLOODGATE_DAMAGE
 +
ITEM_FLOODGATE_BLOOD
 +
ITEM_FLOODGATE_ENGRAVING
 +
ITEM_FLOODGATE_BANDS
 +
ITEM_FLOODGATE_MUD
 +
ITEM_GRATE_WOOD
 +
ITEM_FLOODGATE_VOMIT
 +
ITEM_FLOODGATE_WATER
 +
ITEM_GRATE_WOOD_FLOOR_OPEN
 +
ITEM_GRATE_WOOD_FLOOR_CLOSED
 +
ITEM_GRATE_WOOD_WALL_OPEN
 +
ITEM_GRATE_WOOD_WALL_CLOSED
 +
ITEM_GRATE_STONE_WALL_CLOSED
 +
ITEM_GRATE_STONE_FLOOR_OPEN
 +
ITEM_GRATE_STONE
 +
ITEM_GRATE_STONE_WALL_OPEN
 +
ITEM_GRATE_METAL_WALL_OPEN
 +
ITEM_GRATE_METAL_WALL_CLOSED
 +
ITEM_GRATE_STONE_FLOOR_CLOSED
 +
ITEM_GRATE_METAL
 +
ITEM_GRATE_GLASS
 +
ITEM_GRATE_GLASS_WALL_OPEN
 +
ITEM_GRATE_METAL_FLOOR_OPEN
 +
ITEM_GRATE_METAL_FLOOR_CLOSED
 +
ITEM_GRATE_GLASS_FLOOR_CLOSED
 +
ITEM_DOOR_STONE
 +
ITEM_GRATE_GLASS_WALL_CLOSED
 +
ITEM_GRATE_GLASS_FLOOR_OPEN
 +
ITEM_DOOR_WOOD_OPEN
 +
ITEM_DOOR_METAL
 +
ITEM_DOOR_STONE_OPEN
 +
ITEM_DOOR_WOOD
 +
ITEM_DOOR_GLASS_OPEN
 +
ITEM_DOOR_WOOD_CLOSED
 +
ITEM_DOOR_METAL_OPEN
 +
ITEM_DOOR_GLASS
 +
ITEM_DOOR_GLASS_CLOSED
 +
ITEM_DOOR_VARIANT
 +
ITEM_DOOR_STONE_CLOSED
 +
ITEM_DOOR_METAL_CLOSED
 +
ITEM_DOOR_STUDS
 +
ITEM_DOOR_ENGRAVING
 +
ITEM_DOOR_SPIKES
 +
ITEM_DOOR_RINGS
 +
ITEM_DOOR_BLOOD
 +
ITEM_DOOR_VOMIT
 +
ITEM_DOOR_BANDS
 +
ITEM_DOOR_DAMAGE
 +
ITEM_DOOR_FORBIDDEN
 +
ITEM_CHAIN_METAL
 +
ITEM_DOOR_WATER
 +
ITEM_DOOR_MUD
 +
ITEM_FLASK_LEATHER
 +
ITEM_FLASK_GLASS
 +
ITEM_CHAIN_ROPE
 +
ITEM_FLASK_METAL
 +
ITEM_GOBLET_WOOD
 +
ITEM_INSTRUMENT_KEYBOARD_BUILDING
 +
ITEM_GOBLET_METAL
 +
ITEM_GOBLET_STONE
 +
ITEM_INSTRUMENT_PERCUSSION_BUILDING
 +
ITEM_INSTRUMENT_KEYBOARD_HANDHELD
 +
ITEM_INSTRUMENT_STRINGED_BUILDING
 +
ITEM_INSTRUMENT_WIND_BUILDING
 +
BROOK_BED_SE
 +
ITEM_BRANCH
 +
BROOK_BED_NE
 +
BROOK_BED_SW
 +
ITEM_ROUGH_GEM_VALUE_2
 +
ITEM_ROUGH_GEM_VALUE_3
 +
ITEM_WOOD
 +
ITEM_ROUGH_GEM
 +
ITEM_ROUGH_GEM_VALUE_15
 +
ITEM_ROUGH_GEM_VALUE_20
 +
ITEM_ROUGH_GEM_VALUE_5
 +
ITEM_ROUGH_GEM_VALUE_10
 +
ITEM_ROUGH_GEM_VALUE_40
 +
ITEM_ROUGH_GEM_VALUE_60
 +
ITEM_ROUGH_GEM_VALUE_25
 +
ITEM_ROUGH_GEM_VALUE_30
 +
ITEM_BARS
 +
ITEM_BARS_SOAP
 +
ITEM_BOULDER
 +
ITEM_ROCK
 +
ITEM_BLOCKS
 +
ITEM_HATCH_COVER_STONE
 +
ITEM_GEMS
 +
ITEM_LARGE_GEM
 +
ITEM_HATCH_COVER_WOOD_OPEN
 +
ITEM_HATCH_COVER_METAL
 +
ITEM_HATCH_COVER_STONE_OPEN
 +
ITEM_HATCH_COVER_WOOD
 +
ITEM_HATCH_COVER_GLASS_OPEN
 +
ITEM_HATCH_COVER_WOOD_CLOSED
 +
ITEM_HATCH_COVER_METAL_OPEN
 +
ITEM_HATCH_COVER_GLASS
 +
ITEM_HATCH_COVER_GLASS_CLOSED
 +
ITEM_HATCH_COVER_VARIANT
 +
ITEM_HATCH_COVER_STONE_CLOSED
 +
ITEM_HATCH_COVER_METAL_CLOSED
 +
ITEM_HATCH_COVER_STUDS
 +
ITEM_HATCH_COVER_ENGRAVING
 +
ITEM_HATCH_COVER_SPIKES
 +
ITEM_HATCH_COVER_RINGS
 +
ITEM_HATCH_COVER_BLOOD
 +
ITEM_HATCH_COVER_VOMIT
 +
ITEM_HATCH_COVER_BANDS
 +
ITEM_HATCH_COVER_DAMAGE
 +
ITEM_HATCH_COVER_FORBIDDEN
 +
ITEM_GRATE
 +
ITEM_HATCH_COVER_WATER
 +
ITEM_HATCH_COVER_MUD
 +
ITEM_FLOODGATE_WOOD
 +
ITEM_FLOODGATE_WOOD_OPEN
 +
ITEM_FLOODGATE_STONE
 +
ITEM_FLOODGATE_STONE_OPEN
 +
ITEM_FLOODGATE_GLASS
 +
ITEM_FLOODGATE_GLASS_OPEN
 +
ITEM_FLOODGATE_METAL
 +
ITEM_FLOODGATE_METAL_OPEN
 +
ITEM_FLOODGATE_METAL_CLOSED
 +
ITEM_FLOODGATE_GLASS_CLOSED
 +
ITEM_FLOODGATE_WOOD_CLOSED
 +
ITEM_FLOODGATE_STONE_CLOSED
 +
ITEM_FLOODGATE_RINGS
 +
ITEM_FLOODGATE_STUDS
 +
ITEM_FLOODGATE_VARIANT
 +
ITEM_FLOODGATE_SPIKES
 +
ITEM_TABLE_BANDS
 +
ITEM_TABLE_DAMAGE
 +
ITEM_TABLE_STUDS
 +
ITEM_TABLE_ENGRAVING
 +
ITEM_TABLE_WATER
 +
ITEM_TABLE_MUD
 +
ITEM_TABLE_BLOOD
 +
ITEM_TABLE_VOMIT
 +
ITEM_SPLINT
 +
ITEM_ORTHOPEDIC_CAST
 +
ITEM_BACKPACK
 +
ITEM_QUIVER
 +
ITEM_BIN_WOOD_EMPTY
 +
ITEM_BIN_METAL_EMPTY
 +
ITEM_CRUTCH
 +
ITEM_BIN
 +
ITEM_BAG
 +
ITEM_BAG_EMPTY
 +
ITEM_BIN_WOOD_IN_USE
 +
ITEM_BIN_METAL_IN_USE
 +
LEAVES_FOR_BAG
 +
SEEDS_FOR_BAG
 +
ITEM_BAG_IN_USE
 +
POWDER_FOR_BAG
 +
ITEM_BOX_STONE
 +
ITEM_BOX_METAL
 +
ITEM_BOX
 +
ITEM_BOX_WOOD
 +
ITEM_BOX_SPIKES
 +
ITEM_BOX_RINGS
 +
ITEM_BOX_GLASS
 +
ITEM_BOX_VARIANT
 +
ITEM_BOX_BANDS
 +
ITEM_BOX_DAMAGE
 +
ITEM_BOX_STUDS
 +
ITEM_BOX_ENGRAVING
 +
ITEM_BOX_WATER
 +
ITEM_BOX_MUD
 +
ITEM_BOX_BLOOD
 +
ITEM_BOX_VOMIT
 +
ITEM_WEAPON_RACK_METAL_EMPTY
 +
ITEM_WEAPON_RACK_WOOD_FULL
 +
ITEM_WEAPON_RACK_WOOD_EMPTY
 +
ITEM_WEAPON_RACK_STONE_EMPTY
 +
ITEM_ARMOR_STAND_WOOD_EMPTY
 +
ITEM_ARMOR_STAND_STONE_EMPTY
 +
ITEM_WEAPON_RACK_STONE_FULL
 +
ITEM_WEAPON_RACK_METAL_FULL
 +
ITEM_ARMOR_STAND_STONE_FULL
 +
ITEM_ARMOR_STAND_METAL_FULL
 +
ITEM_ARMOR_STAND_METAL_EMPTY
 +
ITEM_ARMOR_STAND_WOOD_FULL
 +
ITEM_CABINET_STONE
 +
ITEM_CABINET_METAL
 +
ITEM_CABINET
 +
ITEM_CABINET_WOOD
 +
ITEM_CABINET_SPIKES
 +
ITEM_CABINET_RINGS
 +
ITEM_CABINET_GLASS
 +
ITEM_CABINET_VARIANT
 +
ITEM_CABINET_BANDS
 +
ITEM_CABINET_DAMAGE
 +
ITEM_CABINET_STUDS
 +
ITEM_CABINET_ENGRAVING
 +
ITEM_INSTRUMENT_PERCUSSION_HANDHELD
 +
ITEM_GENERATED_TOOL
 +
ITEM_INSTRUMENT_STRINGED_HANDHELD
 +
ITEM_INSTRUMENT_WIND_HANDHELD
 +
ITEM_CAGE_WOOD
 +
ITEM_CAGE_METAL
 +
ITEM_WINDOW_GLASS
 +
ITEM_WINDOW_GEM
 +
ITEM_CAGE_METAL_OCCUPIED
 +
ITEM_CAGE_GLASS_OCCUPIED
 +
ITEM_CAGE_GLASS
 +
ITEM_CAGE_WOOD_OCCUPIED
 +
ITEM_BARREL_WOOD_EMPTY
 +
ITEM_BARREL_METAL_EMPTY
 +
ITEM_BARREL_WOOD
 +
ITEM_BARREL_METAL
 +
ITEM_BARREL_METAL_LIQUID
 +
LIQUID_FOR_BARREL_METAL
 +
ITEM_BARREL_WOOD_LIQUID
 +
LIQUID_FOR_BARREL_WOOD
 +
ITEM_BUCKET
 +
ITEM_BUCKET_WOOD
 +
ITEM_BARREL_WOOD_ITEM
 +
ITEM_BARREL_METAL_ITEM
 +
LIQUID_FOR_BUCKET_METAL
 +
ITEM_ANIMAL_TRAP_WOOD
 +
LIQUID_FOR_BUCKET_WOOD
 +
ITEM_BUCKET_METAL
 +
ITEM_ANIMAL_TRAP_METAL_OCCUPIED
 +
ITEM_CHAIR
 +
ITEM_ANIMAL_TRAP_METAL
 +
ITEM_ANIMAL_TRAP_WOOD_OCCUPIED
 +
ITEM_CHAIR_METAL
 +
ITEM_CHAIR_GLASS
 +
ITEM_CHAIR_WOOD
 +
ITEM_CHAIR_STONE
 +
ITEM_CHAIR_RINGS
 +
ITEM_CHAIR_STUDS
 +
ITEM_CHAIR_LEG_VARIANT
 +
ITEM_CHAIR_SPIKES
 +
ITEM_CHAIR_DAMAGE
 +
ITEM_CHAIR_BLOOD
 +
ITEM_CHAIR_ENGRAVING
 +
ITEM_CHAIR_BANDS
 +
ITEM_CHAIR_MUD
 +
ITEM_COFFIN
 +
ITEM_CHAIR_VOMIT
 +
ITEM_CHAIR_WATER
 +
ITEM_COFFIN_METAL
 +
ITEM_COFFIN_GLASS
 +
ITEM_COFFIN_WOOD
 +
ITEM_COFFIN_STONE
 +
ITEM_COFFIN_METAL_UNUSED
 +
ITEM_COFFIN_GLASS_UNUSED
 +
ITEM_COFFIN_WOOD_UNUSED
 +
ITEM_COFFIN_STONE_UNUSED
 +
ITEM_TABLE_STONE
 +
ITEM_TABLE_METAL
 +
ITEM_TABLE
 +
ITEM_TABLE_WOOD
 +
ITEM_TABLE_SPIKES
 +
ITEM_TABLE_RINGS
 +
ITEM_TABLE_GLASS
 +
ITEM_TABLE_LEG_VARIANT
 +
ITEM_TRACTION_BENCH_GLASS_ROPE
 +
ITEM_REMAINS
 +
ITEM_TRACTION_BENCH_METAL_ROPE
 +
ITEM_TRACTION_BENCH_GLASS_CHAIN
 +
ITEM_ROTTEN_PLANT
 +
ITEM_PLANT
 +
ITEM_SEEDS
 +
ITEM_PLANT_GROWTH
 +
ITEM_EGG_SIZE1
 +
ITEM_EGG_SIZE2
 +
ITEM_VERMIN
 +
ITEM_FISH
 +
ITEM_MEAT
 +
ITEM_PREPARED_MEAL
 +
ITEM_EGG_SIZE3
 +
ITEM_EGG_SIZE4
 +
ITEM_CORPSE
 +
ITEM_STATUE
 +
ITEM_CHEESE
 +
ITEM_CORPSE_CHUNK
 +
ITEM_SLAB_BLANK
 +
ITEM_SLAB_ENGRAVED
 +
ITEM_DEFAULT_STATUE_TOP
 +
ITEM_DEFAULT_STATUE_BOTTOM
 +
ITEM_STATUE_ITEM
 +
ITEM_STATUE_WOOD
 +
ITEM_QUERN
 +
ITEM_MILLSTONE
 +
ITEM_STATUE_GLASS
 +
ITEM_STATUE_SPIKES
 +
ITEM_STATUE_STONE
 +
ITEM_STATUE_METAL
 +
ITEM_STATUE_ENGRAVING
 +
ITEM_STATUE_BANDS
 +
ITEM_STATUE_RINGS
 +
ITEM_STATUE_STUDS
 +
ITEM_STATUE_VOMIT
 +
ITEM_STATUE_WATER
 +
ITEM_STATUE_DAMAGE
 +
ITEM_STATUE_BLOOD
 +
BODYPART_EYE
 +
BODYPART_CARTILAGE
 +
ITEM_STATUE_MUD
 +
BODYPART_FAT
 +
BODYPART_INTESTINES
 +
BODYPART_LIVER
 +
BODYPART_LUNG
 +
BODYPART_HEART
 +
BODYPART_SPLEEN
 +
BODYPART_KIDNEY
 +
BODYPART_TRIPE
 +
BODYPART_SWEETBREAD
 +
BODYPART_BRAIN
 +
BODYPART_SKULL_1
 +
BODYPART_HAIR
 +
BODYPART_NERVOUS_TISSUE
 +
BODYPART_MEAT
 +
BODYPART_HORN
 +
BODYPART_SKULL_2
 +
BODYPART_SKIN
 +
BODYPART_TEETH
 +
BODYPART_LARGE_1
 +
BODYPART_HOOF
 +
BODYPART_BONE
 +
ITEM_CABINET_WATER
 +
ITEM_CABINET_MUD
 +
ITEM_CABINET_BLOOD
 +
ITEM_CABINET_VOMIT
 +
ITEM_THREAD
 +
ITEM_CLOTH
 +
ITEM_WEB_HARMLESS
 +
ITEM_WEB_THICK
 +
ITEM_TOTEM
 +
ITEM_BOOK_WOOD
 +
ITEM_SHEET
 +
ITEM_TANNED_SKIN
 +
ITEM_POWDER
 +
ITEM_MECHANISMS
 +
ITEM_BOOK_METAL
 +
ITEM_LIQUID
 +
ITEM_CATAPULT_PARTS
 +
ITEM_BALLISTA_PARTS
 +
ITEM_PIPE_SECTION
 +
ITEM_TRAP_COMPONENT
 +
ITEM_BALLISTA_ARROW
 +
ITEM_COINS_SINGLE
 +
ITEM_ANVIL
 +
ITEM_BALLISTA_ARROWHEAD
 +
ITEM_COINS_PILE_3
 +
ITEM_COINS_PILE_4
 +
ITEM_COINS_PILE_1
 +
ITEM_COINS_PILE_2
 +
ITEM_SCEPTER_METAL
 +
ITEM_CROWN_METAL
 +
ITEM_FIGURINE_METAL
 +
ITEM_AMULET_METAL
 +
ITEM_EARRING_METAL
 +
ITEM_FIGURINE_WOOD
 +
ITEM_RING_METAL
 +
ITEM_BRACELET_METAL
 +
ITEM_CROWN_WOOD
 +
ITEM_RING_WOOD
 +
ITEM_AMULET_WOOD
 +
ITEM_SCEPTER_WOOD
 +
ITEM_BED
 +
ITEM_BED_WOOD
 +
ITEM_BRACELET_WOOD
 +
ITEM_EARRING_WOOD
 +
ITEM_BED_GLASS
 +
ITEM_BED_SHEET_VARIANT
 +
ITEM_BED_STONE
 +
ITEM_BED_METAL
 +
ITEM_BED_RINGS
 +
ITEM_BED_STUDS
 +
ITEM_BED_PILLOW_VARIANT
 +
ITEM_BED_SPIKES
 +
ITEM_BED_DAMAGE
 +
ITEM_BED_BLOOD
 +
ITEM_BED_ENGRAVING
 +
ITEM_BED_BANDS
 +
ITEM_BED_MUD
 +
ITEM_TRACTION_BENCH_STONE_CHAIN
 +
ITEM_BED_VOMIT
 +
ITEM_BED_WATER
 +
ITEM_TRACTION_BENCH_WOODEN_ROPE
 +
ITEM_TRACTION_BENCH_METAL_CHAIN
 +
ITEM_TRACTION_BENCH_STONE_ROPE
 +
ITEM_TRACTION_BENCH_WOODEN_CHAIN
 +
BLD_VERTICAL_BARS_W
 +
BLD_VERTICAL_BARS_E
 +
BLD_PAVED_ROAD
 +
BLD_DIRT_ROAD
 +
BLD_VERTICAL_BARS_S
 +
BLD_VERTICAL_BARS_N_UP
 +
BLD_VERTICAL_BARS_N_BACK
 +
BLD_BRIDGE_WOOD_NS_CENTER
 +
BLD_BRIDGE_WOOD_NS_E
 +
BLD_BRIDGE_WOOD_WE_CENTER
 +
BLD_BRIDGE_WOOD_NS_1
 +
BLD_BRIDGE_WOOD_NS_W
 +
BLD_BRIDGE_WOOD_WE_S
 +
BLD_BRIDGE_WOOD_RAISE_N_CENTER
 +
BLD_BRIDGE_WOOD_WE_1
 +
BLD_BRIDGE_WOOD_WE_N
 +
BLD_BRIDGE_WOOD_RAISE_N_E
 +
BLD_BRIDGE_WOOD_RAISE_S_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_N_1
 +
BLD_BRIDGE_WOOD_RAISE_N_W
 +
BLD_BRIDGE_WOOD_RAISE_S_E
 +
BLD_BRIDGE_WOOD_RAISE_W_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_S_1
 +
BLD_BRIDGE_WOOD_RAISE_S_W
 +
BLD_BRIDGE_WOOD_RAISE_W_S
 +
BLD_BRIDGE_WOOD_RAISE_E_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_W_1
 +
BLD_BRIDGE_WOOD_RAISE_W_N
 +
BLD_BRIDGE_WOOD_RAISE_E_S
 +
BLD_BRIDGE_WOOD_RAISE_N_END_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_E_1
 +
BLD_BRIDGE_WOOD_RAISE_E_N
 +
BLD_BRIDGE_WOOD_RAISE_N_END_E
 +
BLD_BRIDGE_WOOD_RAISE_S_END_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_N_END_1
 +
BLD_BRIDGE_WOOD_RAISE_N_END_W
 +
BLD_BRIDGE_WOOD_RAISE_S_END_E
 +
BLD_BRIDGE_WOOD_RAISE_W_END_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_S_END_1
 +
BLD_BRIDGE_WOOD_RAISE_S_END_W
 +
BLD_BRIDGE_WOOD_RAISE_W_END_S
 +
BLD_BRIDGE_WOOD_RAISE_E_END_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_W_END_1
 +
BLD_BRIDGE_WOOD_RAISE_W_END_N
 +
BLD_BRIDGE_WOOD_RAISE_E_END_S
 +
BLD_BRIDGE_WOOD_RAISED_W_CENTER
 +
BLD_BRIDGE_WOOD_RAISE_E_END_1
 +
BLD_BRIDGE_WOOD_RAISE_E_END_N
 +
BLD_BRIDGE_WOOD_RAISED_N_CENTER
 +
BLD_BRIDGE_WOOD_RAISED_W_N
 +
BLD_BRIDGE_WOOD_RAISED_E_CENTER
 +
BLD_BRIDGE_WOOD_RAISED_S_CENTER
 +
BLD_BRIDGE_WOOD_RAISED_E_S
 +
BLD_BRIDGE_WOOD_RAISED_S_W
 +
BLD_BRIDGE_WOOD_RAISED_W_S
 +
BLD_BRIDGE_WOOD_RAISED_E_N
 +
BLD_BRIDGE_WOOD_RAISED_N_E
 +
BLD_BRIDGE_WOOD_RAISED_W_1
 +
BLD_BRIDGE_WOOD_RAISED_S_E
 +
BLD_BRIDGE_WOOD_RAISED_N_W
 +
BODYPART_SMALL_1
 +
BODYPART_SMALL_2
 +
BODYPART_LARGE_2
 +
BODYPART_LARGE_3
 +
BODYPART_SCALE
 +
BODYPART_CHITIN_1
 +
BODYPART_SMALL_3
 +
BODYPART_SHELL
 +
BODYPART_ANTLER
 +
BODYPART_GIZZARD
 +
BODYPART_CHITIN_2
 +
BODYPART_WOOL
 +
BLD_CHAIN_METAL
 +
BLD_CHAIN_METAL_N
 +
BODYPART_GIZZARD_STONE
 +
NATURAL_NEST
 +
BLD_CHAIN_METAL_E
 +
BLD_CHAIN_METAL_NW
 +
BLD_CHAIN_METAL_S
 +
BLD_CHAIN_METAL_W
 +
BLD_CHAIN_METAL_SE
 +
BLD_CHAIN_METAL_N_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_NE
 +
BLD_CHAIN_METAL_SW
 +
BLD_CHAIN_METAL_E_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_NW_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_S_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_W_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_SE_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE
 +
BLD_CHAIN_METAL_NE_UNDER_ANIMAL
 +
BLD_CHAIN_METAL_SW_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_W
 +
BLD_CHAIN_ROPE_E
 +
BLD_CHAIN_ROPE_N
 +
BLD_CHAIN_ROPE_S
 +
BLD_CHAIN_ROPE_SW
 +
BLD_CHAIN_ROPE_SE
 +
BLD_CHAIN_ROPE_NW
 +
BLD_CHAIN_ROPE_NE
 +
BLD_CHAIN_ROPE_W_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_E_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_N_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_S_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_SW_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_SE_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_NW_UNDER_ANIMAL
 +
BLD_CHAIN_ROPE_NE_UNDER_ANIMAL
 +
BLD_SUPPORT_METAL
 +
BLD_ARCHERY_TARGET_STONE
 +
BLD_SUPPORT_WOOD
 +
BLD_SUPPORT_STONE
 +
BLD_WELL
 +
BLD_WELL_WITH_ROPE
 +
BLD_ARCHERY_TARGET_METAL
 +
BLD_ARCHERY_TARGET_WOOD
 +
BLD_WELL_CHAIN
 +
BLD_WELL_BUCKET_EMPTY_CHAIN
 +
BLD_WELL_WITH_CHAIN
 +
BLD_WELL_ROPE
 +
BLD_WELL_BUCKET_FULL_ROPE
 +
BLD_FLOOR_BARS
 +
BLD_WELL_BUCKET_EMPTY_ROPE
 +
BLD_WELL_BUCKET_FULL_CHAIN
 +
BLD_BRIDGE_STONE_RAISED_S_CENTER
 +
BLD_BRIDGE_STONE_RAISED_N_CENTER
 +
BLD_BRIDGE_STONE_RAISED_W_CENTER
 +
BLD_BRIDGE_STONE_RAISED_E_CENTER
 +
BLD_BRIDGE_STONE_RAISED_E_N
 +
BLD_BRIDGE_STONE_RAISED_E_S
 +
BLD_BRIDGE_STONE_RAISED_W_N
 +
BLD_BRIDGE_STONE_RAISED_W_S
 +
BLD_BRIDGE_STONE_RAISED_N_W
 +
BLD_BRIDGE_STONE_RAISED_N_E
 +
BLD_BRIDGE_STONE_RAISED_S_W
 +
BLD_BRIDGE_STONE_RAISED_S_E
 +
BLD_BRIDGE_STONE_RAISED_S_1
 +
BLD_BRIDGE_STONE_RAISED_N_1
 +
BLD_BRIDGE_STONE_RAISED_W_1
 +
BLD_BRIDGE_STONE_RAISED_E_1
 +
BLD_BRIDGE_STONE_RETRACT_CENTER
 +
BLD_BRIDGE_STONE_RETRACT_WE
 +
BLD_BRIDGE_STONE_CONSTRUCTION
 +
BLD_BRIDGE_STONE_RETRACT_NS
 +
BLD_BRIDGE_STONE_RETRACT_N
 +
BLD_BRIDGE_STONE_RETRACT_W
 +
BLD_BRIDGE_STONE_RETRACT_E
 +
BLD_BRIDGE_STONE_RETRACT_SWE
 +
BLD_BRIDGE_STONE_RETRACT_NSW
 +
BLD_BRIDGE_STONE_RETRACT_S
 +
BLD_BRIDGE_STONE_RETRACT_NWE
 +
BLD_BRIDGE_STONE_RETRACT_NW
 +
BLD_BRIDGE_STONE_RETRACT_SW
 +
BLD_BRIDGE_STONE_RETRACT_NSE
 +
BLD_BRIDGE_STONE_RETRACT_NE
 +
BLD_BRIDGE_STONE_RETRACT_SE
 +
BLD_BRIDGE_METAL_NS_1
 +
BLD_BRIDGE_METAL_NS_W
 +
BLD_BRIDGE_METAL_NS_CENTER
 +
BLD_BRIDGE_METAL_WE_1
 +
BLD_BRIDGE_METAL_WE_N
 +
BLD_BRIDGE_METAL_NS_E
 +
BLD_BRIDGE_METAL_WE_CENTER
 +
BLD_BRIDGE_METAL_RAISE_N_1
 +
BLD_BRIDGE_METAL_RAISE_N_W
 +
BLD_BRIDGE_METAL_WE_S
 +
BLD_BRIDGE_METAL_RAISE_N_CENTER
 +
BLD_BRIDGE_METAL_RAISE_S_1
 +
BLD_BRIDGE_METAL_RAISE_S_W
 +
BLD_BRIDGE_METAL_RAISE_N_E
 +
BLD_BRIDGE_METAL_RAISE_S_CENTER
 +
BLD_BRIDGE_METAL_RAISE_W_1
 +
BLD_BRIDGE_METAL_RAISE_W_N
 +
BLD_BRIDGE_METAL_RAISE_S_E
 +
BLD_BRIDGE_METAL_RAISE_W_CENTER
 +
BLD_BRIDGE_METAL_RAISE_E_1
 +
BLD_BRIDGE_METAL_RAISE_E_N
 +
BLD_BRIDGE_METAL_RAISE_W_S
 +
BLD_BRIDGE_METAL_RAISE_E_CENTER
 +
BLD_BRIDGE_METAL_RAISE_N_END_1
 +
BLD_BRIDGE_METAL_RAISE_N_END_W
 +
BLD_BRIDGE_METAL_RAISE_E_S
 +
BLD_BRIDGE_METAL_RAISE_N_END_CENTER
 +
BLD_BRIDGE_WOOD_RAISED_N_1
 +
BLD_BRIDGE_WOOD_CONSTRUCTION
 +
BLD_BRIDGE_WOOD_RAISED_E_1
 +
BLD_BRIDGE_WOOD_RAISED_S_1
 +
BLD_BRIDGE_WOOD_RETRACT_WE
 +
BLD_BRIDGE_WOOD_RETRACT_W
 +
BLD_BRIDGE_WOOD_RETRACT_CENTER
 +
BLD_BRIDGE_WOOD_RETRACT_N
 +
BLD_BRIDGE_WOOD_RETRACT_S
 +
BLD_BRIDGE_WOOD_RETRACT_E
 +
BLD_BRIDGE_WOOD_RETRACT_NS
 +
BLD_BRIDGE_WOOD_RETRACT_NSW
 +
BLD_BRIDGE_WOOD_RETRACT_NSE
 +
BLD_BRIDGE_WOOD_RETRACT_NWE
 +
BLD_BRIDGE_WOOD_RETRACT_SWE
 +
BLD_BRIDGE_WOOD_RETRACT_SW
 +
BLD_BRIDGE_WOOD_RETRACT_SE
 +
BLD_BRIDGE_WOOD_RETRACT_NE
 +
BLD_BRIDGE_WOOD_RETRACT_NW
 +
BLD_BRIDGE_STONE_NS_W
 +
BLD_BRIDGE_STONE_NS_E
 +
BLD_BRIDGE_STONE_NS_CENTER
 +
BLD_BRIDGE_STONE_NS_1
 +
BLD_BRIDGE_STONE_WE_N
 +
BLD_BRIDGE_STONE_WE_S
 +
BLD_BRIDGE_STONE_WE_CENTER
 +
BLD_BRIDGE_STONE_WE_1
 +
BLD_BRIDGE_STONE_RAISE_N_W
 +
BLD_BRIDGE_STONE_RAISE_N_E
 +
BLD_BRIDGE_STONE_RAISE_N_CENTER
 +
BLD_BRIDGE_STONE_RAISE_N_1
 +
BLD_BRIDGE_STONE_RAISE_S_W
 +
BLD_BRIDGE_STONE_RAISE_S_E
 +
BLD_BRIDGE_STONE_RAISE_S_CENTER
 +
BLD_BRIDGE_STONE_RAISE_S_1
 +
BLD_BRIDGE_STONE_RAISE_W_N
 +
BLD_BRIDGE_STONE_RAISE_W_S
 +
BLD_BRIDGE_STONE_RAISE_W_CENTER
 +
BLD_BRIDGE_STONE_RAISE_W_1
 +
BLD_BRIDGE_STONE_RAISE_E_N
 +
BLD_BRIDGE_STONE_RAISE_E_S
 +
BLD_BRIDGE_STONE_RAISE_E_CENTER
 +
BLD_BRIDGE_STONE_RAISE_E_1
 +
BLD_BRIDGE_STONE_RAISE_N_END_W
 +
BLD_BRIDGE_STONE_RAISE_N_END_E
 +
BLD_BRIDGE_STONE_RAISE_N_END_CENTER
 +
BLD_BRIDGE_STONE_RAISE_N_END_1
 +
BLD_BRIDGE_STONE_RAISE_S_END_W
 +
BLD_BRIDGE_STONE_RAISE_S_END_E
 +
BLD_BRIDGE_STONE_RAISE_S_END_CENTER
 +
BLD_BRIDGE_STONE_RAISE_S_END_1
 +
BLD_BRIDGE_STONE_RAISE_W_END_N
 +
BLD_BRIDGE_STONE_RAISE_W_END_S
 +
BLD_BRIDGE_STONE_RAISE_W_END_CENTER
 +
BLD_BRIDGE_STONE_RAISE_W_END_1
 +
BLD_BRIDGE_STONE_RAISE_E_END_N
 +
BLD_BRIDGE_STONE_RAISE_E_END_S
 +
BLD_BRIDGE_STONE_RAISE_E_END_CENTER
 +
BLD_BRIDGE_STONE_RAISE_E_END_1
 +
BLD_BRIDGE_GLASS_RAISE_W_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_W_1
 +
BLD_BRIDGE_GLASS_RAISE_S_W
 +
BLD_BRIDGE_GLASS_RAISE_S_E
 +
BLD_BRIDGE_GLASS_RAISE_E_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_E_1
 +
BLD_BRIDGE_GLASS_RAISE_W_N
 +
BLD_BRIDGE_GLASS_RAISE_W_S
 +
BLD_BRIDGE_GLASS_RAISE_N_END_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_N_END_1
 +
BLD_BRIDGE_GLASS_RAISE_E_N
 +
BLD_BRIDGE_GLASS_RAISE_E_S
 +
BLD_BRIDGE_GLASS_RAISE_S_END_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_S_END_1
 +
BLD_BRIDGE_GLASS_RAISE_N_END_W
 +
BLD_BRIDGE_GLASS_RAISE_N_END_E
 +
BLD_BRIDGE_GLASS_RAISE_W_END_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_W_END_1
 +
BLD_BRIDGE_GLASS_RAISE_S_END_W
 +
BLD_BRIDGE_GLASS_RAISE_S_END_E
 +
BLD_BRIDGE_GLASS_RAISE_E_END_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_E_END_1
 +
BLD_BRIDGE_GLASS_RAISE_W_END_N
 +
BLD_BRIDGE_GLASS_RAISE_W_END_S
 +
BLD_BRIDGE_GLASS_RAISED_W_CENTER
 +
BLD_BRIDGE_GLASS_RAISED_E_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_E_END_N
 +
BLD_BRIDGE_GLASS_RAISE_E_END_S
 +
BLD_BRIDGE_GLASS_RAISED_W_N
 +
BLD_BRIDGE_GLASS_RAISED_W_S
 +
BLD_BRIDGE_GLASS_RAISED_S_CENTER
 +
BLD_BRIDGE_GLASS_RAISED_N_CENTER
 +
BLD_BRIDGE_GLASS_RAISED_S_W
 +
BLD_BRIDGE_GLASS_RAISED_S_E
 +
BLD_BRIDGE_GLASS_RAISED_E_N
 +
BLD_BRIDGE_GLASS_RAISED_E_S
 +
BLD_BRIDGE_GLASS_RAISED_W_1
 +
BLD_BRIDGE_GLASS_RAISED_E_1
 +
BLD_BRIDGE_GLASS_RAISED_N_W
 +
BLD_BRIDGE_GLASS_RAISED_N_E
 +
BLD_BRIDGE_GLASS_CONSTRUCTION
 +
BLD_BRIDGE_GLASS_RAISED_S_1
 +
BLD_BRIDGE_GLASS_RAISED_N_1
 +
BLD_BRIDGE_GLASS_RETRACT_W
 +
BLD_BRIDGE_GLASS_RETRACT_E
 +
BLD_BRIDGE_GLASS_RETRACT_CENTER
 +
BLD_BRIDGE_GLASS_RETRACT_WE
 +
BLD_BRIDGE_GLASS_RETRACT_S
 +
BLD_BRIDGE_GLASS_RETRACT_NWE
 +
BLD_BRIDGE_GLASS_RETRACT_NS
 +
BLD_BRIDGE_GLASS_RETRACT_N
 +
BLD_BRIDGE_GLASS_RETRACT_NSE
 +
BLD_BRIDGE_GLASS_RETRACT_NE
 +
BLD_BRIDGE_GLASS_RETRACT_SWE
 +
BLD_BRIDGE_GLASS_RETRACT_NSW
 +
BLD_BRIDGE_GLASS_RETRACT_SE
 +
VERMIN_SWARM_LARGE
 +
BLD_BRIDGE_GLASS_RETRACT_NW
 +
BLD_BRIDGE_GLASS_RETRACT_SW
 +
VERMIN_LIGHT_SWARM_LARGE
 +
VERMIN_LIGHT_SWARM_MEDIUM
 +
VERMIN_SWARM_MEDIUM
 +
VERMIN_SWARM_SMALL
 +
BLD_BRIDGE_METAL_RAISE_S_END_1
 +
BLD_BRIDGE_METAL_RAISE_S_END_W
 +
BLD_BRIDGE_METAL_RAISE_N_END_E
 +
BLD_BRIDGE_METAL_RAISE_S_END_CENTER
 +
BLD_BRIDGE_METAL_RAISE_W_END_1
 +
BLD_BRIDGE_METAL_RAISE_W_END_N
 +
BLD_BRIDGE_METAL_RAISE_S_END_E
 +
BLD_BRIDGE_METAL_RAISE_W_END_CENTER
 +
BLD_BRIDGE_METAL_RAISE_E_END_1
 +
BLD_BRIDGE_METAL_RAISE_E_END_N
 +
BLD_BRIDGE_METAL_RAISE_W_END_S
 +
BLD_BRIDGE_METAL_RAISE_E_END_CENTER
 +
BLD_BRIDGE_METAL_RAISED_E_CENTER
 +
BLD_BRIDGE_METAL_RAISED_S_CENTER
 +
BLD_BRIDGE_METAL_RAISE_E_END_S
 +
BLD_BRIDGE_METAL_RAISED_W_CENTER
 +
BLD_BRIDGE_METAL_RAISED_W_S
 +
BLD_BRIDGE_METAL_RAISED_E_N
 +
BLD_BRIDGE_METAL_RAISED_N_CENTER
 +
BLD_BRIDGE_METAL_RAISED_W_N
 +
BLD_BRIDGE_METAL_RAISED_S_E
 +
BLD_BRIDGE_METAL_RAISED_N_W
 +
BLD_BRIDGE_METAL_RAISED_E_S
 +
BLD_BRIDGE_METAL_RAISED_S_W
 +
BLD_BRIDGE_METAL_RAISED_E_1
 +
BLD_BRIDGE_METAL_RAISED_S_1
 +
BLD_BRIDGE_METAL_RAISED_N_E
 +
BLD_BRIDGE_METAL_RAISED_W_1
 +
BLD_BRIDGE_METAL_RETRACT_CENTER
 +
BLD_BRIDGE_METAL_RAISED_N_1
 +
BLD_BRIDGE_METAL_CONSTRUCTION
 +
BLD_BRIDGE_METAL_RETRACT_E
 +
BLD_BRIDGE_METAL_RETRACT_NS
 +
BLD_BRIDGE_METAL_RETRACT_WE
 +
BLD_BRIDGE_METAL_RETRACT_W
 +
BLD_BRIDGE_METAL_RETRACT_NWE
 +
BLD_BRIDGE_METAL_RETRACT_SWE
 +
BLD_BRIDGE_METAL_RETRACT_N
 +
BLD_BRIDGE_METAL_RETRACT_S
 +
BLD_BRIDGE_METAL_RETRACT_NE
 +
BLD_BRIDGE_METAL_RETRACT_NW
 +
BLD_BRIDGE_METAL_RETRACT_NSW
 +
BLD_BRIDGE_METAL_RETRACT_NSE
 +
BLD_BRIDGE_METAL_RETRACT_SW
 +
BLD_BRIDGE_METAL_RETRACT_SE
 +
BLD_BRIDGE_GLASS_NS_CENTER
 +
BLD_BRIDGE_GLASS_NS_1
 +
BLD_BRIDGE_GLASS_WE_CENTER
 +
BLD_BRIDGE_GLASS_WE_1
 +
BLD_BRIDGE_GLASS_NS_W
 +
BLD_BRIDGE_GLASS_NS_E
 +
BLD_BRIDGE_GLASS_RAISE_N_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_N_1
 +
BLD_BRIDGE_GLASS_WE_N
 +
BLD_BRIDGE_GLASS_WE_S
 +
BLD_BRIDGE_GLASS_RAISE_S_CENTER
 +
BLD_BRIDGE_GLASS_RAISE_S_1
 +
BLD_BRIDGE_GLASS_RAISE_N_W
 +
BLD_BRIDGE_GLASS_RAISE_N_E
 +
DESIGNATION_DIG_CHANNEL
 +
DESIGNATION_DIG_REMOVE_CONSTRUCTION
 +
DESIGNATION_DIG_STAIR_DOWN
 +
DESIGNATION_DIG_RAMP
 +
DESIGNATION_GATHER
 +
DESIGNATION_SMOOTH
 +
DESIGNATION_DIG_STANDARD
 +
DESIGNATION_CHOP
 +
DESIGNATION_TRACK_N
 +
DESIGNATION_TRACK_S
 +
DESIGNATION_ENGRAVE
 +
DESIGNATION_FORTIFY
 +
DESIGNATION_TRACK_NS
 +
DESIGNATION_TRACK_NW
 +
DESIGNATION_TRACK_W
 +
DESIGNATION_TRACK_E
 +
DESIGNATION_TRACK_SE
 +
DESIGNATION_TRACK_WE
 +
DESIGNATION_TRACK_NE
 +
DESIGNATION_TRACK_SW
 +
DESIGNATION_TRACK_NWE
 +
DESIGNATION_TRACK_SWE
 +
DESIGNATION_TRACK_NSW
 +
DESIGNATION_TRACK_NSE
 +
DESIGNATION_ITEM_MELT
 +
DESIGNATION_ITEM_DUMP
 +
DESIGNATION_TRACK_NSWE
 +
DESIGNATION_PRIORITY
 +
DESIGNATION_ITEM_FORBIDDEN_MELT
 +
DESIGNATION_ITEM_FORBIDDEN_DUMP
 +
DESIGNATION_ITEM_FORBIDDEN
 +
DESIGNATION_ITEM_HIDDEN
 +
DESIGNATION_TRAFFIC_RESTRICTED
 +
DAMP_STONE_WARNING
 +
DESIGNATION_TRAFFIC_HIGH
 +
DESIGNATION_TRAFFIC_LOW
 +
MISSING_ITEM
 +
MISSING_BUILDING
 +
WARM_STONE_WARNING
 +
MISSING_CREATURE
 +
EMBARK_OVERLAY_FIND_RESULT
 +
EMBARK_OVERLAY_FIND_RESULT_PARTIAL
 +
EMBARK_OVERLAY_RESTRICTED
 +
EMBARK_OVERLAY_GOOD
 +
WORLD_EL_MOUNTAINS
 +
WORLD_CLIFF
 +
WORLD_EL_OCEAN
 +
WORLD_EL_MID
 +
GRASSLAND_TEMP_EVIL
 +
GRASSLAND_TEMP_GOODSAV
 +
GRASSLAND_TEMP
 +
GRASSLAND_TEMP_EVILSAV
 +
GRASSLAND_TROP_EVILSAV
 +
GRASSLAND_TROP_EVIL
 +
GRASSLAND_TEMP_GOOD
 +
GRASSLAND_TROP
 +
HILLS_EVILSAV
 +
HILLS_EVIL
 +
GRASSLAND_TROP_GOODSAV
 +
GRASSLAND_TROP_GOOD
 +
SHRUBLAND
 +
SHRUBLAND_EVILSAV
 +
HILLS_GOODSAV
 +
HILLS_GOOD
 +
WALL_SHADOW_STRAIGHT_N
 +
WALL_SHADOW_STRAIGHT_S
 +
VERMIN_LIGHT_SWARM_SMALL
 +
VERMIN_LIGHT
 +
WALL_SHADOW_NEAR_N_OPEN_NW
 +
WALL_SHADOW_NEAR_N_OPEN_NE
 +
WALL_SHADOW_STRAIGHT_W
 +
WALL_SHADOW_STRAIGHT_E
 +
WALL_SHADOW_NEAR_W_OPEN_NW
 +
WALL_SHADOW_NEAR_W_OPEN_SW
 +
WALL_SHADOW_NEAR_S_OPEN_SW
 +
WALL_SHADOW_NEAR_S_OPEN_SE
 +
WALL_SHADOW_AT_CORNER_NW
 +
WALL_SHADOW_AT_CORNER_SW
 +
WALL_SHADOW_NEAR_E_OPEN_NE
 +
WALL_SHADOW_NEAR_E_OPEN_SE
 +
WALL_SHADOW_END_OF_WALL_N
 +
WALL_SHADOW_END_OF_WALL_S
 +
WALL_SHADOW_AT_CORNER_NE
 +
WALL_SHADOW_AT_CORNER_SE
 +
RAMP_SHADOW_ON_FLOOR_NW_OF_CORNER_SE
 +
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SE
 +
WALL_SHADOW_END_OF_WALL_W
 +
WALL_SHADOW_END_OF_WALL_E
 +
RAMP_SHADOW_ON_FLOOR_NE_OF_CORNER_SW
 +
RAMP_SHADOW_ON_RAMP_S
 +
RAMP_SHADOW_ON_FLOOR_N_OF_S
 +
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SW
 +
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SW
 +
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_SW
 +
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_SE
 +
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SE
 +
RAMP_SHADOW_ON_RAMP_W
 +
RAMP_SHADOW_ON_FLOOR_E_OF_W
 +
RAMP_SHADOW_ON_FLOOR_W_OF_E
 +
RAMP_SHADOW_ON_RAMP_E
 +
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NW
 +
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_NW
 +
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_NE
 +
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NE
 +
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NE
 +
RAMP_SHADOW_ON_FLOOR_S_OF_N
 +
RAMP_SHADOW_ON_RAMP_N
 +
RAMP_SHADOW_ON_FLOOR_SW_OF_CORNER_NE
 +
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_HEAVY
 +
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NW
 +
RAMP_SHADOW_ON_FLOOR_SE_OF_CORNER_NW
 +
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_HEAVY
 +
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_HEAVY
 +
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_HEAVY
 +
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_HEAVY
 +
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_HEAVY
 +
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_HEAVY
 +
DESIGNATION_DIG_STAIR_UPDOWN
 +
DESIGNATION_DIG_STAIR_UP
 +
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_LIGHT
 +
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_HEAVY
 +
OCEAN_GOOD
 +
OCEAN_DEEP
 +
OCEAN_EVIL
 +
OCEAN_GOODSAV
 +
OCEAN_DEEP_GOODSAV
 +
OCEAN_DEEP_GOOD
 +
OCEAN_DEEP_EVILSAV
 +
OCEAN_DEEP_EVIL
 +
FROZEN_OCEAN_EVIL
 +
FROZEN_OCEAN_GOODSAV
 +
FROZEN_OCEAN
 +
FROZEN_OCEAN_EVILSAV
 +
FOREST_BROADLEAF_TROP_DRY_EVILSAV
 +
FOREST_BROADLEAF_TROP_DRY_EVIL
 +
FROZEN_OCEAN_GOOD
 +
FOREST_BROADLEAF_TROP_DRY
 +
FOREST_BROADLEAF_TROP_MOIST
 +
FOREST_BROADLEAF_TROP_MOIST_EVILSAV
 +
FOREST_BROADLEAF_TROP_DRY_GOODSAV
 +
FOREST_BROADLEAF_TROP_DRY_GOOD
 +
FOREST_BROADLEAF_TROP_MOIST_GOOD
 +
FOREST_BROADLEAF_TEMP
 +
FOREST_BROADLEAF_TROP_MOIST_EVIL
 +
FOREST_BROADLEAF_TROP_MOIST_GOODSAV
 +
FOREST_BROADLEAF_TEMP_GOODSAV
 +
FOREST_BROADLEAF_TEMP_GOOD
 +
FOREST_BROADLEAF_TEMP_EVILSAV
 +
FOREST_BROADLEAF_TEMP_EVIL
 +
FOREST_CONIFER_TEMP_EVIL
 +
FOREST_CONIFER_TEMP_GOODSAV
 +
FOREST_CONIFER_TEMP
 +
FOREST_CONIFER_TEMP_EVILSAV
 +
FOREST_CONIFER_TROP_EVILSAV
 +
FOREST_CONIFER_TROP_EVIL
 +
FOREST_CONIFER_TEMP_GOOD
 +
FOREST_CONIFER_TROP
 +
FOREST_TAIGA_EVILSAV
 +
FOREST_TAIGA_EVIL
 +
FOREST_CONIFER_TROP_GOODSAV
 +
FOREST_CONIFER_TROP_GOOD
 +
MOUNTAIN_PEAK
 +
VOLCANO
 +
FOREST_TAIGA_GOODSAV
 +
FOREST_TAIGA_GOOD
 +
MOUNTAIN_LOW
 +
MOUNTAIN_PEAK_EVILSAV
 +
MOUNTAIN_HIGH
 +
MOUNTAIN_MID
 +
MOUNTAIN_MID_EVILSAV
 +
MOUNTAIN_LOW_EVILSAV
 +
VOLCANO_EVILSAV
 +
MOUNTAIN_HIGH_EVILSAV
 +
MOUNTAIN_HIGH_EVIL
 +
MOUNTAIN_MID_EVIL
 +
MOUNTAIN_PEAK_EVIL
 +
VOLCANO_EVIL
 +
VOLCANO_GOODSAV
 +
MOUNTAIN_HIGH_GOODSAV
 +
MOUNTAIN_LOW_EVIL
 +
MOUNTAIN_PEAK_GOODSAV
 +
MOUNTAIN_PEAK_GOOD
 +
VOLCANO_GOOD
 +
MOUNTAIN_MID_GOODSAV
 +
MOUNTAIN_LOW_GOODSAV
 +
SHRUBLAND_GOOD
 +
SAVANNA_TEMP
 +
SHRUBLAND_EVIL
 +
SHRUBLAND_GOODSAV
 +
SAVANNA_TEMP_GOODSAV
 +
SAVANNA_TEMP_GOOD
 +
SAVANNA_TEMP_EVILSAV
 +
SAVANNA_TEMP_EVIL
 +
SAVANNA_TROP_EVIL
 +
SAVANNA_TROP_GOODSAV
 +
SAVANNA_TROP
 +
SAVANNA_TROP_EVILSAV
 +
TUNDRA_EVIL
 +
TUNDRA_GOODSAV
 +
SAVANNA_TROP_GOOD
 +
TUNDRA_EVILSAV
 +
MARSH_EVILSAV
 +
MARSH_EVIL
 +
TUNDRA_GOOD
 +
SWAMP_EVILSAV
 +
SWAMP_EVIL
 +
MARSH_GOODSAV
 +
MARSH_GOOD
 +
BADLANDS_EVILSAV
 +
SWAMP_GOODSAV
 +
SWAMP_GOOD
 +
BADLANDS_GOOD
 +
ROCKY_HILLS
 +
BADLANDS_EVIL
 +
BADLANDS_GOODSAV
 +
ROCKY_HILLS_GOODSAV
 +
ROCKY_HILLS_GOOD
 +
ROCKY_HILLS_EVILSAV
 +
ROCKY_HILLS_EVIL
 +
ROCKY_PLAINS_EVIL
 +
ROCKY_PLAINS_GOODSAV
 +
ROCKY_PLAINS
 +
ROCKY_PLAINS_EVILSAV
 +
SAND_DESERT_YELLOW
 +
SAND_DESERT_WHITE
 +
ROCKY_PLAINS_GOOD
 +
SAND_DESERT
 +
SAND_DESERT_EVILSAV
 +
SAND_DESERT_EVIL
 +
SAND_DESERT_BLACK
 +
SAND_DESERT_RED
 +
BEACH_EVILSAV
 +
SAND_DESERT_GOODSAV
 +
SAND_DESERT_GOOD
 +
BEACH_GOOD
 +
GLACIER_EVILSAV
 +
BEACH_EVIL
 +
BEACH_GOODSAV
 +
GLACIER_GOOD
 +
LAKE_EVILSAV
 +
GLACIER_EVIL
 +
GLACIER_GOODSAV
 +
LAKE_GOOD
 +
OCEAN_EVILSAV
 +
LAKE_EVIL
 +
LAKE_GOODSAV
 +
BROOK_E
 +
BROOK_MOUTH_NARROW_S
 +
BROOK_N
 +
BROOK_W
 +
BROOK_MOUTH_NARROW_E
 +
RIVER_NS
 +
BROOK_MOUTH_NARROW_N
 +
BROOK_MOUTH_NARROW_W
 +
RIVER_SW
 +
RIVER_NE
 +
RIVER_WE
 +
RIVER_SE
 +
RIVER_SWE
 +
RIVER_NWE
 +
RIVER_NW
 +
RIVER_NSE
 +
RIVER_0
 +
RIVER_S
 +
RIVER_NSW
 +
RIVER_NSWE
 +
RIVER_E
 +
RIVER_MOUTH_NARROW_S
 +
RIVER_N
 +
RIVER_W
 +
RIVER_MOUTH_NARROW_E
 +
RIVER_MAJOR_NS
 +
RIVER_MOUTH_NARROW_N
 +
RIVER_MOUTH_NARROW_W
 +
RIVER_MAJOR_SW
 +
RIVER_MAJOR_NE
 +
RIVER_MAJOR_WE
 +
RIVER_MAJOR_SE
 +
RIVER_MAJOR_SWE
 +
RIVER_MAJOR_NWE
 +
RIVER_MAJOR_NW
 +
RIVER_MAJOR_NSE
 +
RIVER_MAJOR_0
 +
RIVER_MAJOR_S
 +
RIVER_MAJOR_NSW
 +
RIVER_MAJOR_NSWE
 +
RIVER_MAJOR_E
 +
RIVER_MAJOR_MOUTH_NARROW_S
 +
RIVER_MAJOR_N
 +
RIVER_MAJOR_W
 +
RIVER_MAJOR_MOUTH_NARROW_E
 +
SITE_CAVE
 +
RIVER_MAJOR_MOUTH_NARROW_N
 +
RIVER_MAJOR_MOUTH_NARROW_W
 +
SITE_LAIR_BURROW
 +
MAP_CURSOR
 +
SITE_LABYRINTH
 +
SITE_SHRINE_TITAN
 +
MAP_NEUTRAL
 +
MAP_HOSTILE
 +
MAP_YOUR_FORT
 +
MAP_YOUR_CIV
 +
MAP_MISSION_MARKER
 +
MAP_OCCUPIED_HOLDING
 +
MAP_ATTACK
 +
MAP_MISSION_PATH
 +
MAP_OCCUPIED_TRIBUTARY
 +
MAP_TRIBUTARY
 +
MAP_HOLDING
 +
MAP_VASSAL
 +
MOUNTAIN_LOW_GOOD
 +
TUNNEL_NS
 +
MOUNTAIN_HIGH_GOOD
 +
MOUNTAIN_MID_GOOD
 +
TUNNEL_SW
 +
TUNNEL_NE
 +
TUNNEL_WE
 +
TUNNEL_SE
 +
TUNNEL_SWE
 +
TUNNEL_NWE
 +
TUNNEL_NW
 +
TUNNEL_NSE
 +
TUNNEL_0
 +
TUNNEL_S
 +
TUNNEL_NSW
 +
TUNNEL_NSWE
 +
TUNNEL_E
 +
ROAD_PAVED_NS
 +
TUNNEL_N
 +
TUNNEL_W
 +
ROAD_PAVED_SW
 +
ROAD_PAVED_NE
 +
ROAD_PAVED_WE
 +
ROAD_PAVED_SE
 +
ROAD_PAVED_SWE
 +
ROAD_PAVED_NWE
 +
ROAD_PAVED_NW
 +
ROAD_PAVED_NSE
 +
ROAD_PAVED_0
 +
ROAD_PAVED_S
 +
ROAD_PAVED_NSW
 +
ROAD_PAVED_NSWE
 +
ROAD_PAVED_E
 +
ROAD_DIRT_NS
 +
ROAD_PAVED_N
 +
ROAD_PAVED_W
 +
ROAD_DIRT_SW
 +
ROAD_DIRT_NE
 +
ROAD_DIRT_WE
 +
ROAD_DIRT_SE
 +
ROAD_DIRT_SWE
 +
ROAD_DIRT_NWE
 +
ROAD_DIRT_NW
 +
ROAD_DIRT_NSE
 +
ROAD_DIRT_0
 +
ROAD_DIRT_S
 +
ROAD_DIRT_NSW
 +
ROAD_DIRT_NSWE
 +
ROAD_DIRT_E
 +
BROOK_NS
 +
ROAD_DIRT_N
 +
ROAD_DIRT_W
 +
BROOK_SW
 +
BROOK_NE
 +
BROOK_WE
 +
BROOK_SE
 +
BROOK_SWE
 +
BROOK_NWE
 +
BROOK_NW
 +
BROOK_NSE
 +
BROOK_0
 +
BROOK_S
 +
BROOK_NSW
 +
BROOK_NSWE
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TEMP_STRAIGHT_N
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_INLET_NSW
 +
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_INLET_SWE
 +
WORLD_EDGE_GRASS_TEMP_SURROUND
 +
WORLD_EDGE_GRASS_TEMP_INLET_NSE
 +
WORLD_EDGE_GRASS_TEMP_INLET_NWE
 +
WORLD_EDGE_GRASS_TEMP_THINNING_S_W
 +
WORLD_EDGE_GRASS_TEMP_THINNING_S_E
 +
WORLD_EDGE_GRASS_TEMP_THINNING_N_W
 +
WORLD_EDGE_GRASS_TEMP_THINNING_N_E
 +
WORLD_EDGE_GRASS_TEMP_THINNING_E_N
 +
WORLD_EDGE_GRASS_TEMP_THINNING_E_S
 +
WORLD_EDGE_GRASS_TEMP_THINNING_W_N
 +
WORLD_EDGE_GRASS_TEMP_THINNING_W_S
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NWE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_SWE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_SURROUND
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_W
 +
SITE_CAMP
 +
SITE_FORTRESS
 +
MAP_MARKET_DEPENDENCE
 +
MAP_ALLY
 +
SITE_VILLAGE
 +
SITE_CITY_1
 +
SITE_HILLOCKS
 +
SITE_MOUNTAINHOME
 +
SITE_CITY_4
 +
SITE_FOREST_RETREAT_2
 +
SITE_CITY_2
 +
SITE_CITY_3
 +
SITE_CASTLE
 +
SITE_MONASTERY
 +
SITE_FOREST_RETREAT_1
 +
SITE_NECROTOWER
 +
SITE_TOMB
 +
SITE_DARK_FORTRESS_2
 +
SITE_FORT
 +
SITE_VAULT
 +
SITE_RUIN_DWARF
 +
SITE_RUIN_VILLAGE
 +
SITE_DARK_FORTRESS_1
 +
SITE_RUIN
 +
SITE_RUIN_FOREST_RETREAT_1
 +
SITE_RUIN_CASTLE
 +
SITE_RUIN_CITY
 +
SITE_RUIN_FOREST_RETREAT_2
 +
WORLD_EDGE_SHAPE_STRAIGHT_N
 +
WORLD_EDGE_SHAPE_STRAIGHT_S
 +
SITE_RUIN_GOBLIN
 +
ELEVATION_INDICATOR
 +
WORLD_EDGE_SHAPE_THICK_CORNER_NW
 +
WORLD_EDGE_SHAPE_THICK_CORNER_NE
 +
WORLD_EDGE_SHAPE_STRAIGHT_W
 +
WORLD_EDGE_SHAPE_STRAIGHT_E
 +
WORLD_EDGE_SHAPE_THIN_CORNER_NW
 +
WORLD_EDGE_SHAPE_THIN_CORNER_NE
 +
WORLD_EDGE_SHAPE_THICK_CORNER_SW
 +
WORLD_EDGE_SHAPE_THICK_CORNER_SE
 +
WORLD_EDGE_SHAPE_TINY_CORNER_NW
 +
WORLD_EDGE_SHAPE_TINY_CORNER_NE
 +
WORLD_EDGE_SHAPE_THIN_CORNER_SW
 +
WORLD_EDGE_SHAPE_THIN_CORNER_SE
 +
WORLD_EDGE_SHAPE_INLET_NSW
 +
WORLD_EDGE_SHAPE_INLET_NSE
 +
WORLD_EDGE_SHAPE_TINY_CORNER_SW
 +
WORLD_EDGE_SHAPE_TINY_CORNER_SE
 +
WORLD_EDGE_SHAPE_SURROUND
 +
WORLD_EDGE_SHAPE_THINNING_N_W
 +
WORLD_EDGE_SHAPE_INLET_NWE
 +
WORLD_EDGE_SHAPE_INLET_SWE
 +
WORLD_EDGE_SHAPE_THINNING_S_E
 +
WORLD_EDGE_SHAPE_THINNING_W_N
 +
WORLD_EDGE_SHAPE_THINNING_N_E
 +
WORLD_EDGE_SHAPE_THINNING_S_W
 +
WORLD_EDGE_SHAPE_THINNING_E_S
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SHAPE_THINNING_W_S
 +
WORLD_EDGE_SHAPE_THINNING_E_N
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TROP_INLET_NSW
 +
WORLD_EDGE_GRASS_TROP_INLET_NSE
 +
WORLD_EDGE_GRASS_TROP_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_SURROUND
 +
WORLD_EDGE_GRASS_TROP_THINNING_N_W
 +
WORLD_EDGE_GRASS_TROP_INLET_NWE
 +
WORLD_EDGE_GRASS_TROP_INLET_SWE
 +
WORLD_EDGE_GRASS_TROP_THINNING_S_E
 +
WORLD_EDGE_GRASS_TROP_THINNING_W_N
 +
WORLD_EDGE_GRASS_TROP_THINNING_N_E
 +
WORLD_EDGE_GRASS_TROP_THINNING_S_W
 +
WORLD_EDGE_GRASS_TROP_THINNING_E_S
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TROP_THINNING_W_S
 +
WORLD_EDGE_GRASS_TROP_THINNING_E_N
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TROP_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NSW
 +
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_EVIL_INLET_SWE
 +
WORLD_EDGE_GRASS_TROP_EVIL_SURROUND
 +
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NSE
 +
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NWE
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_S_W
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_S_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_N_W
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_N_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_E_N
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_E_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_W_N
 +
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_W_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NSE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NWE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NSW
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_N_W
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_N_E
 +
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_SWE
 +
WORLD_EDGE_GRASS_TEMP_GOOD_SURROUND
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_W_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_W_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_S_W
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_S_E
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_E_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_E_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TROP_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TROP_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TROP_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TROP_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_THIN_CORNER_SE
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WETLAND_EVIL_STRAIGHT_N
 +
WORLD_EDGE_WETLAND_EVIL_STRAIGHT_S
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WETLAND_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_WETLAND_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_WETLAND_EVIL_STRAIGHT_W
 +
WORLD_EDGE_WETLAND_EVIL_STRAIGHT_E
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_WETLAND_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_WETLAND_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_WETLAND_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_WETLAND_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_WETLAND_EVIL_INLET_NSW
 +
WORLD_EDGE_WETLAND_EVIL_INLET_NSE
 +
WORLD_EDGE_WETLAND_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_WETLAND_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_WETLAND_EVIL_SURROUND
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_N_W
 +
WORLD_EDGE_WETLAND_EVIL_INLET_NWE
 +
WORLD_EDGE_WETLAND_EVIL_INLET_SWE
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_S_E
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_W_N
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_N_E
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_S_W
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_E_S
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_W_S
 +
WORLD_EDGE_WETLAND_EVIL_THINNING_E_N
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WETLAND_GOOD_STRAIGHT_N
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_WETLAND_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WETLAND_GOOD_STRAIGHT_E
 +
WORLD_EDGE_WETLAND_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_WETLAND_GOOD_STRAIGHT_S
 +
WORLD_EDGE_WETLAND_GOOD_STRAIGHT_W
 +
WORLD_EDGE_WETLAND_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_WETLAND_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_WETLAND_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_WETLAND_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_WETLAND_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_WETLAND_GOOD_INLET_NSW
 +
WORLD_EDGE_WETLAND_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_WETLAND_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_WETLAND_GOOD_INLET_SWE
 +
WORLD_EDGE_WETLAND_GOOD_SURROUND
 +
WORLD_EDGE_WETLAND_GOOD_INLET_NSE
 +
WORLD_EDGE_WETLAND_GOOD_INLET_NWE
 +
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NWE
 +
WORLD_EDGE_GRASS_TROP_GOOD_INLET_SWE
 +
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NSW
 +
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NSE
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_N_E
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_S_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_SURROUND
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_N_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_W_S
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_E_N
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_S_E
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_W_N
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_E_S
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WETLAND_STRAIGHT_S
 +
WORLD_EDGE_WETLAND_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WETLAND_STRAIGHT_N
 +
WORLD_EDGE_WETLAND_THICK_CORNER_NE
 +
WORLD_EDGE_WETLAND_THICK_CORNER_SW
 +
WORLD_EDGE_WETLAND_STRAIGHT_E
 +
WORLD_EDGE_WETLAND_THICK_CORNER_NW
 +
WORLD_EDGE_WETLAND_THIN_CORNER_NE
 +
WORLD_EDGE_WETLAND_THIN_CORNER_SW
 +
WORLD_EDGE_WETLAND_THICK_CORNER_SE
 +
WORLD_EDGE_WETLAND_THIN_CORNER_NW
 +
WORLD_EDGE_WETLAND_TINY_CORNER_NE
 +
WORLD_EDGE_WETLAND_TINY_CORNER_SW
 +
WORLD_EDGE_WETLAND_THIN_CORNER_SE
 +
WORLD_EDGE_WETLAND_TINY_CORNER_NW
 +
WORLD_EDGE_WETLAND_INLET_NSE
 +
WORLD_EDGE_WETLAND_INLET_NWE
 +
WORLD_EDGE_WETLAND_TINY_CORNER_SE
 +
WORLD_EDGE_WETLAND_INLET_NSW
 +
WORLD_EDGE_WETLAND_THINNING_N_W
 +
WORLD_EDGE_WETLAND_THINNING_N_E
 +
WORLD_EDGE_WETLAND_INLET_SWE
 +
WORLD_EDGE_WETLAND_SURROUND
 +
WORLD_EDGE_WETLAND_THINNING_W_N
 +
WORLD_EDGE_WETLAND_THINNING_W_S
 +
WORLD_EDGE_WETLAND_THINNING_S_W
 +
WORLD_EDGE_WETLAND_THINNING_S_E
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WETLAND_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WETLAND_THINNING_E_N
 +
WORLD_EDGE_WETLAND_THINNING_E_S
 +
WORLD_EDGE_BEACH_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_BEACH_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_BEACH_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_BEACH_EVIL_INLET_NSE
 +
WORLD_EDGE_BEACH_EVIL_INLET_NWE
 +
WORLD_EDGE_BEACH_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_BEACH_EVIL_INLET_NSW
 +
WORLD_EDGE_BEACH_EVIL_THINNING_N_W
 +
WORLD_EDGE_BEACH_EVIL_THINNING_N_E
 +
WORLD_EDGE_BEACH_EVIL_INLET_SWE
 +
WORLD_EDGE_BEACH_EVIL_SURROUND
 +
WORLD_EDGE_BEACH_EVIL_THINNING_W_N
 +
WORLD_EDGE_BEACH_EVIL_THINNING_W_S
 +
WORLD_EDGE_BEACH_EVIL_THINNING_S_W
 +
WORLD_EDGE_BEACH_EVIL_THINNING_S_E
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_BEACH_EVIL_THINNING_E_N
 +
WORLD_EDGE_BEACH_EVIL_THINNING_E_S
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_BEACH_GOOD_STRAIGHT_N
 +
WORLD_EDGE_BEACH_GOOD_STRAIGHT_S
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_BEACH_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_BEACH_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_BEACH_GOOD_STRAIGHT_W
 +
WORLD_EDGE_BEACH_GOOD_STRAIGHT_E
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_BEACH_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_BEACH_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_BEACH_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_BEACH_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_BEACH_GOOD_INLET_NSW
 +
WORLD_EDGE_BEACH_GOOD_INLET_NSE
 +
WORLD_EDGE_BEACH_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_BEACH_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_BEACH_GOOD_SURROUND
 +
WORLD_EDGE_BEACH_GOOD_THINNING_N_W
 +
WORLD_EDGE_BEACH_GOOD_INLET_NWE
 +
WORLD_EDGE_BEACH_GOOD_INLET_SWE
 +
WORLD_EDGE_BEACH_GOOD_THINNING_S_E
 +
WORLD_EDGE_BEACH_GOOD_THINNING_W_N
 +
WORLD_EDGE_BEACH_GOOD_THINNING_N_E
 +
WORLD_EDGE_BEACH_GOOD_THINNING_S_W
 +
WORLD_EDGE_BEACH_GOOD_THINNING_E_S
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_BEACH_GOOD_THINNING_W_S
 +
WORLD_EDGE_BEACH_GOOD_THINNING_E_N
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_STRAIGHT_N
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_S_W
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_S_E
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_N_W
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_N_E
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_E_N
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_E_S
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_W_N
 +
WORLD_EDGE_WETLAND_GOOD_THINNING_W_S
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WETLAND_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_STRAIGHT_W
 +
WORLD_EDGE_BEACH_STRAIGHT_E
 +
WORLD_EDGE_BEACH_STRAIGHT_N
 +
WORLD_EDGE_BEACH_STRAIGHT_S
 +
WORLD_EDGE_BEACH_THICK_CORNER_SW
 +
WORLD_EDGE_BEACH_THICK_CORNER_SE
 +
WORLD_EDGE_BEACH_THICK_CORNER_NW
 +
WORLD_EDGE_BEACH_THICK_CORNER_NE
 +
WORLD_EDGE_BEACH_THIN_CORNER_SW
 +
WORLD_EDGE_BEACH_THIN_CORNER_SE
 +
WORLD_EDGE_BEACH_THIN_CORNER_NW
 +
WORLD_EDGE_BEACH_THIN_CORNER_NE
 +
WORLD_EDGE_BEACH_TINY_CORNER_SW
 +
WORLD_EDGE_BEACH_TINY_CORNER_SE
 +
WORLD_EDGE_BEACH_TINY_CORNER_NW
 +
WORLD_EDGE_BEACH_TINY_CORNER_NE
 +
WORLD_EDGE_BEACH_INLET_NWE
 +
WORLD_EDGE_BEACH_INLET_SWE
 +
WORLD_EDGE_BEACH_INLET_NSW
 +
WORLD_EDGE_BEACH_INLET_NSE
 +
WORLD_EDGE_BEACH_THINNING_N_E
 +
WORLD_EDGE_BEACH_THINNING_S_W
 +
WORLD_EDGE_BEACH_SURROUND
 +
WORLD_EDGE_BEACH_THINNING_N_W
 +
WORLD_EDGE_BEACH_THINNING_W_S
 +
WORLD_EDGE_BEACH_THINNING_E_N
 +
WORLD_EDGE_BEACH_THINNING_S_E
 +
WORLD_EDGE_BEACH_THINNING_W_N
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_BEACH_THINNING_E_S
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_BEACH_EVIL_STRAIGHT_S
 +
WORLD_EDGE_BEACH_EVIL_STRAIGHT_W
 +
WORLD_EDGE_BEACH_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_BEACH_EVIL_STRAIGHT_N
 +
WORLD_EDGE_BEACH_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_BEACH_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_BEACH_EVIL_STRAIGHT_E
 +
WORLD_EDGE_BEACH_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_BEACH_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_BEACH_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_WHITE_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_WHITE_SURROUND
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_BLACK_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_BLACK_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_BLACK_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_BLACK_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_BLACK_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_BLACK_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_BLACK_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_BLACK_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_BLACK_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_BLACK_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_BLACK_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_SURROUND
 +
WORLD_EDGE_SAND_DESERT_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_YELLOW_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_YELLOW_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_YELLOW_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_SURROUND
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_YELLOW_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_EVIL_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_SURROUND
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_GOOD_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_GOOD_SURROUND
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_SURROUND
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_BLACK_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_BLACK_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_BLACK_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_RED_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_BLACK_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_RED_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_RED_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_RED_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_RED_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_RED_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_RED_THICK_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_RED_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_RED_INLET_NSW
 +
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_NE
 +
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_RED_INLET_SWE
 +
WORLD_EDGE_SAND_DESERT_RED_SURROUND
 +
WORLD_EDGE_SAND_DESERT_RED_INLET_NSE
 +
WORLD_EDGE_SAND_DESERT_RED_INLET_NWE
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_S_W
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_S_E
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_N_W
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_N_E
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_E_N
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_E_S
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_W_N
 +
WORLD_EDGE_SAND_DESERT_RED_THINNING_W_S
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_W
 +
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_E
 +
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_N
 +
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_DESERT_EVIL_THINNING_E_N
 +
WORLD_EDGE_DESERT_EVIL_THINNING_E_S
 +
WORLD_EDGE_DESERT_EVIL_THINNING_W_N
 +
WORLD_EDGE_DESERT_EVIL_THINNING_W_S
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_DESERT_GOOD_STRAIGHT_W
 +
WORLD_EDGE_DESERT_GOOD_STRAIGHT_E
 +
WORLD_EDGE_DESERT_GOOD_STRAIGHT_N
 +
WORLD_EDGE_DESERT_GOOD_STRAIGHT_S
 +
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_DESERT_GOOD_INLET_NWE
 +
WORLD_EDGE_DESERT_GOOD_INLET_SWE
 +
WORLD_EDGE_DESERT_GOOD_INLET_NSW
 +
WORLD_EDGE_DESERT_GOOD_INLET_NSE
 +
WORLD_EDGE_DESERT_GOOD_THINNING_N_E
 +
WORLD_EDGE_DESERT_GOOD_THINNING_S_W
 +
WORLD_EDGE_DESERT_GOOD_SURROUND
 +
WORLD_EDGE_DESERT_GOOD_THINNING_N_W
 +
WORLD_EDGE_DESERT_GOOD_THINNING_W_S
 +
WORLD_EDGE_DESERT_GOOD_THINNING_E_N
 +
WORLD_EDGE_DESERT_GOOD_THINNING_S_E
 +
WORLD_EDGE_DESERT_GOOD_THINNING_W_N
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_DESERT_GOOD_THINNING_E_S
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_TUNDRA_STRAIGHT_S
 +
WORLD_EDGE_TUNDRA_STRAIGHT_W
 +
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_TUNDRA_STRAIGHT_N
 +
WORLD_EDGE_TUNDRA_THICK_CORNER_NE
 +
WORLD_EDGE_TUNDRA_THICK_CORNER_SW
 +
WORLD_EDGE_TUNDRA_STRAIGHT_E
 +
WORLD_EDGE_TUNDRA_THICK_CORNER_NW
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_NE
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_SW
 +
WORLD_EDGE_TUNDRA_THICK_CORNER_SE
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_NW
 +
WORLD_EDGE_TUNDRA_TINY_CORNER_NE
 +
WORLD_EDGE_TUNDRA_TINY_CORNER_SW
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_SE
 +
WORLD_EDGE_TUNDRA_TINY_CORNER_NW
 +
WORLD_EDGE_DESERT_STRAIGHT_N
 +
WORLD_EDGE_DESERT_STRAIGHT_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_DESERT_THICK_CORNER_NW
 +
WORLD_EDGE_DESERT_THICK_CORNER_NE
 +
WORLD_EDGE_DESERT_STRAIGHT_W
 +
WORLD_EDGE_DESERT_STRAIGHT_E
 +
WORLD_EDGE_DESERT_THIN_CORNER_NW
 +
WORLD_EDGE_DESERT_THIN_CORNER_NE
 +
WORLD_EDGE_DESERT_THICK_CORNER_SW
 +
WORLD_EDGE_DESERT_THICK_CORNER_SE
 +
WORLD_EDGE_DESERT_TINY_CORNER_NW
 +
WORLD_EDGE_DESERT_TINY_CORNER_NE
 +
WORLD_EDGE_DESERT_THIN_CORNER_SW
 +
WORLD_EDGE_DESERT_THIN_CORNER_SE
 +
WORLD_EDGE_DESERT_INLET_NSW
 +
WORLD_EDGE_DESERT_INLET_NSE
 +
WORLD_EDGE_DESERT_TINY_CORNER_SW
 +
WORLD_EDGE_DESERT_TINY_CORNER_SE
 +
WORLD_EDGE_DESERT_SURROUND
 +
WORLD_EDGE_DESERT_THINNING_N_W
 +
WORLD_EDGE_DESERT_INLET_NWE
 +
WORLD_EDGE_DESERT_INLET_SWE
 +
WORLD_EDGE_DESERT_THINNING_S_E
 +
WORLD_EDGE_DESERT_THINNING_W_N
 +
WORLD_EDGE_DESERT_THINNING_N_E
 +
WORLD_EDGE_DESERT_THINNING_S_W
 +
WORLD_EDGE_DESERT_THINNING_E_S
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_DESERT_THINNING_W_S
 +
WORLD_EDGE_DESERT_THINNING_E_N
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_DESERT_EVIL_STRAIGHT_N
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_DESERT_EVIL_STRAIGHT_E
 +
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_DESERT_EVIL_STRAIGHT_S
 +
WORLD_EDGE_DESERT_EVIL_STRAIGHT_W
 +
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_DESERT_EVIL_INLET_NSW
 +
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_DESERT_EVIL_INLET_SWE
 +
WORLD_EDGE_DESERT_EVIL_SURROUND
 +
WORLD_EDGE_DESERT_EVIL_INLET_NSE
 +
WORLD_EDGE_DESERT_EVIL_INLET_NWE
 +
WORLD_EDGE_DESERT_EVIL_THINNING_S_W
 +
WORLD_EDGE_DESERT_EVIL_THINNING_S_E
 +
WORLD_EDGE_DESERT_EVIL_THINNING_N_W
 +
WORLD_EDGE_DESERT_EVIL_THINNING_N_E
 +
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_TUNDRA_GOOD_INLET_NSW
 +
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_TUNDRA_GOOD_INLET_SWE
 +
WORLD_EDGE_TUNDRA_GOOD_SURROUND
 +
WORLD_EDGE_TUNDRA_GOOD_INLET_NSE
 +
WORLD_EDGE_TUNDRA_GOOD_INLET_NWE
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_S_W
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_S_E
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_N_W
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_N_E
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_E_N
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_E_S
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_W_N
 +
WORLD_EDGE_TUNDRA_GOOD_THINNING_W_S
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_STRAIGHT_E
 +
WORLD_EDGE_GLACIER_STRAIGHT_N
 +
WORLD_EDGE_GLACIER_STRAIGHT_S
 +
WORLD_EDGE_GLACIER_THICK_CORNER_SW
 +
WORLD_EDGE_GLACIER_THICK_CORNER_SE
 +
WORLD_EDGE_GLACIER_THICK_CORNER_NW
 +
WORLD_EDGE_GLACIER_THICK_CORNER_NE
 +
WORLD_EDGE_GLACIER_THIN_CORNER_SW
 +
WORLD_EDGE_GLACIER_THIN_CORNER_SE
 +
WORLD_EDGE_GLACIER_THIN_CORNER_NW
 +
WORLD_EDGE_GLACIER_THIN_CORNER_NE
 +
WORLD_EDGE_GLACIER_TINY_CORNER_SW
 +
WORLD_EDGE_GLACIER_TINY_CORNER_SE
 +
WORLD_EDGE_GLACIER_TINY_CORNER_NW
 +
WORLD_EDGE_GLACIER_TINY_CORNER_NE
 +
WORLD_EDGE_GLACIER_INLET_NWE
 +
WORLD_EDGE_GLACIER_INLET_SWE
 +
WORLD_EDGE_GLACIER_INLET_NSW
 +
WORLD_EDGE_GLACIER_INLET_NSE
 +
WORLD_EDGE_GLACIER_THINNING_N_E
 +
WORLD_EDGE_GLACIER_THINNING_S_W
 +
WORLD_EDGE_GLACIER_SURROUND
 +
WORLD_EDGE_GLACIER_THINNING_N_W
 +
WORLD_EDGE_GLACIER_THINNING_W_S
 +
WORLD_EDGE_GLACIER_THINNING_E_N
 +
WORLD_EDGE_GLACIER_THINNING_S_E
 +
WORLD_EDGE_GLACIER_THINNING_W_N
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GLACIER_THINNING_E_S
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_TUNDRA_INLET_NSE
 +
WORLD_EDGE_TUNDRA_INLET_NWE
 +
WORLD_EDGE_TUNDRA_TINY_CORNER_SE
 +
WORLD_EDGE_TUNDRA_INLET_NSW
 +
WORLD_EDGE_TUNDRA_THINNING_N_W
 +
WORLD_EDGE_TUNDRA_THINNING_N_E
 +
WORLD_EDGE_TUNDRA_INLET_SWE
 +
WORLD_EDGE_TUNDRA_SURROUND
 +
WORLD_EDGE_TUNDRA_THINNING_W_N
 +
WORLD_EDGE_TUNDRA_THINNING_W_S
 +
WORLD_EDGE_TUNDRA_THINNING_S_W
 +
WORLD_EDGE_TUNDRA_THINNING_S_E
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_TUNDRA_THINNING_E_N
 +
WORLD_EDGE_TUNDRA_THINNING_E_S
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_N
 +
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_S
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_W
 +
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_E
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_TUNDRA_EVIL_INLET_NSW
 +
WORLD_EDGE_TUNDRA_EVIL_INLET_NSE
 +
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_TUNDRA_EVIL_SURROUND
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_N_W
 +
WORLD_EDGE_TUNDRA_EVIL_INLET_NWE
 +
WORLD_EDGE_TUNDRA_EVIL_INLET_SWE
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_S_E
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_W_N
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_N_E
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_S_W
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_E_S
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_W_S
 +
WORLD_EDGE_TUNDRA_EVIL_THINNING_E_N
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_N
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_E
 +
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_S
 +
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_S_E
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_W_N
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_N_E
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_S_W
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_E_S
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_W_S
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_E_N
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_N
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_E
 +
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_S
 +
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSW
 +
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVILSAV_INLET_SWE
 +
WORLD_EDGE_GLACIER_EVILSAV_SURROUND
 +
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSE
 +
WORLD_EDGE_GLACIER_EVILSAV_INLET_NWE
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_W
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_E
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_W
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_E
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_N
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_S
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_N
 +
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_S
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_E
 +
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_N
 +
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_S
 +
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NE
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NE
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_S
 +
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_N
 +
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_E
 +
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_GLACIER_EVIL_INLET_NSE
 +
WORLD_EDGE_GLACIER_EVIL_INLET_NWE
 +
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_GLACIER_EVIL_INLET_NSW
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_N_W
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_N_E
 +
WORLD_EDGE_GLACIER_EVIL_INLET_SWE
 +
WORLD_EDGE_GLACIER_EVIL_SURROUND
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_W_N
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_W_S
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_S_W
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_S_E
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_E_N
 +
WORLD_EDGE_GLACIER_EVIL_THINNING_E_S
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_N
 +
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_S
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_E
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOOD_INLET_NSW
 +
WORLD_EDGE_GLACIER_GOOD_INLET_NSE
 +
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOOD_SURROUND
 +
WORLD_EDGE_GLACIER_GOOD_THINNING_N_W
 +
WORLD_EDGE_GLACIER_GOOD_INLET_NWE
 +
WORLD_EDGE_GLACIER_GOOD_INLET_SWE
 +
WORLD_EDGE_WATER_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_WATER_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_WATER_EVIL_STRAIGHT_W
 +
WORLD_EDGE_WATER_EVIL_STRAIGHT_E
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_WATER_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_WATER_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_WATER_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_WATER_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_WATER_EVIL_INLET_NSW
 +
WORLD_EDGE_WATER_EVIL_INLET_NSE
 +
WORLD_EDGE_WATER_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_WATER_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_WATER_EVIL_SURROUND
 +
WORLD_EDGE_WATER_EVIL_THINNING_N_W
 +
WORLD_EDGE_WATER_EVIL_INLET_NWE
 +
WORLD_EDGE_WATER_EVIL_INLET_SWE
 +
WORLD_EDGE_WATER_EVIL_THINNING_S_E
 +
WORLD_EDGE_WATER_EVIL_THINNING_W_N
 +
WORLD_EDGE_WATER_EVIL_THINNING_N_E
 +
WORLD_EDGE_WATER_EVIL_THINNING_S_W
 +
WORLD_EDGE_WATER_EVIL_THINNING_E_S
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WATER_EVIL_THINNING_W_S
 +
WORLD_EDGE_WATER_EVIL_THINNING_E_N
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WATER_GOOD_STRAIGHT_N
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WATER_GOOD_STRAIGHT_E
 +
WORLD_EDGE_WATER_GOOD_THICK_CORNER_NW
 +
WORLD_EDGE_WATER_GOOD_STRAIGHT_S
 +
WORLD_EDGE_WATER_GOOD_STRAIGHT_W
 +
WORLD_EDGE_WATER_GOOD_THICK_CORNER_SE
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_NW
 +
WORLD_EDGE_WATER_GOOD_THICK_CORNER_NE
 +
WORLD_EDGE_WATER_GOOD_THICK_CORNER_SW
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_SE
 +
WORLD_EDGE_WATER_GOOD_TINY_CORNER_NW
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_NE
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_SW
 +
WORLD_EDGE_WATER_GOOD_TINY_CORNER_SE
 +
WORLD_EDGE_WATER_GOOD_INLET_NSW
 +
WORLD_EDGE_WATER_GOOD_TINY_CORNER_NE
 +
WORLD_EDGE_WATER_GOOD_TINY_CORNER_SW
 +
WORLD_EDGE_WATER_GOOD_INLET_SWE
 +
WORLD_EDGE_WATER_GOOD_SURROUND
 +
WORLD_EDGE_WATER_GOOD_INLET_NSE
 +
WORLD_EDGE_WATER_GOOD_INLET_NWE
 +
WORLD_EDGE_WATER_GOOD_THINNING_S_W
 +
WORLD_EDGE_WATER_GOOD_THINNING_S_E
 +
WORLD_EDGE_WATER_GOOD_THINNING_N_W
 +
WORLD_EDGE_WATER_GOOD_THINNING_N_E
 +
WORLD_EDGE_WATER_GOOD_THINNING_E_N
 +
WORLD_EDGE_WATER_GOOD_THINNING_E_S
 +
WORLD_EDGE_WATER_GOOD_THINNING_W_N
 +
WORLD_EDGE_WATER_GOOD_THINNING_W_S
 +
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SW
 +
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SE
 +
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NW
 +
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NE
 +
WORLD_EDGE_GLACIER_GOODSAV_INLET_NWE
 +
WORLD_EDGE_GLACIER_GOODSAV_INLET_SWE
 +
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSW
 +
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSE
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_E
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_W
 +
WORLD_EDGE_GLACIER_GOODSAV_SURROUND
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_W
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_S
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_N
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_E
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_N
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_S
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WATER_STRAIGHT_S
 +
WORLD_EDGE_WATER_STRAIGHT_W
 +
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WATER_STRAIGHT_N
 +
WORLD_EDGE_WATER_THICK_CORNER_NE
 +
WORLD_EDGE_WATER_THICK_CORNER_SW
 +
WORLD_EDGE_WATER_STRAIGHT_E
 +
WORLD_EDGE_WATER_THICK_CORNER_NW
 +
WORLD_EDGE_WATER_THIN_CORNER_NE
 +
WORLD_EDGE_WATER_THIN_CORNER_SW
 +
WORLD_EDGE_WATER_THICK_CORNER_SE
 +
WORLD_EDGE_WATER_THIN_CORNER_NW
 +
WORLD_EDGE_WATER_TINY_CORNER_NE
 +
WORLD_EDGE_WATER_TINY_CORNER_SW
 +
WORLD_EDGE_WATER_THIN_CORNER_SE
 +
WORLD_EDGE_WATER_TINY_CORNER_NW
 +
WORLD_EDGE_WATER_INLET_NSE
 +
WORLD_EDGE_WATER_INLET_NWE
 +
WORLD_EDGE_WATER_TINY_CORNER_SE
 +
WORLD_EDGE_WATER_INLET_NSW
 +
WORLD_EDGE_WATER_THINNING_N_W
 +
WORLD_EDGE_WATER_THINNING_N_E
 +
WORLD_EDGE_WATER_INLET_SWE
 +
WORLD_EDGE_WATER_SURROUND
 +
WORLD_EDGE_WATER_THINNING_W_N
 +
WORLD_EDGE_WATER_THINNING_W_S
 +
WORLD_EDGE_WATER_THINNING_S_W
 +
WORLD_EDGE_WATER_THINNING_S_E
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WATER_THINNING_E_N
 +
WORLD_EDGE_WATER_THINNING_E_S
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WATER_EVIL_STRAIGHT_N
 +
WORLD_EDGE_WATER_EVIL_STRAIGHT_S
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_E
 +
CUSTOM_EDGING
 +
CUSTOM_RAMP
 +
GROWTH_4
 +
GROWTH_PICKED
 +
CUSTOM_EDGE_S
 +
CUSTOM_EDGE_W
 +
SOIL_BACKGROUND
 +
CUSTOM_EDGE_N
 +
CUSTOM_EDGE_NE
 +
CUSTOM_EDGE_SW
 +
CUSTOM_EDGE_E
 +
CUSTOM_EDGE_NW
 +
PICKED
 +
CUSTOM_EDGE_SE
 +
SHRUB_PICKED
 +
CROP_R
 +
CROP_SPROUT
 +
CROP_L
 +
CROP_M
 +
TISSUE_NOT_SHAPED
 +
TISSUE_MIN_LENGTH
 +
SHRUB_DEAD
 +
TISSUE_MAY_HAVE_COLOR
 +
TISSUE_SWAP
 +
TISSUE_MAX_LENGTH
 +
TISSUE_MAY_HAVE_SHAPING
 +
CONDITION_TISSUE_LAYER
 +
CONDITION_RANDOM_PART_INDEX
 +
IF_MIN_CURLY
 +
LARGE_IMAGE
 +
CONDITION_CASTE
 +
CONDITION_ITEM_WORN
 +
CONDITION_SYN_CLASS
 +
CONDITION_GHOST
 +
ANY_HELD
 +
SHUT_OFF_IF_ITEM_PRESENT
 +
CONDITION_HAUL_COUNT_MIN
 +
CONDITION_HAUL_COUNT_MAX
 +
CONDITION_PROFESSION_CATEGORY
 +
CONDITION_DYE
 +
CONDITION_CHILD
 +
CONDITION_NOT_CHILD
 +
CONDITION_MATERIAL_TYPE:
 +
CONDITION_MATERIAL_FLAG
 +
CONDITION_NOT_DYED
 +
CONDITION_MATERIAL_TYPE
 +
END_LAYER_GROUP
 +
LAYER_SET
 +
LAYER_GROUP
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_LINE_STRAIGHT_W
 +
WORLD_EDGE_BEACH_LINE_STRAIGHT_E
 +
WORLD_EDGE_BEACH_LINE_STRAIGHT_N
 +
WORLD_EDGE_BEACH_LINE_STRAIGHT_S
 +
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SW
 +
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SE
 +
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NW
 +
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NE
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SW
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SE
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NW
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NE
 +
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SW
 +
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SE
 +
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NW
 +
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NE
 +
WORLD_EDGE_BEACH_LINE_INLET_NWE
 +
WORLD_EDGE_BEACH_LINE_INLET_SWE
 +
WORLD_EDGE_BEACH_LINE_INLET_NSW
 +
WORLD_EDGE_BEACH_LINE_INLET_NSE
 +
WORLD_EDGE_BEACH_LINE_THINNING_N_E
 +
WORLD_EDGE_BEACH_LINE_THINNING_S_W
 +
WORLD_EDGE_BEACH_LINE_SURROUND
 +
WORLD_EDGE_BEACH_LINE_THINNING_N_W
 +
WORLD_EDGE_BEACH_LINE_THINNING_W_S
 +
WORLD_EDGE_BEACH_LINE_THINNING_E_N
 +
WORLD_EDGE_BEACH_LINE_THINNING_S_E
 +
WORLD_EDGE_BEACH_LINE_THINNING_W_N
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_BEACH_LINE_THINNING_E_S
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_S
 +
ASCII_RECTANGLE
 +
ASCII_GRAPHICS
 +
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_E
 +
PLANT_GRAPHICS
 +
STANDARD_LEAVES
 +
CREATURE_CASTE_GRAPHICS
 +
STANDARD_FRUIT_3
 +
STANDARD_FLOWERS_1
 +
STANDARD_FRUIT_1
 +
STANDARD_FRUIT_2
 +
GROWTH_2
 +
GROWTH_3
 +
STANDARD_FLOWERS_2
 +
GROWTH_1
 +
PALETTE_COLOR
 +
SKELETON_WITH_SKULL
 +
PALETTE_DEFAULT
 +
PAGE_DIM_PIXELS
 +
SECRET_DEATH
 +
SPEECH_GENERAL
 +
BOOK_INSTRUCTION
 +
BOOK_ART
 +
SPEECH_GREET
 +
SPEECH_GREET_REPLY
 +
SPEECH_SLAYER
 +
SPEECH_THREAT
 +
SPEECH_GREET_WORSHIP
 +
SPEECH_GREET_BABY
 +
SPEECH_GREET_REPLY_DIFF_LANGUAGE
 +
SPEECH_GREET_REPLY_UNUSUAL_FIRST
 +
SPEECH_GOODBYE_WORSHIP_3
 +
SPEECH_TEMPLE_ALREADY_MEMBER
 +
SPEECH_GOODBYE_WORSHIP_1
 +
SPEECH_GOODBYE_WORSHIP_2
 +
SPEECH_TASK_RECOMMENDATION
 +
SPEECH_UNKNOWN_HF_SEEKER
 +
SPEECH_TEMPLE_BECOME_MEMBER
 +
SPEECH_POSITIVE
 +
SPEECH_SAME_SITE_AB_SPECIFIC_HF_SEEKER
 +
SPEECH_SAME_SITE_SPECIFIC_HF_SEEKER
 +
SPEECH_AB_SPECIFIC_HF_SEEKER
 +
SPEECH_SITE_SPECIFIC_HF_SEEKER
 +
SPEECH_JUSTIFICATION_PROXIMITY
 +
SPEECH_JUSTIFICATION_EXPERIENCE
 +
SPEECH_ARCH_INFO_JUSTIFICATION
 +
SPEECH_JUSTIFICATION_REPRESENTATION
 +
SPEECH_NO_FAMILY
 +
SPEECH_FAMILY_RELATIONSHIP_SPEC
 +
SPEECH_JUSTIFICATION_REMINDER
 +
SPEECH_JUSTIFICATION_ANTITHETICAL
 +
SPEECH_FAMILY_RELATIONSHIP_SPEC_DEAD
 +
SPEECH_FAMILY_RELATIONSHIP_NO_SPEC_DEAD
 +
SPEECH_FAMILY_RELATIONSHIP_NO_SPEC
 +
SPEECH_FAMILY_RELATIONSHIP_ADDITIONAL
 +
SPEECH_WANDERING_PROFESSION
 +
SPEECH_HUNTING_PROFESSION
 +
SPEECH_FAMILY_RELATIONSHIP_ADDITIONAL_DEAD
 +
SPEECH_CHILD_AGE_PROCLAMATION
 +
SPEECH_GUARD_PROFESSION
 +
SPEECH_GUARD_WARNING
 +
SPEECH_THIEF_PROFESSION
 +
SPEECH_SNATCHER_PROFESSION
 +
SPEECH_PAST_PROFESSION_YEAR
 +
SPEECH_CURRENT_PROFESSION_NO_YEAR
 +
SPEECH_SOLDIER_PROFESSION
 +
SPEECH_PAST_PROFESSION_NO_YEAR
 +
SPEECH_ANIMAL_SLAYER
 +
SPEECH_WANDERING_PROFESSION_YEAR
 +
SPEECH_CURRENT_PROFESSION_YEAR
 +
SPEECH_HIST_FIG_SLAYER
 +
SPEECH_THIEF_PROFESSION_YEAR
 +
SPEECH_PAST_WANDERING_PROFESSION
 +
SPEECH_HUNTING_PROFESSION_YEAR
 +
SPEECH_SNATCHER_PROFESSION_YEAR
 +
SPEECH_PAST_THIEF_PROFESSION
 +
SPEECH_GREET_REPLY_AFTER_HERO
 +
SPEECH_PAST_HUNTING_PROFESSION
 +
SPEECH_PAST_SNATCHER_PROFESSION
 +
SPEECH_PAST_MERCENARY_PROFESSION
 +
SPEECH_MERCENARY_PROFESSION
 +
SPEECH_MERCENARY_PROFESSION_YEAR
 +
 
 +
 
 +
 
 +
|}

Latest revision as of 20:11, 23 August 2023

This article is about the current version of DF.
Note that some content may still need to be updated.

This string dump is generated with this shell script (using the Windows and OS X versions of DF 0.40.24):

strings df_osx/dwarfort.exe > strings_osx.txt
strings df_win/Dwarf\ Fortress.exe > strings_win.txt
perl -ne 'print if ($seen{$_} .= @ARGV) =~ /10$/' strings_osx.txt strings_win.txt > strings.txt

A working windows option is also available: https://learn.microsoft.com/en-us/sysinternals/downloads/strings

String Dump[edit]

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