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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoombaGeek</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/GoombaGeek"/>
	<updated>2026-08-17T00:42:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_red_panda&amp;diff=176512</id>
		<title>v0.34:Giant red panda</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_red_panda&amp;diff=176512"/>
		<updated>2012-08-08T19:01:48Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: fixed a mistake in the code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant red pandas''' can be found in savage temperate forests and should not be ignored, even if [[gigantic panda]]s are available. They have the same great pet value (500), but the giant red panda does not need to graze to survive and therefore doesn't require a gigantic pasture filled with bamboo. Being giant animals, they will also provide large amounts of meat, but are probably worth more alive. Even if they aren't trainable like the gigantic panda, a herd of giant red pandas will fetch a very good price from any caravan.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_red_panda&amp;diff=176511</id>
		<title>v0.34:Giant red panda</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_red_panda&amp;diff=176511"/>
		<updated>2012-08-08T19:01:11Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: Added tips because they have a high pet value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant red pandas''' can be found in savage temperate forests and should not be ignored, even if [[gigantic pandas]] are available. They have the same great pet value (500), but the giant red panda does not need to graze to survive and therefore doesn't require a gigantic pasture filled with bamboo. Being giant animals, they will also provide large amounts of meat, but are probably worth more alive. Even if they aren't trainable like the gigantic panda, a herd of giant red pandas will fetch a very good price from any caravan.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Amphibian_man&amp;diff=176432</id>
		<title>v0.34:Amphibian man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Amphibian_man&amp;diff=176432"/>
		<updated>2012-08-06T17:29:27Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:20, 22 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Amphibian men''' are one of the many underworld tribal races, and can be found on any cavern level milling around piles of [[food|meat]] and [[leather|tanned hides]]. They are equivalent in size to [[kobold]]s, but are less agile. &lt;br /&gt;
&lt;br /&gt;
Approach with caution, unless the tribe is friendly. If the tribe is friendly, feel free to take advantage of them in imperialistic tradition and steal all their resources without compensation. To check whether a tribe of amphibian men is friendly, press {{k|u}} to view the unit list. The amphibian men will be labeled as either hostile or friendly. Alternatively, press {{k|v}} to view one of their profiles. If a hostile amphibian man kills a [[forgotten beast]], they will become friendly. However, they will not attack their fellow amphibian men. This is true of all underground animal man tribes.&lt;br /&gt;
&lt;br /&gt;
Like many underground races, the danger of amphibian men is not to be found in their wooden weapons, but in the substances found smeared on them. Amphibian men use many [[syndrome|poisons]], some of which can be deadly. They will launch group attacks on your fort, and have the ability to swim through your reservoirs and launch amphibious assaults on your [[fisherdwarf|fisherdwarves]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Hedgehog_man&amp;diff=176431</id>
		<title>v0.34:Hedgehog man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Hedgehog_man&amp;diff=176431"/>
		<updated>2012-08-06T16:28:00Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: Added funny joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Contrary to popular belief, hedgehog men cannot exceed the speed of sound while running.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Longland_grass&amp;diff=176089</id>
		<title>v0.34:Longland grass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Longland_grass&amp;diff=176089"/>
		<updated>2012-07-29T16:04:55Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: pro value info for DF2012&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
* [[Flour|Longland flour]] (Mill)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Longland grass''' is an [[above ground|aboveground]] [[crop]]. It can be [[milling|milled]] into [[Flour|Longland flour]] or [[brewing|brewed]] into [[Longland beer]]. It is equal in value to underground crops and is much like an aboveground version of [[cave wheat]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Longland_grass&amp;diff=176088</id>
		<title>v0.31:Longland grass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Longland_grass&amp;diff=176088"/>
		<updated>2012-07-29T16:02:52Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: Added some pro value info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
* [[Flour|Longland flour]] (Mill)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Longland grass''' is an [[above ground|aboveground]] [[crop]]. It can be [[milling|milled]] into [[Flour|Longland flour]] or [[brewing|brewed]] into [[Longland beer]]. It is equal in value to underground crops and is much like aboveground [[cave wheat]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Pull_lever&amp;diff=175700</id>
		<title>Pull lever</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Pull_lever&amp;diff=175700"/>
		<updated>2012-07-22T03:23:20Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: typo fixed :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:32, 13 June 2012 (UTC)}}&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
The one [[job]] that never gets done right. A [[goblin]] bowmen [[ambush]] has arrived on fast-moving [[elk bird]]s, spotted near your gates by a soon-to-be-dead [[wood cutter]]. You flail momentarily, before grabbing hold of your towel and remembering to not panic; this is what you built a moat for, right? Raise the bridge and all will be well! You set the job order to pull that [[lever]] and save the fortress from certain desecration.&lt;br /&gt;
&lt;br /&gt;
The bowmen continue on their merry way, perpetrating mass slaughter. The bridge does not go up; what could be the problem? You check your unit list again. What's this? The entire fortress decided to go [[party]]ing? Your nearest dwarves are [[on break]]? Your useless lever-pulling [[noble]]s are [[sleep]]ing? The only guy who's willing to pull the level is the crutch-walking wood cutter that nearly died in the last ambush? And he's 50 levels down, fresh from hauling [[ore]] about?&lt;br /&gt;
&lt;br /&gt;
Dwarves are idiots, and will rather party, sleep, drink, haul heavy rocks from place to place, twiddle their thumbs and pick their noses, rather than do the one thing they need to do to save their poor behinds. Dwarf Fortress: conquering dwarven stupidity since 2006.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Labors]]&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Body_token&amp;diff=175480</id>
		<title>v0.34:Body token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Body_token&amp;diff=175480"/>
		<updated>2012-07-19T01:46:13Z</updated>

		<summary type="html">&lt;p&gt;GoombaGeek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|00:14, 23 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature token#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a bodygloss, allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as an opening in the body. This body part cannot be destroyed except by destroying the part it is attached to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
*ID&lt;br /&gt;
*name&lt;br /&gt;
*pluralized name&lt;br /&gt;
| &amp;quot;STP stands for &amp;quot;Standard Plural&amp;quot; and it just adds an 's' to the singular word to save some typing.  If you don't add something in that slot, the body part won't even load.&amp;quot; --Toady.  Note that this can cause confusing issues when porting from 40d to 2010.  Make sure you add your pluralizations!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the NOBREATHE tag in its creature def.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to a specific other body part&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON_CAT&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified CATEGORY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified type token. Valid values are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| Body part is responsible for blood circulation. Exact effects not known.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONNECTOR&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to connect other body parts together. Used for the neck and lower spine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY&lt;br /&gt;
| &lt;br /&gt;
*ID&lt;br /&gt;
| Assigns the body part to a user-defined category. Used by CON_CAT to attach to other body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_RELSIZE&lt;br /&gt;
| &lt;br /&gt;
*Size&lt;br /&gt;
| This command establishes the relative size of body parts within a creature.  The numbers have no absolute meaning or units.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| Body part with this tag is on the surface of parent body part. ie: eye and mouth on head. It can be gouged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being need for flight.  Damage to a certain number of FLIER body parts will prevent the creature from flying.  Note that a creature can only fly if the creature has the FLIER tag in its creature definition, and that a flying creature does not actually need any FLIER body parts.  This tags only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly, if they are damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| Creature can wield a picked-up weapon with body part, and can use the part to initiate a wider variety of wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. NOTE: This tag cannot be applied to body parts with the [INTERNAL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Body parts marked with this tag make the creature nauseous and vomit when hit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to hear. No known effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIVIDUAL_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*plural&lt;br /&gt;
| Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces &amp;quot;first upper front tooth&amp;quot; for example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Marks the body part as inside the body. Needs [SMALL] tag as well to not be targetable by attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Body part is a joint that may be broken by wrestling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| &lt;br /&gt;
| Body part is a limb.  It can be used to initiate certain types of wrestling moves.  If it is located between an UPPERBODY part and a GRASP body part, it is eligible to be covered by certain types of armor (body armors and gauntlets).  If it is located between a LOWERBODY part and a STANCE body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc; trailing body armors like mail shirts and robes; and high boots).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc.  If a lower body is chopped off, the creature dies.  Multiple lowerbody parts aren't redundant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Body part is necessary for motor function. Damage will impair movement and also disallow creature from sparring in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
| &lt;br /&gt;
| Body part is part of the creature's skeleton.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to see with.  If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the EXTRAVISION tag in its creature def.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to smell. No known function. (could possibly control reactions to miasma in fortress mode?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| &amp;quot;SMALL means that the part isn't displayed as part of the overall displayed body part lists.  They can't be splinted.  They are more often targeted for torture (although those situations might not occur anymore).  They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures.  They are more easily lost in world gen duels.  They are the only gougable/pinchable parts.  SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. &amp;quot; --Toady&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOCKET&lt;br /&gt;
| &lt;br /&gt;
| Allows the body part to be easily knocked out. Used on teeth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Body part can be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Most creatures die if all bodyparts with this tag have sustained damage to a FUNCTIONAL tissue or been outright destroyed (chopped off).  Creatures will not die if they have NO_THOUGHT_CENTER_FOR_MOVEMENT (and/or NOTHOUGHT?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOTEMABLE&lt;br /&gt;
| &lt;br /&gt;
| Makes the body part makeable into totems at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc.  If an upper body is chopped off, the creature dies.  Multiple upperbody parts aren't redundant.  All default creatures with bodies have the upperbody as the root of the body tree, making it impossible to chop off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDER_PRESSURE&lt;br /&gt;
| &lt;br /&gt;
| Makes the body part pop out of edge attack wounds. Used on guts. Body part shows up as &amp;quot;~&amp;quot; when spilled/popped out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BUTCHER_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>GoombaGeek</name></author>
	</entry>
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