http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Maximus&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T13:39:49ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=40d:Losing&diff=1169240d:Losing2009-01-01T20:16:45Z<p>Maximus: /* Volcanic Death */ still disputed, barring unambiguous video/testamony</p>
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<div><span style="background-color: #000; color: #0f0; font-family: FixedSys, monospace">Losing is fun!</span><br />
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Either way, it keeps you busy.<br />
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Most new players will lose their first few forts; <s>if</s> when you lose a [[fortress]], don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself. However, this Wiki serves as an excellent place to speed up the learning process.<br />
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If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].<br />
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If you're looking for more ways to <s>die horribly</s> test yourself, try either the [[Difficult Seeds]], [[Mega Constructions]], or the [[Challenges]] pages.<br />
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== Autopsy ==<br />
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Various things can cause you to lose a fortress.<br />
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=== Losing your miners ===<br />
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If your [[miner]]s are killed in a [[cave-in|collapse]] and their equipment destroyed, chances are good that you will no longer be able to continue your efforts. Consider abandoning your fortress. Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]]. It will take another year before they will return.<br/><br />
Also consider the tedious but fun option of making [[buildings]] outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)<br />
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=== Starvation ===<br />
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A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation; if you are in the heart of a [[mountain]] with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s. As dwarves begin to starve, they will become Hungry, then Starving. This will cause them to become very angry. When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.<br />
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Don't forget your alternative sources of [[food]]. Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.<br />
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===Dehydration===<br />
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One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]]. Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s. If this fails, all of the water on the map will likely evaporate and your dwarves will be left without any water.<br />
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Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration.<br />
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===Flooding accidents===<br />
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The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down ) [[Magma]], unlike water, does not flow up.<br />
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If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately&mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be. You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system. Generally, a flooding accident spells doom for your fortress.<br />
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===Invasion===<br />
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The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly.<br />
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===Wildlife===<br />
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Goblins aren't the only creatures that want you dead. Be it [[unicorn|unicorns]], [[hippo|hippos]], [[undead]] [[elephant|elephants]] or a [[giant cave spider]], a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.<br />
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===Volcanic Death===<br />
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{{Colored Notice Box|#00f|There is dispute over whether volcanoes actually erupt or if this behavior is the product of a bug where a [[bottomless pit]] and volcano are placed on top of each other.}}<br />
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[[Volcano]]es (read: '''''not''''' [[magma]] vents, actual ''volcanoes'') can and will erupt unexpectedly.{{verify}} If you've got front doors to your fort, don't forget to lock them during an eruption... and make sure you've got some way to remove excess magma, too.<br />
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Oh, that's right, you only made your front doors out of obsidian because that was the only rock you had too much of. Whoops. Say goodbye to half your fort.<br />
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===General Unhappiness===<br />
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Think it's no big deal to leave your dwarves with a medicore [[dining room]], living room, and a generally inadequate fortress?<br />
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If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw tantrums, go melancholy, and destroy your [[civilization]]. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall.<br />
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===Siege===<br />
Should hosts of goblins besiege your gates, drive your peasantry inside and force you to seal off from the outside world, you may have already lost the game. Although a dwarven fortress can be made to appear self-contained, with sources of [[metal]], [[fuel]], underground [[list of crops|crops]] and even livestock kept within inaccessible tunnels, very rarely if ever can a fortress sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what minerals are on your map for the production of mandate goods. This results in a breakdown of social order if your [[Hammerer]] kills and maims dwarves. [[Shell]], [[bone]], [[leather]] and other products commonly acquired by [[hunting]] and [[fishing]] can no longer be found by your workers, which can drive moody [[craftsdwarf|craftsdwarves]] to commit suicide. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into garbage pits and refuse piles generating [[miasma]]. One fell miscalculation of your [[fuel]] reserves may leave you without [[coke]] to refine further coal, and without a supply of timber for your wood burning [[furnace]] this can drive your [[weaponsmith]]s to melancholy or berserk rage, and worse, end your vital [[weapon]]s production for a future counterattack. Unless an interior watersupply was established your wounded will die of dehydration and your entire colony will hinge on [[alcohol|booze]] production; a delicate balancing act.<br />
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With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, its important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.<br />
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In short, the attacking army can simply wait until your dwarves emo themselves to death.<br />
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[[Category:Guides]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&diff=3083440d Talk:Volcano2009-01-01T19:52:29Z<p>Maximus: /* Erupting volcanoes */ I have my doubts.</p>
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<div>== Volcano on world map. ==<br />
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[[Image:Dwarffortressvolcanoonworldmap.jpg|600px]]<br />
Changes to articles were made as needed.<br />
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== Where volcanoes form...? (verify) ==<br />
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The statement about volcanoes forming around the edge of oceans looks wrong to me. I was unaware of any such trend on the worlds I've seen so far. As I understand it, there is a magma activity map that varies across the the world and 'peaks' at certain points in the terrain creating volcanoes. I don't know how toady has implemented that, but I'm sure it has nothing to do with the rims of oceans. --[[User:Markavian|Markavian]]<br />
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==Cavern collapse==<br />
Is not related to the generation of water above magma and instant crystallisation and collapse. Because I got that phenomenon when I settled at an extinct volcano (no magma present in pipe). --[[User:Juckto|Juckto]] 07:35, 29 June 2008 (EDT)<br />
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==Erupting volcanoes==<br />
It would appear that volcanoes can now erupt http://mkv25.net/dfma/movie-685-volcano#lastComment;?%3E [[User:Diabl0658|Diabl0658]] 03:19, 24 July 2008 (EDT)<br />
:Nope, that's just a (somewhat) common bug where a volcano and a bottomless pit are generated on the same spot. Here's another video of the same bug, where the poor dwarves embarked right next to the lava. http://mkv25.net/dfma/movie-701-shortestfortever [[User:Spoggerific|Spoggerific]] 15:33, 12 August 2008 (EDT)<br />
::Does this bug occur immediately on embark, or anytime? I've had a volcano appear to erupt quite a bit after I embarked, it spit fire everywhere, and burnt up a bunch of the landscape (and several of my dwarves). [[User:JubalHarshaw|JubalHarshaw]] 11:39, 31 December 2008 (EST)<br />
:::Depends on the version, if you're importing an old save, and if Armok wants to see a bloodfest. --[[User:GreyMario|GreyMaria]] 22:28, 31 December 2008 (EST)<br />
::::<strike>This was the latest version, so I can pretty much confirm that yes, volcanoes do erupt now. Saw it again tonight.</strike> [[User:JubalHarshaw|JubalHarshaw]] 23:13, 31 December 2008 (EST)<br />
::::Having said that, I was also attacked by a Fire Man tonight, that produced pretty much the same effect ... fire everywhere, burning everything. So I guess I can't truly confirm volcanoes erupt, it could have been a Fire Man. [[User:JubalHarshaw|JubalHarshaw]] 00:19, 1 January 2009 (EST)<br />
:::::That depends - was the world burninating after the so-called "eruption" or was there just a solid sheet of ash among the trees? If it was the former, a fire man started the blaze; the latter, lava spilled over the world. This requires testing, apparently - time to embark over a volcano and survive for as long as possible. --[[User:GreyMario|GreyMaria]] 00:24, 1 January 2009 (EST)<br />
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That's not cool, I just got the latest version (finally) and I am living '''inside''' a volcano. Like there is this big circular cut through the mountain, and I dug through on the level above the magma and started a fort there, digging around the magma. Any tips, other than when I see strange activity order my dwarves to go downstairs and don't come out. I get the feeling I should move all of my stockpiles circling the vent... And I realize that not much is known aobut this, I just think some "general" safety tips would be a good thing to have now.--[[User:Destor|Destor]] 11:28, 1 January 2009 (EST)<br />
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:I've been playing a fortress for 10 years straight on a named volcano that is open to the surface with no sign of an eruption (playing under 40d). It's possible only some volcanoes erupt, though, or that it's rare. Or it's possible that players are just witnessing the bug Spoggerific describes above. I know Toady ''wants'' volcanoes to erupt at some point, but I'm not aware that he's actually implemented it yet.--[[User:Maximus|Maximus]] 14:52, 1 January 2009 (EST)<br />
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== Draining a volcano ==<br />
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I had read that magma tiles were supposed to be sources of magma.<br />
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So I am a bit suprised that having dug (admittedly a quite large) room in the bottom z-level then opened it up to the magma pipe, I have drained the top five z-levels of my volcano.<br />
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It has been several seasons now. I am wondering will the volcano pipe fill back up or have I drained it permenantly?<br />
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[[User:GarrieIrons|GarrieIrons]] 03:18, 31 August 2008 (EDT)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Well_guide&diff=4517240d Talk:Well guide2009-01-01T04:12:37Z<p>Maximus: /* Tapping a brook */ playing with... water.</p>
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<div>In illustration number nine, "Build the Well", where are the stairs that are in the previous illustrations? Is there a way to remove them?<br />
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==Tapping a brook==<br />
As long as you're on the same z-level as the water, you never need to worry about flooding no matter what the source. So even a river can be tapped that way. Now, if you want/need to drop it a z-level or more then flooding can be a serious issue, even with a brook. --[[User:Squirrelloid|Squirrelloid]] 17:14, 30 December 2008 (EST)<br />
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:Interesting, I've had nothing but trouble trying to do this with rivers, and no problems doing it with a brook, even when I drop it down a z-level to provide a given level of the fortress with a well. Just wanted to note another well strategy, as the original article said it was not recommended and/or very difficult to do with a brook, and I've found it easy. [[User:JubalHarshaw|JubalHarshaw]] 23:51, 30 December 2008 (EST)<br />
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::I have narrowly avoided flooding my fortress with a brook. ('Oh crap, water has pressure' as water starts flowing up out of my well). --[[User:Squirrelloid|Squirrelloid]] 10:57, 31 December 2008 (EST)<br />
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:::This conversation is bringing "The Sorceror's Apprentice" to mind... :-) --[[User:Maximus|Maximus]] 23:12, 31 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&diff=13524Dwarf Fortress Wiki talk:Community Portal2008-12-25T21:09:13Z<p>Maximus: /* New version approaching */ The information we have is sketchy. Better to wait.</p>
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<div>Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.<br />
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==Account Problems==<br />
I can't log in, but it says my username is already in use. --[[User:64.22.68.4|64.22.68.4]] 14:55, 29 October 2007 (EDT) (Peristarkawan)<br />
:Are you sure? The new wiki cleaned out all the old accounts so you have to reregister. --[[User:Hamelin|Hamelin]] 15:02, 29 October 2007 (EDT)<br />
::Unfortunately, I was unable to import all the user accounts, please recreate. --[[User:Senso|Senso]] 15:22, 29 October 2007 (EDT)<br />
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==AdBlock==<br />
Could you move all the files in the graphics directory with the word "ad" in it? For those using AdBlock or similar add-ons it will block the display of the graphics in those directories. Thanks!!! :) [[User:Schm0|Schm0]] 10:26, 5 November 2007 (EST)<br />
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:It doesn't look possible - re-uploading the file keeps putting it in the 'ad' folder and I cannot edit the link in the DB as it is stored inside a BLOB. I suggest you whitelist this site anyways, it's not like you need to block anything here (and blocking /*ad*/ may cause problems elsewhere too). --[[User:Senso|Senso]] 10:49, 5 November 2007 (EST)<br />
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::Well after the fact, I know, but saw a related discussion elsewhere about disabling AdBlock to support fansites worth supporting, and I think it wouldn't be a bad idea if nearly everything got placed into an as-like folder to encourage whitelisting... but that's me. --[[User:N9103|Edward]] 03:59, 7 November 2008 (EST)<br />
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== Rule discussion == <br />
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Z is pretty horrible, but not much point taking it out unless its to replace it with something better. (This whole setup is horrible, but that's irrelevant?) --[[User:Jackard|Jackard]] 21:23, 16 February 2008 (EST)<br />
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=== A ===<br />
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How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)<br />
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:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.<br />
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:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
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::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)<br />
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:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)<br />
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:::I like rule A, it introduces the page, please keep it --[[User:Markavian|Markavian]] 16:32, 13 November 2007 (EST)<br />
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=== B and E ===<br />
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How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)<br />
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:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)<br />
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::Well, the Alphabet rule does describe them as rules. But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)<br />
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:They will simply be replaced by "real" rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)<br />
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:I think of them more as "guidelines" ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)<br />
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:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me<br />
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]<br />
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:The be bold rule makes it's dramatic return! Victory! [[User:VengefulDonut|VengefulDonut]] 19:39, 24 March 2008 (EDT)<br />
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=== I ===<br />
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Personally, I find that when the default tilesets are stretched (like [[:Image:Qs01.JPG]]), they become substantially uglier and less easy to follow than many of the user tilesets. Should they be disallowed under {{rule|I}}? --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
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:If it displays that way on a computer with no alterations of settings, its by definition default. That's exactly the kind of display I see on my computer in fullscreen mode (although I do usually play with the 800x600 in windowed mode, but I wouldn't take a screenshot from that, i'd F11 over to fullscreen - and its aspect ratio is pretty close to my windowed mode ratio). It seems wrong to not allow what the game typically displays.<br />
:I'm curious what you think the non-stretched aspect ratio is? I mean, I can't imagine settings which would actually make tiles look square. <br />
:--[[User:Squirrelloid|Squirrelloid]] 16:10, 16 December 2008 (EST)<br />
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::Non-stretched, the 800x600 tileset is half that size (10x12). Stretched to 800x600, it's 10x24. This is the ratio of the tiles if you actually view the bmp. To put an end to this bickering, how about an "officially approved screenshot tileset" that is *gasp* NOT one of the two default tilesets, but matches their visual style while being less cramped. How about something in a... 10x16? [80x25 = 800x400] [[User:Random832|Random832]] 23:47, 16 December 2008 (EST)<br />
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:::I'm against anything that creates unnecessary impediments to uploading useful images. If you use an extremely nonstandard tileset, that'll impair the usefulness of your images. However, as long as someone familiar with the standard tileset can look at an image and understand what is being illustrated, I would suggest the image is acceptable.--[[User:Maximus|Maximus]] 16:30, 17 December 2008 (EST)<br />
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:::I'm against anything that makes you do extra work to take screenshots. The default appearance on a computer screen should be acceptable. We should not have to write a how-to on how to get DF to display in a way appropriate for screenshots for the wiki. It should be 'take screen shot', 'upload screen shot', 'add screenshot to page'. Done. Bizarre formatting requirements are both a significant barrier to adding content to the wiki and tremendously stupid since screenshots are *advertisements* of the game as well as instructional, and we want people to look at screenshots and be correct in the belief that that is what they'll actually see in game. I don't care what the bmp file says the aspect ratio should be, I care what the game displays that aspect ratio as. --[[User:Squirrelloid|Squirrelloid]] 16:49, 17 December 2008 (EST)<br />
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:::Insofar as I can tell, that screenshot is at exactly the same aspect ratio and size as the game window I use. It's the 800x600 tileset, I believe. It's a bit on the tall side, but otherwise I don't see much problem with it, presumably because I see it every time I play the game. I vote letting people make screenshots in whatever shape or form they prefer. Within reason, of course.--[[User:Quil|Quil]] 18:15, 17 December 2008 (EST)<br />
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:How about a wikiproject to improve screenshots, so people who care about these things can clean up screenshots rather than just complaining about them? [[User:Random832|Random832]] 14:28, 21 December 2008 (EST)<br />
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=== Serious Rules ===<br />
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Would it be possible for us to come up with some *real* rules that are more ... serious? --[[User:Geofferic|Geofferic]] 08:59, 10 December 2007 (EST)<br />
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:The alphabet rules concept is senseless. Maybe remove the fluff? --[[User:Jackard|Jackard]] 11:09, 10 December 2007 (EST)<br />
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::Hey now, with a couple of exceptions, the rules are serious. The point of the alphabet framework wasn't random silliness; it was to inspire creativity and make rule-writing fun. It's hard to come up with good rules out of thin air. It's easier to think up a topic of concern that starts with a particular letter and then write a rule about it.<br />
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::Of course, the rules have been pretty stable for a while now, so rule A hasn't been too useful lately. There was a brief discussion a while back about dropping rule A under [[DwarfFortressWiki:Community Portal#Rule discussion]], and everybody seemed to want to keep it at the time. If you want to reopen that discussion, then I'm okay with either keeping it or dropping it (besides which, I haven't been too active around here lately anyway). --[[User:Peristarkawan|Peristarkawan]] 11:54, 10 December 2007 (EST)<br />
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:::I support the Alphabet ruleset, I don't see why it should change. It's clean and clear. --[[User:Senso|Senso]] 16:56, 10 December 2007 (EST)<br />
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::::It's childish, incomplete, unprofessional and silly. The rules are not grouped logically and there is no table of contents. There's not room for clarification or expounding and little opportunity to expand. It should be scrapped for something that makes sense. --[[User:Geofferic|Geofferic]] 03:25, 12 December 2007 (EST)<br />
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:::::It would be trivial to change it from an unordered list to use section headings, which would allow a table of contents and plenty of room for clarification. I don't think "little opportunity to expand" is valid; there's no reason we can't have multiple rules for the same letter, or rules that fall outside the alphabet rubric entirely.<br />
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:::::If you want to improve the organization, then just go for it. Let me suggest that you create the new version on a subpage at first, so that others can view two presentations side by side when discussing it. --[[User:Peristarkawan|Peristarkawan]] 12:06, 12 December 2007 (EST)<br />
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:::::While I agree with some of your points, I'd like to say that this is not a "professional" wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself. If you want to create a Whole Complex and Indexed Body of Rules About Everything, go for it and as [[User:Peristarkawan|Peristarkawan]] said, editors should be able to choose between the two. I just don't see the need. --[[User:Senso|Senso]] 14:47, 12 December 2007 (EST)<br />
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=== Ack! The ToC! The ToC with a "1.26"! ===<br />
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...why do we need section headers for each of the rules? --[[User:Savok|Savok]] 22:52, 28 May 2008 (EDT)<br />
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:I've fixed the TOC. [[User:Random832|Random832]] 17:17, 14 October 2008 (EDT)<br />
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::Out of curiousity - how? --[[User:Juckto|Juckto]] 08:40, 20 November 2008 (EST)<br />
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:::Smoke and mirrors: He removed the ToC and created a sim-ToC. --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
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=== W ===<br />
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Word-of-mouth: If you hear someone saying something new about the game, don't post it without trying it out yourself. You might have misunderstood something or your friend might have expressed him/herself wrongly.<br><br />
Something like that.--[[User:Karpatius|Karppa]] 10:33, 3 June 2008 (EDT)<br />
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:That goes in the "Rule discussion" section. *ka-move* Also, remember to not put blank lines in a comment by a single user.</offtopic><br />
:I don't like the rule. It discourages participation in the wiki. If they add something of questionable merit, they're supposed to use the verify template, as stated in rule V. --[[User:Savok|Savok]] 11:39, 3 June 2008 (EDT)<br />
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::Will remember that in the future.<br />
::--[[User:Karpatius|Karppa]] 02:16, 4 June 2008 (EDT)<br />
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=== W 2 ===<br />
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There are no rules about humorous content yet. I notice that references to the '''Dwarf pensioners club''' instead of '''(fortress) Guard''' have been taken out of "fact-based" articles so maybe rule W could be:<br />
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:'''Wit''' can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]].<br />
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This puts it "on the table" that your humour is appreciated in certain places but not in every article you contribute to. I'm not happy with my own wording but I think the intent should be there somewhere.<br />
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It could go at '''Zany''' instead because Z will be harder letter to use up!<br />
(having said all that I personally don't object to "well done" humour even in straight-cut articles like [[Screw pump]] - the issue is my humour is incomprehensible to a lot of people and can just sound rude!)<br />
[[User:GarrieIrons|GarrieIrons]] 02:51, 6 July 2008 (EDT)<br />
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:I like it as '''Wit'''. --[[User:Savok|Savok]] 15:09, 10 July 2008 (EDT)<br />
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::With no against comments I put in in there with a reference to {{tl|D for Dwarf}}.[[User:GarrieIrons|GarrieIrons]] 01:01, 12 July 2008 (EDT)<br />
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=== Other letters ===<br />
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Historically English had a number of letters missing from this list, namely edh (Ð/ð), thorn (Þ/þ), and yogh (Ȝ/ȝ). Do we need rules for them?--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 20:49, 14 November 2008 (EST)<br />
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:No. They do NOT exist in today's English, thus they don't belong in the list. --[[User:GreyMario|GreyMaria]] 22:07, 14 November 2008 (EST)<br />
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::Of course not, that's just silly. We do need one rule for each positive integer in existence, however. --[[User:Maximus|Maximus]] 23:16, 14 November 2008 (EST)<br />
<br />
== Enforcing consistency in screenshots? ==<br />
<br />
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)<br />
<br />
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)<br />
<br />
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)<br />
<br />
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]<br />
<br />
::::The rule as written already exempts bloodline games. The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)<br />
<br />
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)<br />
<br />
How about this?<br />
<br />
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]<br />
<br />
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)<br />
<br />
== Redirects and article titles ==<br />
<br />
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)<br />
<br />
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you. Otherwise, just edit [[Elephants]] to read: <nowiki>#REDIRECT [[Elephant]]</nowiki> --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)<br />
<br />
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)<br />
<br />
:::Just FYI, if at all possible, ''do not create pages as plurals''. Use the following syntax: <nowiki>[[Elephant]]s</nowiki>: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)<br />
<br />
What about titles that are verbs? Should they be in "base-form"? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Based on the Wikipedia style, titles should be nouns. So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)<br />
<br />
::What about skills and professions? Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant? I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form. Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)<br />
<br />
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
<br />
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)<br />
<br />
== Tutorials ==<br />
<br />
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some "getting started" or "surviving your first winter" type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)<br />
<br />
:[[Your first fortress]] will do just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT) <!-- changed GS to YFF on 2 June 2008 --><br />
<br />
== Categories ==<br />
<br />
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)<br />
<br />
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.<br />
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)<br />
<br />
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)<br />
<br />
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change. However, MediaWikis aggressively cache pages. It's also possible you're looking a client-side cached page of it. Finally, I don't see any content in that category so it's possible it's being ignored. See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)<br />
<br />
== Deletion ==<br />
<br />
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)<br />
<br />
:Anyone can mark a page for deletion using the <nowiki>{{del}}</nowiki> tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The <nowiki>{{del}}</nowiki> tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
== Water level style ==<br />
<br />
I think we should have a standard style for talking about water level. We could say it various ways, such as "6/7 water," "water with a depth of 6," "a depth of 6 pool," or "water with a depth of six." It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
:I'm not sure. The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)? If not "Water 6" and "Magma 5" seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)<br />
<br />
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)<br />
<br />
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)<br />
<br />
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)<br />
<br />
:I think "depth of 7" works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; "a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3". --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)<br />
<br />
== Templates? ==<br />
<br />
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)<br />
<br />
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)<br />
<br />
== Forum references ==<br />
<br />
Where there is a bit saying "Toady said this", what is the best way to link to the forum? Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504] (not ''too'' bad). Is there a better way of doing it akin to Wikipedia with <ref>something</ref>? Maybe something like [[Template:version]] for future (but that doesn't cover the "this is how it works now" type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)<br />
<br />
: IIRC the <ref> system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)<br />
::I know this is late but try this:<br />
::<nowiki>[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]</nowiki> <br />
::which shows as <br />
::[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]<br />
::I would use it like this:<br />
:::"According to a [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 forum post]..."<br />
::[[User:GarrieIrons|GarrieIrons]] 02:41, 6 July 2008 (EDT)<br />
<br />
Links of this form fail - is this forum totally gone/replaced, or can the links somehow be translated to the current forum? [[User:Random832|Random832]] 17:23, 14 October 2008 (EDT)<br />
<br />
== Crops categories ==<br />
<br />
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.<br />
<br />
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)<br />
<br />
== Wealth page... ==<br />
<br />
I've been looking for tips on building fortress wealth, and haven't really been able to find anything. Can someone who knows something about it start a [[Wealth]] page? I know that mining out areas, making things, and artifacts contribute to wealth, but that's all I know. How much does mining a square contribute? Are there other ways to build wealth? Do mined out areas have to be populated, or can I go mine away a random hill and have it count? What are the best things to make to increase value? Do items have to be placed, or just made? and so on... --[[User:Bobson|Bobson]] 16:22, 11 March 2008 (EDT)<br />
<br />
== Formatting standards ==<br />
<br />
=== Category tags ===<br />
<br />
On this wiki, the standard for capitalization in category tags is <tt><nowiki>[[Category:Stub]]</nowiki></tt>. I asked what it should be, and nobody answered for two and a half months, so I feel entitled to decide it. --[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
=== Headers ===<br />
<br />
At the current time, the standard for a header is <code>=== Headers ===</code>. <code>===Headers===</code> is slightly easier to type, is typed more often by newbies, and works just as well, but has less white space. Input?<br>--[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
:I like <code>=== Header ===</code> better, because it's easier to read, and the extra whitespace helps call your attention to the name of the section, whereas you might glance over it as an "unrecognized token" if you didn't manage to filter out the immediately surrounding markup. I think the 2 bytes saved on whitespace is negligible and I certainly don't mind correcting them when I find 'em, if necessary. A similar question (if it's not been asked) would be whether or not to include a newline in between a heading and its text. I think for big sections of text, an extra line looks nice, but for multiple, smaller, less important sections, it's easier to manage the headings if there's no blank line separating them from the section they head. --[[User:Marble Dice|Marble Dice]] 14:18, 2 June 2008 (EDT)<br />
<br />
::I always put a blank line above and below a header (unless it's the first line in the page), except in rare situations, like the current List of Twenty-Six Rules. --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
=== Talk pages ===<br />
<br />
The current standard seems to be to never put a blank line in a comment by a single users, except in highly lengthy comments, and to always put exactly one blank line between comments by different users, because that's what I say in [[Template:Newbie]], but is that correct? --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
== Italian Wiki ==<br />
<br />
Hi!<br><br />
I've just ask to Tarn to open an italian guide on this wiki.. so can i do it? --[[User:Marte]]<br />
<br />
:No, this wiki is english only. You're free, however, to make an Italian DF wiki... I'm not sure how that works, though, so don't ask me. --[[User:Savok|Savok]] 22:29, 11 August 2008 (EDT)<br />
<br />
i need an answer about this.. who can help me?<br />
<br />
== Wikprojects ==<br />
<br />
Do we have wikiprojects like Wikipedia? I want to start one on making sure answers to the [http://www.bay12games.com/forum/index.php?PHPSESSID=ff2b3eb60775033d8509fa42a227db08&board=7.0 DF gameplay questions] in the forum are in the wiki. [[User:DanielLC|DanielLC]] 15:18, 4 October 2008 (EDT)<br />
<br />
== footnotes ==<br />
<br />
Before Wikipedia had <ref>, there were some templates they used to get about the same effect with a little more awkwardness - I can find them and get it working here if anyone wants. [[User:Random832|Random832]] 13:11, 15 October 2008 (EDT)<br />
<br />
== Pictures ==<br />
<br />
How about RL pictures of things like minerals, etc, that people may not be able to easily visualize? [[User:Random832|Random832]] 00:09, 30 October 2008 (EDT)<br />
<br />
:I agree. Can someone edit [[Template:Stone layer]] to allow pictures of the actual stone? I'd be happy to contribute pictures after that. I suggest using the pictures on [http://commons.wikimedia.org/wiki/Main_Page Wikimedia Commons]. [[User:DanielLC|DanielLC]] 23:39, 30 October 2008 (EDT)<br />
<br />
::We already link to the relevant Wikipedia article on all the stone and ore pages (at the bottom of that template). No need to bring all the pictures over here when they're just a click away. --[[User:Turgid Bolk|Turgid Bolk]] 14:43, 31 October 2008 (EDT)<br />
<br />
== {<b></b>{[[Template:a|a]]|anchor|name}} ==<br />
<br />
<s>Can someone make that using my [[Template:Sandbox|quick mockup of the concept]] of anchor tags without the anchor tags? I'm busy trying to not get caught using the computer. --[[User:GreyMario|GreyMaria]] 23:14, 6 November 2008 (EST)</s><br />
<br />
:Nevermind, I just did it. :V --[[User:GreyMario|GreyMaria]] 17:01, 19 November 2008 (EST)<br />
<br />
== Worldgen artificial features ==<br />
<br />
I.e. sites, roads, etc.<br />
<br />
Right now, we have [[site]] which covers pretty much everything about buildings, [[road]] which has a section covering roads and bridges, and dwarf/goblin tunnels are briefly mentioned in both.<br />
<br />
So, gathering opinions time - do you think we should have one article encompassing everything, one about sites and one about road/bridge/tunnel, or a different article about each map feature. And how do adventure-mode caravans fit in?<br />
<br />
[[User:Random832|Random832]] 13:09, 19 November 2008 (EST)<br />
<br />
== Redirects with potential ==<br />
<br />
I recently saw a link changed on the grounds of "when you can, don't link to a redirect" - I disagree with this - I think that when there is potential for a topic to eventually get an article of its own, links relating to that topic should go to that title so that they don't have to be altered when that article is created. [[User:Random832|Random832]] 08:34, 20 November 2008 (EST)<br />
<br />
:In general I agree with you. I also advocate the use of sensible synonym and alternate word form redirects, such as [[architect]] for [[building designer]], or [[reveal]] for [[revealed tile]] -- this makes it much easier to link things that need linking without having to pipe all the time. (For the uninitiated, a piped link is like so: <nowiki>[[what it points to|what is displayed]]</nowiki>.) The cost to the server for handling a redirect is negligible, according to the devs of the MediaWiki software, so we should take advantage of them, where it makes sense to do so.<br />
<br />
:In the particular case, I didn't contradict the poster because a) the redirect linked to didn't have much potential ("shore", was it?) and b) it was a piped link anyway. By the time you're going to pipe a link, at least use one that makes sense. A subsequent editor addressed that issue.--[[User:Maximus|Maximus]] 12:36, 20 November 2008 (EST)<br />
<br />
Right, I just meant as a general principle. [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
== Creature articles of little significance ==<br />
<br />
I just stumbled on [[Whale shark]] - there are numerous articles like this - and while there are plenty of creatures that are "notable" (either due to historical notoriety like the [[carp]] or [[elephant]], or due to some unique aspect of their behavior like the [[rhesus macaque]]), there's lots that are pretty much just name/tile/stats. Anyone have any thoughts on merging them into sensible categories? [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
:An article with just stats is unimpressive, but I'd rather have the stats than not. Merging them would be ugly unless the stats were removed, so I don't think there's any benefit to merging them.--[[User:Maximus|Maximus]] 20:00, 24 November 2008 (EST)<br />
<br />
== New version approaching ==<br />
<br />
Yes, I know it's likely not coming until april, but the new version will have some significant differences to the current one, particularly where combat is concerned. Shall we make a category and notice template in order to tag places that will likely need revision come april (or whenever it's done) in order to get a head start on organization? [[User:Fieari|Fieari]] 15:36, 25 December 2008 (EST)<br />
<br />
:It's hard to correctly anticipate what will need changing. Better to wait until we have it in front of us, I think.--[[User:Maximus|Maximus]] 16:09, 25 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&diff=4595540d Talk:String dump2008-12-25T21:05:49Z<p>Maximus: reply to Destor</p>
<hr />
<div>What is this? [[User:Gairabad|Gairabad]] 20:22, 11 November 2008 (EST)<br />
<br />
I agree, is this even useful? it has three pages linking to it, and no one(did I spell that right?) would ever search for it. I found it because it had been edited recently, but only recently realized how unimportant it was, and then I had internet problems for a week or so. Anyway, whoever made this can tel us why it is useful, or else it should probably be deleted.--[[User:Destor|Destor]] 20:06, 24 December 2008 (EST)<br />
<br />
:It provides clues into what is hard-coded into the game. It's mostly of use to this wiki's editors, not to the game's players.--[[User:Maximus|Maximus]] 02:25, 25 December 2008 (EST)<br />
::Its really useful for finding out how the game catagorizes items. I used one extensively while I was working on the reaction page. --[[User:Ikkonoishi|Ikkonoishi]] 03:28, 25 December 2008 (EST)<br />
<br />
so it is just basically the "game log sewage" of someone's fortress? Ok, you can leave it. I just really wanted to know what it is, and if it was of use to anyone, so just ignore this. nut maybe add a thing to thee article, so people like me will be less <br />
confused.--[[User:Destor|Destor]] 06:53, 25 December 2008 (EST)(happy holidays!)<br />
<br />
:Actually, I'm pretty sure that it's a dump of all the plaintext that can be found in the executable of dwarf fortress. As in, open dwarfort.exe in a hex editor and look for ascii, then dump it. [[User:Fieari|Fieari]] 15:39, 25 December 2008 (EST)<br />
<br />
:Not of someone's fortress: it is a dump of all strings that are found in dwarfort.exe. I've added a line to the top of the page explaining what it is and what it's for, as you suggested.--[[User:Maximus|Maximus]] 16:05, 25 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Swimmer&diff=717740d:Swimmer2008-12-25T21:03:21Z<p>Maximus: /* Teaching your Dwarves to Swim */ on the talk page, the author of this section was vague about whether any of this actually worked</p>
<hr />
<div>{{Skill<br />
| color = rgb(0,192,192)<br />
| skill = Swimmer<br />
| speciality = Swimming<br />
| profession = None<br />
| job name = None<br />
| tasks =<br />
* Getting in and out of water<br />
* Staying calm underwater<br />
}}<br />
<br />
'''Swimmers''' can swim in [[water]] without drowning.<br />
<br />
By moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.<br />
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them.<br />
<br />
It is trained by:<br />
*Swimming.<br />
*Drowning.<br />
*Walking on an [[ocean]] wave.<br />
<br />
Notable ways that it is not gained include:<br />
*Crossing a [[brook]].<br />
<br />
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a [[lake]]). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.<br />
<br />
<br />
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a [[ramp]] or [[stairway]], and if neither are accessible, they're done for.<br />
<br />
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in [[#Drowning|certain situations]]<br />
<br />
Normal swimmers do not panic like novices do, so training to this level is highly recommended.<br />
<br />
<br />
In adventure mode, water preference can be switched between "when possible" and "necessary" by pressing {{k|m}}.<br />
<br />
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.<br />
<br />
== Drowning ==<br />
<br />
If a creature is surrounded by a blue [[status icon]], they are drowning. If they cannot reach air soon, they will die. <br />
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.<br />
<br />
The following situations will make a novice swimmer panic:<br />
*Falling into water from a height.<br />
*Not having air in the tile above them.<br />
<br />
The amount of weight a creature is carrying does not make them drown faster.<br />
<br />
== Swimming in Fortress Mode ==<br />
<br />
The specifics are unknown at this point. It is assumed that dwarves with a normal rank or better will be able to swim up and to the surface.<br />
<br />
A movie of fortress mode dwarves swimming up and out of a water chamber: [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]<br />
<br />
==Teaching your Dwarves to Swim==<br />
<br />
[[Image:dwarfswim.png|border|right]]<br />
For this, you'll need a [[waterfall]] - if you don't already have one, you can build one with a [[pump]].<br />
<br />
The first level is a room with a [[channel]] leading to a [[river]]. The [[pressure plate]] is set to trigger when the water level reaches 7, and is connected to the floor [[hatch]]es. These then open, draining the water into...<br />
<br />
The second level. This room should be set up as a [[meeting hall]] or [[booze]] [[stockpile]], to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The [[grates]] in the floor let the water drain before your dwarves drown.<br />
<br />
The third level lets the water back into the river, post-waterfall.<br />
<br />
The real beauty of this setup is that it not only teaches your dwarves to swim,{{verify}} not only gives them a much needed wash,{{verify}} but will give them happy waterfall [[thoughts]], too!<br />
<br />
== Alternative Swimming Program ==<br />
<br />
Build a large platform with drainage grates above a murky pool. Install pumps and pump water all over it. Then make it a barracks and get your dwarves to spar there. Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar. And you will have to pump one fewer level, in case you don't like using the powered-pump exploit. It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.) I haven't actually tried this yet but it should work.<br />
<br />
{{Skills}}<br />
{{Water FAQ}}</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:String_dump&diff=4581640d:String dump2008-12-25T20:49:55Z<p>Maximus: adding explanatory header</p>
<hr />
<div>The following is a dump of all text strings found within dwarfort.exe. Scholars of the game may pick up clues from these strings as to what kind of behaviors and data are hard-coded within the game (as opposed to being contained in the [[raws]]).<br />
<br />
----<br />
<br />
From version 0.28.181.40d:<br />
<br />
inflate 1.2.1 Copyright 1995-2003 Mark Adler <br />
deflate 1.2.1 Copyright 1995-2003 Jean-loup Gailly <br />
1.2.1<br />
invalid block type<br />
invalid stored block lengths<br />
too many length or distance symbols<br />
invalid code lengths set<br />
invalid bit length repeat<br />
invalid literal/lengths set<br />
invalid distances set<br />
invalid literal/length code<br />
invalid distance code<br />
invalid distance too far back<br />
incorrect header check<br />
unknown compression method<br />
invalid window size<br />
unknown header flags set<br />
header crc mismatch<br />
incorrect data check<br />
incorrect length check<br />
incompatible version<br />
buffer error<br />
insufficient memory<br />
data error<br />
stream error<br />
file error<br />
stream end<br />
need dictionary<br />
bad allocation<br />
TRANS_NAME<br />
FIRST_NAME<br />
PRO_POS<br />
PRO_OBJ<br />
PRO_SUB<br />
PRO_REF<br />
vector<T> too long<br />
<br />
A group of <br />
migrants, <br />
, has arrived.<br />
migrants has arrived.<br />
C<br />
data<br />
data/save<br />
data/save/current<br />
data/save/current/art_image-<br />
.dat<br />
art_image-<br />
data/save/current/<br />
/<br />
data/save/<br />
is <br />
are <br />
prostrating <br />
themselves<br />
before <br />
torturing <br />
committing a depraved act upon <br />
devouring <br />
admiring <br />
burning <br />
shooting <br />
surrounded by <br />
massacring <br />
fighting with <br />
greeting <br />
refusing <br />
speaking with <br />
embracing <br />
striking down <br />
raising <br />
hiding <br />
praying to <br />
contemplating <br />
cooking <br />
engraving <br />
impaled on <br />
being flayed by <br />
hanging from <br />
being mutilated by <br />
. <br />
praying<br />
weeping<br />
cringing<br />
screaming<br />
being tortured<br />
committing a depraved act<br />
making a submissive gesture<br />
in a fetal position<br />
smeared out into a spiral<br />
falling<br />
dead<br />
laughing<br />
being shot<br />
making a plaintive gesture<br />
melting<br />
burning<br />
looks<br />
look<br />
dejected<br />
terrified<br />
offended<br />
confused<br />
suffering<br />
withering away<br />
striking a menacing pose<br />
striking a triumphant pose<br />
laboring<br />
traveling<br />
contemplating<br />
cooking<br />
engraving<br />
unnaturally contorted<br />
being flayed<br />
being mutilated<br />
the <br />
a <br />
two <br />
three <br />
four <br />
five <br />
the <br />
the deity of <br />
, <br />
and <br />
, depicted as a <br />
female <br />
male <br />
s<br />
bad cast<br />
<br />
false<br />
true<br />
ios_base::badbit set<br />
ios_base::failbit set<br />
ios_base::eofbit set<br />
pus<br />
ichor<br />
goo<br />
blood<br />
KILL_ENTITY_MEMBER<br />
KILL_NEUTRAL<br />
KILL_ENEMY<br />
KILL_ANIMAL<br />
EAT_SAPIENT_OTHER<br />
EAT_SAPIENT_KILL<br />
MAKE_TROPHY_SAME_RACE<br />
MAKE_TROPHY_SAPIENT<br />
MAKE_TROPHY_ANIMAL<br />
KILL_PLANT<br />
TORTURE_AS_EXAMPLE<br />
TORTURE_FOR_INFORMATION<br />
TORTURE_FOR_FUN<br />
TORTURE_ANIMALS<br />
TREASON<br />
OATH_BREAKING<br />
LYING<br />
VANDALISM<br />
TRESPASSING<br />
THEFT<br />
ASSAULT<br />
SLAVERY<br />
Unrecognized Ethic Action Token: <br />
NOT_APPLICABLE<br />
ACCEPTABLE<br />
PERSONAL_MATTER<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
JUSTIFIED_IF_GOOD_REASON<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
ONLY_IF_SANCTIONED<br />
MISGUIDED<br />
SHUN<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
UNTHINKABLE<br />
Unrecognized Ethic Response Token: <br />
ROAD<br />
TUNNEL<br />
BRIDGE<br />
WALL<br />
Unrecognized World Construction Token: <br />
PANTHEON<br />
REGIONAL_FORCE<br />
ANY_APPROPRIATE_POWER<br />
Unrecognized Religion Token: <br />
SPRING<br />
SUMMER<br />
AUTUMN<br />
WINTER<br />
Unrecognized Season Token: <br />
AGRICULTURE<br />
ANIMALS<br />
ART<br />
BALANCE<br />
BEAUTY<br />
BIRTH<br />
BLIGHT<br />
BOUNDARIES<br />
CAVERNS<br />
CHAOS<br />
CHARITY<br />
CHILDREN<br />
COASTS<br />
CONSOLATION<br />
COURAGE<br />
CRAFTS<br />
CREATION<br />
DANCE<br />
DARKNESS<br />
DAWN<br />
DAY<br />
DEATH<br />
DEFORMITY<br />
DEPRAVITY<br />
DISCIPLINE<br />
DISEASE<br />
DREAMS<br />
DUSK<br />
DUTY<br />
EARTH<br />
FAMILY<br />
FAME<br />
FATE<br />
FERTILITY<br />
FESTIVALS<br />
FIRE<br />
FISH<br />
FISHING<br />
FOOD<br />
FORGIVENESS<br />
FORTRESSES<br />
FREEDOM<br />
GAMBLING<br />
GAMES<br />
GENEROSITY<br />
HAPPINESS<br />
HEALING<br />
HOSPITALITY<br />
HUNTING<br />
INSPIRATION<br />
JEALOUSY<br />
JEWELS<br />
JUSTICE<br />
LABOR<br />
LAKES<br />
LAWS<br />
LIES<br />
LIGHT<br />
LIGHTNING<br />
LONGEVITY<br />
LOVE<br />
LOYALTY<br />
LUCK<br />
LUST<br />
MARRIAGE<br />
MERCY<br />
METALS<br />
MINERALS<br />
MISERY<br />
MIST<br />
MOON<br />
MOUNTAINS<br />
MUCK<br />
MURDER<br />
MUSIC<br />
NATURE<br />
NIGHT<br />
NIGHTMARES<br />
OATHS<br />
OCEANS<br />
ORDER<br />
PAINTING<br />
PEACE<br />
PERSUASION<br />
PLANTS<br />
POETRY<br />
PREGNANCY<br />
RAIN<br />
RAINBOWS<br />
REBIRTH<br />
REVELRY<br />
REVENGE<br />
RIVERS<br />
RULERSHIP<br />
RUMOR<br />
SACRIFICE<br />
SALT<br />
SCHOLARSHIP<br />
SEASONS<br />
SILENCE<br />
SKY<br />
SONG<br />
SPEECH<br />
STARS<br />
STORMS<br />
STRENGTH<br />
SUICIDE<br />
SUN<br />
THRALLDOM<br />
THUNDER<br />
TORTURE<br />
TRADE<br />
TRAVELERS<br />
TREACHERY<br />
TREES<br />
TRICKERY<br />
TRUTH<br />
TWILIGHT<br />
VALOR<br />
VICTORY<br />
VOLCANOS<br />
WAR<br />
WATER<br />
WEALTH<br />
WEATHER<br />
WIND<br />
WISDOM<br />
WRITING<br />
YOUTH<br />
Unrecognized Sphere Token: <br />
OWN_RACE<br />
FANCIFUL<br />
EVIL<br />
GOOD<br />
Unrecognized Art Facet Token: <br />
CREATURE<br />
PLANT<br />
TREE<br />
SHAPE<br />
ITEM<br />
Unrecognized Art Image Element Token: <br />
ART_IMAGE<br />
COVERED<br />
RINGS_HANGING<br />
BANDS<br />
SPIKES<br />
ITEMSPECIFIC<br />
THREAD<br />
CLOTH<br />
SEWN_IMAGE<br />
Unrecognized Item Improvement Token: <br />
PLAYER_FORTRESS<br />
DARK_FORTRESS<br />
CAVE<br />
CAVE_DETAILED<br />
TREE_CITY<br />
CITY<br />
RUIN<br />
Unrecognized Site Token: <br />
DEFAULT<br />
GUARD<br />
ROYALGUARD<br />
ZOMBIE<br />
SKELETON<br />
ADVENTURER<br />
Unrecognized Creature Texture Token: <br />
MOTHER<br />
FATHER<br />
SPOUSE<br />
CHILD<br />
DEITY<br />
LOVER<br />
Unrecognized Historical Figure Hist Fig Link Token: <br />
LEADER<br />
MAYOR<br />
ROYAL_GUARD<br />
MERCENARY<br />
FORMER_MERCENARY<br />
ENEMY<br />
CRIMINAL<br />
MEMBER<br />
FORMER_MEMBER<br />
MANAGER<br />
BOOKKEEPER<br />
BROKER<br />
SHERIFF<br />
GUARD_CAPTAIN<br />
CAPTAIN_OF_THE_GUARD<br />
MERCHANT_NOBILITY<br />
OUTPOST_LIAISON<br />
DIPLOMAT<br />
HIGH_PRIEST<br />
SLAVE<br />
FORMER_SLAVE<br />
PRISONER<br />
FORMER_PRISONER<br />
PRIEST<br />
SHOPKEEPER<br />
MINER<br />
WOODWORKER<br />
CARPENTER<br />
BOWYER<br />
WOODCUTTER<br />
STONEWORKER<br />
ENGRAVER<br />
MASON<br />
RANGER<br />
ANIMAL_CARETAKER<br />
ANIMAL_TRAINER<br />
HUNTER<br />
TRAPPER<br />
ANIMAL_DISSECTOR<br />
METALSMITH<br />
FURNACE_OPERATOR<br />
WEAPONSMITH<br />
ARMORER<br />
BLACKSMITH<br />
METALCRAFTER<br />
JEWELER<br />
GEM_CUTTER<br />
GEM_SETTER<br />
CRAFTSMAN<br />
WOODCRAFTER<br />
STONECRAFTER<br />
LEATHERWORKER<br />
BONE_CARVER<br />
WEAVER<br />
CLOTHIER<br />
GLASSMAKER<br />
STRAND_EXTRACTOR<br />
KING<br />
KING_CONSORT<br />
FISHERY_WORKER<br />
FISHERMAN<br />
FISH_DISSECTOR<br />
FISH_CLEANER<br />
FARMER<br />
CHEESE_MAKER<br />
MILKER<br />
COOK<br />
THRESHER<br />
MILLER<br />
BUTCHER<br />
TANNER<br />
DYER<br />
PLANTER<br />
HERBALIST<br />
BREWER<br />
SOAP_MAKER<br />
POTASH_MAKER<br />
LYE_MAKER<br />
WOOD_BURNER<br />
ENGINEER<br />
MECHANIC<br />
SIEGE_ENGINEER<br />
SIEGE_OPERATOR<br />
PUMP_OPERATOR<br />
CLERK<br />
ARCHITECT<br />
ADMINISTRATOR<br />
TRADER<br />
TAXCOLLECTOR<br />
EXECUTIONER<br />
BARON<br />
COUNT<br />
DUKE<br />
BARON_CONSORT<br />
COUNT_CONSORT<br />
DUKE_CONSORT<br />
PHILOSOPHER<br />
ADVISOR<br />
ALCHEMIST<br />
DUNGEONMASTER<br />
MERCHANT<br />
GUILDREP<br />
MERCHANTBARON<br />
MERCHANTPRINCE<br />
OUTPOSTLIAISON<br />
DRUID<br />
CHAMPION<br />
HAMMERMAN<br />
MASTER_HAMMERMAN<br />
SPEARMAN<br />
MASTER_SPEARMAN<br />
CROSSBOWMAN<br />
MASTER_CROSSBOWMAN<br />
WRESTLER<br />
MASTER_WRESTLER<br />
AXEMAN<br />
MASTER_AXEMAN<br />
SWORDSMAN<br />
MASTER_SWORDSMAN<br />
MACEMAN<br />
MASTER_MACEMAN<br />
PIKEMAN<br />
MASTER_PIKEMAN<br />
BOWMAN<br />
MASTER_BOWMAN<br />
BLOWGUNMAN<br />
MASTER_BLOWGUNMAN<br />
RECRUIT<br />
TRAINED_HUNTER<br />
TRAINED_WAR<br />
MASTER_THIEF<br />
THIEF<br />
STANDARD<br />
BABY<br />
DRUNK<br />
LASHER<br />
MASTER_LASHER<br />
NONE<br />
Unrecognized Unit Type Token: <br />
BLUDGEON<br />
SLASH<br />
GORE<br />
PIERCE<br />
BURN<br />
HEAT<br />
COLD<br />
Unrecognized Damage Token: <br />
MINING<br />
WOODCUTTING<br />
CARPENTRY<br />
DETAILSTONE<br />
MASONRY<br />
ANIMALTRAIN<br />
ANIMALCARE<br />
DISSECT_FISH<br />
DISSECT_VERMIN<br />
PROCESSFISH<br />
TRAPPING<br />
WEAVING<br />
BREWING<br />
ALCHEMY<br />
CLOTHESMAKING<br />
MILLING<br />
PROCESSPLANTS<br />
CHEESEMAKING<br />
MILK<br />
HERBALISM<br />
SMELT<br />
EXTRACT_STRAND<br />
FORGE_WEAPON<br />
FORGE_ARMOR<br />
FORGE_FURNITURE<br />
CUTGEM<br />
ENCRUSTGEM<br />
WOODCRAFT<br />
STONECRAFT<br />
METALCRAFT<br />
LEATHERWORK<br />
BONECARVE<br />
UNARMED<br />
AXE<br />
SWORD<br />
DAGGER<br />
MACE<br />
HAMMER<br />
SPEAR<br />
CROSSBOW<br />
SHIELD<br />
ARMOR<br />
SIEGECRAFT<br />
SIEGEOPERATE<br />
OPERATE_PUMP<br />
PIKE<br />
WHIP<br />
BOW<br />
BLOWGUN<br />
THROW<br />
MECHANICS<br />
MAGIC_NATURE<br />
SNEAK<br />
DESIGNBUILDING<br />
WOOD_BURNING<br />
LYE_MAKING<br />
POTASH_MAKING<br />
SOAP_MAKING<br />
SWIMMING<br />
NEGOTIATION<br />
JUDGING_INTENT<br />
APPRAISAL<br />
ORGANIZATION<br />
RECORD_KEEPING<br />
INTIMIDATION<br />
CONVERSATION<br />
COMEDY<br />
FLATTERY<br />
CONSOLE<br />
PACIFY<br />
TRACKING<br />
Unrecognized Skill Token: <br />
WOOD<br />
STONE<br />
METAL<br />
BONE<br />
IVORY<br />
HORN<br />
AMBER<br />
CORAL<br />
PEARL<br />
SHELL<br />
LEATHER<br />
SILK<br />
PLANT_ALCOHOL<br />
GLASS_GREEN<br />
GLASS_CLEAR<br />
GLASS_CRYSTAL<br />
SAND<br />
COAL<br />
POTASH<br />
ASH<br />
PEARLASH<br />
LYE<br />
RENDERED_FAT<br />
SOAP_ANIMAL<br />
FAT<br />
MUD<br />
VOMIT<br />
BLOOD_NONSPECIFIC<br />
BLOOD_SPECIFIC<br />
SLIME<br />
FILTH_B<br />
FILTH_Y<br />
UNKNOWN_SUBSTANCE<br />
GRIME<br />
Unrecognized Material Token: <br />
FORCED<br />
UNCOMMON<br />
RARE<br />
BAR<br />
SMALLGEM<br />
BLOCKS<br />
ROUGH<br />
DOOR<br />
FLOODGATE<br />
HATCH_COVER<br />
GRATE<br />
BED<br />
CHAIR<br />
CHAIN<br />
FLASK<br />
GOBLET<br />
INSTRUMENT<br />
TOY<br />
WINDOW<br />
CAGE<br />
BARREL<br />
BUCKET<br />
ANIMALTRAP<br />
TABLE<br />
COFFIN<br />
STATUE<br />
QUERN<br />
MILLSTONE<br />
CORPSE<br />
WEAPON<br />
SHOES<br />
HELM<br />
GLOVES<br />
BOX<br />
BIN<br />
ARMORSTAND<br />
WEAPONRACK<br />
CABINET<br />
FIGURINE<br />
AMULET<br />
SCEPTER<br />
AMMO<br />
CROWN<br />
RING<br />
EARRING<br />
BRACELET<br />
GEM<br />
ANVIL<br />
CORPSEPIECE<br />
REMAINS<br />
MEAT<br />
FISH_RAW<br />
VERMIN<br />
PET<br />
SEEDS<br />
SKIN_RAW<br />
SKIN_TANNED<br />
BONES<br />
LEAVES<br />
TOTEM<br />
SKULL<br />
PANTS<br />
BACKPACK<br />
QUIVER<br />
CATAPULTPARTS<br />
BALLISTAPARTS<br />
SIEGEAMMO<br />
BALLISTAARROWHEAD<br />
TRAPPARTS<br />
TRAPCOMP<br />
EXTRACT<br />
POTION<br />
DRINK<br />
POWDER_MISC<br />
CHEESE<br />
LIQUID_MISC<br />
COIN<br />
GLOB<br />
ROCK<br />
PIPE_SECTION<br />
Unrecognized Item Token: <br />
CIV<br />
SITE<br />
VESSEL<br />
RELIGION<br />
TEMPLE<br />
BATTLE<br />
SIEGE<br />
errorlog.txt<br />
map_rejection_log.txt<br />
gamelog.txt<br />
COKE<br />
CHARCOAL<br />
NO_MATGLOSS<br />
Unrecognized Coal Token: <br />
USE_RACEGLOSS<br />
Unrecognized Wood Token: <br />
Unrecognized Plant Token: <br />
Unrecognized Plant Alcohol Token: <br />
USE_LAVA_STONE<br />
Unrecognized Stone Token: <br />
Unrecognized Metal Token: <br />
No Appropriate Nonspecific Blood Types in Token: <br />
Unrecognized Leather Token: <br />
Unrecognized Silk Token: <br />
Unrecognized Specific Blood Token: <br />
Unrecognized Bone Token: <br />
VEIN<br />
CLUSTER<br />
CLUSTER_SMALL<br />
CLUSTER_ONE<br />
Unrecognized Inclusion Type Token: <br />
NW<br />
NE<br />
SW<br />
SE<br />
West<br />
East<br />
North<br />
South<br />
Below<br />
Above<br />
Here<br />
/Below<br />
/Above<br />
gooey<br />
slimy<br />
vomitous<br />
bloody<br />
purulent<br />
ichorous<br />
slimy <br />
vomitous <br />
mixture of <br />
pool of <br />
slurry of <br />
All<br />
Leather<br />
Cloth (Plant)<br />
Cloth (Silk)<br />
Crafts<br />
Wood<br />
Pets<br />
Drinks<br />
Cheeses<br />
Powders<br />
Extracts<br />
Meat/Fish<br />
Plants<br />
Meat/Fish Recipes<br />
Other Recipes<br />
Metal Bars<br />
Small Cut Gems<br />
Large Cut Gems<br />
Stone Blocks<br />
Seeds<br />
Anvils<br />
Weapons<br />
Bodywear<br />
Ammo<br />
Trap Components<br />
Digging Implements<br />
Headwear<br />
Handwear<br />
Footwear<br />
Legwear<br />
Shields<br />
Toys<br />
Instruments<br />
Stone<br />
Cages<br />
Bags (Leather)<br />
Bags (Plant)<br />
Bags (Silk)<br />
Thread (Plant)<br />
Thread (Silk)<br />
Ropes (Plant)<br />
Ropes (Silk)<br />
Barrels<br />
Miscellaneous<br />
Invalid<br />
Dungeon Commander<br />
Insane Mood<br />
Undead Hunt<br />
Sieger Patrol<br />
Maraude Target<br />
Sieger Basepoint<br />
Sieger Mill<br />
Ambush Patrol<br />
Marauder Mill<br />
Wilderness Curious Wander<br />
Wilderness Curious Steal Target<br />
Wilderness Roamer<br />
Pattern Patrol<br />
Inactive Marauder<br />
Owner<br />
Commander<br />
Chained Animal<br />
Meeting Location<br />
Meeting Location Building<br />
Depot<br />
Vermin Hunting<br />
Seek Commander<br />
Return to Base<br />
Mill Anywhere<br />
Wagon<br />
Mill Building<br />
Head for Edge<br />
Milling Flood<br />
Nonsense<br />
Come to Job Building<br />
Valid Pond Dump Unit<br />
Valid Pond Dump<br />
Conflict Defense<br />
Adventure Move<br />
Thief Target<br />
Check Chest<br />
Sleep Bed<br />
Sleep Barracks<br />
Sleep Ground<br />
Leave Wall<br />
Flee Terrain<br />
Tax Room<br />
Guard Taxes<br />
Ransack Taxes<br />
Get Empty Sand Bag<br />
Sand Zone<br />
Grab Cage<br />
Uncage Animal<br />
Capture Small Pet<br />
Grab Cage Unit<br />
Go to Cage<br />
Grab Animal Trap<br />
Cage Vermin<br />
Grab Unfill Bucket<br />
Seek Fill Bucket<br />
Seek Patient for Carry<br />
Carry Patient to Bed<br />
Seek Give Water Bucket<br />
Go to Give Water Target<br />
Seek Food for Target<br />
Seek Target for Food<br />
Seek Animal for Slaughter<br />
Seek Slaughter Building<br />
Seek Animal for Chain<br />
Seek Chain for Animal<br />
Seek Cage for Unchain<br />
Seek Animal for Unchain<br />
Grab Food for Taming<br />
Seek Animal for Taming<br />
Seek Drink Item<br />
Seek Food Item<br />
Seek Eating Chair<br />
Seek Eating Chair 2<br />
Seek Bad Mood Building<br />
Set Glass Mood Building<br />
Set Mood Building<br />
Seek Fell Victim<br />
Clean Building Site<br />
Reset Priority Goal<br />
Main Job Building<br />
Drop Off Job Items<br />
Grab Job Resources<br />
Work at Building<br />
Grab Clothing<br />
Grab Weapon<br />
Grab Ammunition<br />
Grab Shield<br />
Grab Armor<br />
Grab Helm<br />
Grab Boots<br />
Grab Gloves<br />
Grab Pants<br />
Grab Quiver<br />
Grab Backpack<br />
Grab Waterskin<br />
Start Hunt<br />
Start Fish<br />
Clean<br />
Hunt Vermin<br />
Patrol<br />
Squad Station<br />
Seek Infant<br />
Shop Specific<br />
Mill in Shop<br />
Go to Shop<br />
Seek Training Ammunition<br />
Archery Training Site<br />
Sparring Partner<br />
Sparring Site<br />
Attend Party<br />
Seek Artifact<br />
Grab Ammunition for Building<br />
Seek Building for Ammunition<br />
Seek Item for Storage<br />
Store Item<br />
Grab Kill<br />
Drop Kill at Butcher<br />
Drop Kill out Front<br />
Go to Beating Target<br />
Seek Kidnap Victim<br />
Seek Hunting Target<br />
Seek Target Mechanism<br />
Seek Target for Mechanism<br />
Seek Mechanism for Trigger<br />
Seek Trigger for Mechanism<br />
Seek Trap for Vermin Catch<br />
Seek Vermin for Catching<br />
Seek Vermin Catch Location<br />
Wander Vermin Catch Location<br />
Seek Vermin for Hunting<br />
Seek Vermin Hunting Spot<br />
Wander Vermin Hunting Spot<br />
Seek Fish Trap<br />
Seek Fish Catch Location<br />
Seek Well for Water<br />
Seek Drink Area for Water<br />
Manage Work Orders<br />
Update Stockpile Records<br />
Wander Depot<br />
Seek Update Office<br />
Seek Manage Office<br />
Assigned Building Job<br />
Chase Opponent<br />
Chase Opponent (Same Square)<br />
Flee from Opponent<br />
Attack Building<br />
Start Bed Carry<br />
Start Give Food Water<br />
Seek Station Flood<br />
Seek Station<br />
Start Water Job Well<br />
Start Water Job Drink<br />
Start Eat Job<br />
Scheduled Meal<br />
Scheduled Sleep Bed<br />
Scheduled Sleep Ground<br />
Rest<br />
Remove Construction<br />
Chop<br />
Detail<br />
Gather Plant<br />
Dig<br />
Mischief<br />
Rest (Recovered)<br />
Rest (Reset)<br />
PRIMITIVE<br />
FLOWERY<br />
THOUGHT<br />
NEW<br />
UGLY<br />
BOUNDARY<br />
NAME_CAVE<br />
VIOLENT<br />
WILD<br />
AQUATIC<br />
ASSERTIVE<br />
ARTIFICE<br />
MYSTERY<br />
COLOR<br />
UNTOWARD<br />
DOMESTIC<br />
MYTHIC<br />
FESTIVAL<br />
SUBORDINATE<br />
NEGATIVE<br />
NEGATOR<br />
PROTECT<br />
NAME_LAKE<br />
RESTRAIN<br />
OLD<br />
ROMANTIC<br />
NAME_MOUNTAINS<br />
NAME_OCEAN<br />
TRAVEL<br />
NAME_FOREST<br />
NAME_VOLCANO<br />
agriculture<br />
animals<br />
art<br />
balance<br />
beauty<br />
birth<br />
blight<br />
boundaries<br />
caverns<br />
chaos<br />
charity<br />
children<br />
coasts<br />
consolation<br />
courage<br />
crafts<br />
creation<br />
dance<br />
darkness<br />
dawn<br />
day<br />
death<br />
deformity<br />
depravity<br />
discipline<br />
disease<br />
dreams<br />
dusk<br />
duty<br />
earth<br />
family<br />
fame<br />
fate<br />
fertility<br />
festivals<br />
fire<br />
fish<br />
fishing<br />
food<br />
forgiveness<br />
fortresses<br />
freedom<br />
gambling<br />
games<br />
generosity<br />
happiness<br />
healing<br />
hospitality<br />
hunting<br />
inspiration<br />
jealousy<br />
jewels<br />
justice<br />
labor<br />
lakes<br />
laws<br />
lies<br />
light<br />
lightning<br />
longevity<br />
love<br />
loyalty<br />
luck<br />
lust<br />
marriage<br />
mercy<br />
metals<br />
minerals<br />
misery<br />
mist<br />
moon<br />
mountains<br />
muck<br />
murder<br />
music<br />
nature<br />
night<br />
nightmares<br />
oaths<br />
oceans<br />
order<br />
painting<br />
peace<br />
persuasion<br />
plants<br />
poetry<br />
pregnancy<br />
rain<br />
rainbows<br />
rebirth<br />
revelry<br />
revenge<br />
rivers<br />
rulership<br />
rumors<br />
sacrifice<br />
salt<br />
scholarship<br />
seasons<br />
silence<br />
sky<br />
song<br />
speech<br />
stars<br />
storms<br />
strength<br />
suicide<br />
sun<br />
theft<br />
thralldom<br />
thunder<br />
torture<br />
trade<br />
travelers<br />
treachery<br />
trees<br />
trickery<br />
truth<br />
twilight<br />
valor<br />
victory<br />
volcanos<br />
war<br />
water<br />
wealth<br />
weather<br />
wind<br />
wisdom<br />
writing<br />
youth<br />
no sphere<br />
paved outdoor area<br />
uneven pillars<br />
square of pillars<br />
pillars on the perimeter<br />
upper floors<br />
lower floors<br />
water pool<br />
lava pool<br />
stagnant pool<br />
open structure<br />
paved indoor areas<br />
detailed surfaces<br />
no architectural element<br />
MOUNTAIN<br />
GLACIER<br />
TUNDRA<br />
SWAMP_TEMPERATE_FRESHWATER<br />
SWAMP_TEMPERATE_SALTWATER<br />
MARSH_TEMPERATE_FRESHWATER<br />
MARSH_TEMPERATE_SALTWATER<br />
SWAMP_TROPICAL_FRESHWATER<br />
SWAMP_TROPICAL_SALTWATER<br />
SWAMP_MANGROVE<br />
MARSH_TROPICAL_FRESHWATER<br />
MARSH_TROPICAL_SALTWATER<br />
FOREST_TAIGA<br />
FOREST_TEMPERATE_CONIFER<br />
FOREST_TEMPERATE_BROADLEAF<br />
FOREST_TROPICAL_CONIFER<br />
FOREST_TROPICAL_DRY_BROADLEAF<br />
FOREST_TROPICAL_MOIST_BROADLEAF<br />
GRASSLAND_TEMPERATE<br />
SAVANNA_TEMPERATE<br />
SHRUBLAND_TEMPERATE<br />
GRASSLAND_TROPICAL<br />
SAVANNA_TROPICAL<br />
SHRUBLAND_TROPICAL<br />
DESERT_BADLAND<br />
DESERT_ROCK<br />
DESERT_SAND<br />
OCEAN_TROPICAL<br />
OCEAN_TEMPERATE<br />
OCEAN_ARCTIC<br />
POOL_TEMPERATE_FRESHWATER<br />
POOL_TEMPERATE_BRACKISHWATER<br />
POOL_TEMPERATE_SALTWATER<br />
POOL_TROPICAL_FRESHWATER<br />
POOL_TROPICAL_BRACKISHWATER<br />
POOL_TROPICAL_SALTWATER<br />
LAKE_TEMPERATE_FRESHWATER<br />
LAKE_TEMPERATE_BRACKISHWATER<br />
LAKE_TEMPERATE_SALTWATER<br />
LAKE_TROPICAL_FRESHWATER<br />
LAKE_TROPICAL_BRACKISHWATER<br />
LAKE_TROPICAL_SALTWATER<br />
RIVER_TEMPERATE_FRESHWATER<br />
RIVER_TEMPERATE_BRACKISHWATER<br />
RIVER_TEMPERATE_SALTWATER<br />
RIVER_TROPICAL_FRESHWATER<br />
RIVER_TROPICAL_BRACKISHWATER<br />
RIVER_TROPICAL_SALTWATER<br />
SUBTERRANEAN_WATER<br />
SUBTERRANEAN_CHASM<br />
SUBTERRANEAN_LAVA<br />
ALL_MAIN<br />
ANY_LAND<br />
ANY_OCEAN<br />
ANY_LAKE<br />
ANY_RIVER<br />
ANY_POOL<br />
NOT_FREEZING<br />
ANY_TEMPERATE<br />
ANY_TROPICAL<br />
ANY_FOREST<br />
ANY_SHRUBLAND<br />
ANY_GRASSLAND<br />
ANY_SAVANNA<br />
ANY_TEMPERATE_FOREST<br />
ANY_TROPICAL_FOREST<br />
ANY_TEMPERATE_BROADLEAF<br />
ANY_TROPICAL_BROADLEAF<br />
ANY_WETLAND<br />
ANY_DESERT<br />
Unrecognized Biome Token: <br />
an <br />
mother<br />
father<br />
parent<br />
husband<br />
wives<br />
wife<br />
spouse<br />
eldest son<br />
second eldest son<br />
third eldest son<br />
fourth eldest son<br />
fifth eldest son<br />
sixth eldest son<br />
seventh eldest son<br />
eighth eldest son<br />
ninth eldest son<br />
tenth eldest son<br />
son<br />
youngest son<br />
only son<br />
eldest daughter<br />
second eldest daughter<br />
third eldest daughter<br />
fourth eldest daughter<br />
fifth eldest daughter<br />
sixth eldest daughter<br />
seventh eldest daughter<br />
eighth eldest daughter<br />
ninth eldest daughter<br />
tenth eldest daughter<br />
daughter<br />
only daughter<br />
youngest daughter<br />
eldest child<br />
second eldest child<br />
third eldest child<br />
fourth eldest child<br />
fifth eldest child<br />
sixth eldest child<br />
seventh eldest child<br />
eighth eldest child<br />
ninth eldest child<br />
tenth eldest child<br />
child<br />
youngest child<br />
only child<br />
paternal grandmother<br />
paternal grandfather<br />
maternal grandmother<br />
maternal grandfather<br />
grandmother<br />
grandfather<br />
grandparent<br />
older brother<br />
older sister<br />
older sibling<br />
younger brother<br />
younger sister<br />
younger sibling<br />
cousin<br />
aunt<br />
uncle<br />
no relationship<br />
ren<br />
negative <br />
zero<br />
one<br />
two<br />
three<br />
four<br />
five<br />
six<br />
seven<br />
eight<br />
nine<br />
ten<br />
eleven<br />
twelve<br />
thirteen<br />
fourteen<br />
fifteen<br />
sixteen<br />
seventeen<br />
eighteen<br />
nineteen<br />
billion<br />
million<br />
thousand<br />
hundred<br />
twenty<br />
thirty<br />
forty<br />
fifty<br />
sixty<br />
seventy<br />
eighty<br />
ninety<br />
-<br />
Negative <br />
Zeroth<br />
First<br />
Second<br />
Third<br />
Fourth<br />
Fifth<br />
Sixth<br />
Seventh<br />
Eighth<br />
Ninth<br />
Tenth<br />
Eleventh<br />
Twelfth<br />
Thirteenth<br />
Fourteenth<br />
Fifteenth<br />
Sixteenth<br />
Seventeenth<br />
Eighteenth<br />
Nineteenth<br />
th<br />
st<br />
nd<br />
rd<br />
SWAMP<br />
DESERT<br />
FOREST<br />
OCEAN<br />
LAKE<br />
GRASSLAND<br />
HILLS<br />
Unrecognized Region Type Token: <br />
Wetland<br />
Desert<br />
Forest<br />
Mountains<br />
Ocean<br />
Lake<br />
Glacier<br />
Tundra<br />
Grassland<br />
Hills<br />
<br />
The impertinent lava has defaced a <br />
The impertinent magma has defaced a <br />
!<br />
A<br />
sculpture has melted!<br />
Digging designation cancelled: warm stone located.<br />
Digging designation cancelled: damp stone located.<br />
<br />
Shop<br />
Trade Depot<br />
Alchemist's Laboratory<br />
Carpenter's Workshop<br />
Farmer's Workshop<br />
Ashery<br />
Mason's Workshop<br />
Craftsman<br />
's Workshop<br />
Jeweler's Workshop<br />
Metalsmith's Forge<br />
Magma Forge<br />
Bowyer's Workshop<br />
Mechanic's Workshop<br />
Siege Workshop<br />
Butcher's Shop<br />
Leather Works<br />
Tanner's Shop<br />
Dyer's Shop<br />
Clothier's Shop<br />
Fishery<br />
Still<br />
Loom<br />
Quern<br />
Millstone<br />
Kennels<br />
Kitchen<br />
Workshop<br />
Zone<br />
Farm Plot<br />
Smelter<br />
Glass Furnace<br />
Wood Furnace<br />
Kiln<br />
Magma Smelter<br />
Magma Glass Furnace<br />
Magma Kiln<br />
Furnace<br />
Lever<br />
Pressure Plate<br />
Cage Trap<br />
Stone-Fall Trap<br />
Weapon Trap<br />
Trap<br />
Catapult<br />
Ballista<br />
Siege Engine<br />
Door<br />
Floor Hatch<br />
Wall Grate<br />
Floor Grate<br />
Vertical Bars<br />
Floor Bars<br />
Floodgate<br />
Restraint<br />
Cage<br />
Support<br />
Gear Assembly<br />
Horizontal Axle<br />
Vertical Axle<br />
Upright Spear/Spike<br />
Archery Target<br />
Screw Pump<br />
Water Wheel<br />
Windmill<br />
Burial Receptacle<br />
Seat<br />
Animal Trap<br />
Table<br />
Cabinet<br />
Weapon Rack<br />
Armor Stand<br />
Container<br />
Bed<br />
Dirt Road<br />
Paved Road<br />
Bridge<br />
Well<br />
Statue<br />
Glass Window<br />
Gem Window<br />
Stockpile<br />
Wall<br />
Floor<br />
Up Stair<br />
Down Stair<br />
Up/Down Stair<br />
Ramp<br />
Fortification<br />
Construction<br />
Vacant Shop<br />
General Store<br />
Crafts Market<br />
Clothing Shop<br />
Exotic Clothing Shop<br />
Lever<br />
Door<br />
Floor Hatch<br />
Wall Grate<br />
Floor Grate<br />
Vertical <br />
Bars<br />
Floor Bars<br />
Floodgate<br />
Rope<br />
Chain<br />
Aquarium<br />
Terrarium<br />
Shared<br />
)<br />
(<br />
Rough <br />
Archery Target<br />
Gear Assembly<br />
Horizontal <br />
Axle<br />
Pillar<br />
Support<br />
Retracted <br />
Upright <br />
Spikes<br />
Spears<br />
Spears/Spikes<br />
Weapon<br />
Casket<br />
Sarcophagus<br />
Coffin<br />
Chair<br />
Throne<br />
Animal Trap<br />
Table<br />
Cabinet<br />
Weapon Rack<br />
Armor Stand<br />
Coffer<br />
Bag<br />
Chest<br />
Dirt<br />
Road<br />
Bridge<br />
Statue<br />
Glass<br />
Gem<br />
Window<br />
Armor <br />
Weapon <br />
Animal <br />
Food <br />
Furniture <br />
Graveyard <br />
Refuse <br />
Stone <br />
Ammo <br />
Coins <br />
Bar/Block <br />
Gem <br />
Finished Goods <br />
Leather <br />
Cloth <br />
Wood <br />
Stockpile #<br />
(CLT)<br />
*CLT*<br />
CLT<br />
You've caught a <br />
Your trap was robbed of the <br />
BALLISTA<br />
has designed a masterpiece!<br />
has constructed a masterpiece!<br />
preparetomb() HAS NULL owner<br />
preparetomb() HAS LIVE owner<br />
A masterwork of <br />
has been lost!<br />
Home<br />
Craft Store<br />
Basement<br />
Weapon Store<br />
Armor Store<br />
Clothing Store<br />
Food Store<br />
Mead Hall<br />
Temple<br />
Throneroom<br />
Activity Zone<br />
Invalid Type<br />
Building Level Map Overflow<br />
<br />
This is the <br />
currency of <br />
from the year <br />
from an unknown year<br />
under the ruler <br />
under an obscure ruler<br />
from a period of no rule<br />
gen<br />
RANDOM<br />
You<br />
The <br />
Your<br />
's<br />
spinning <br />
flying <br />
its<br />
It<br />
twist<br />
twists<br />
the embedded <br />
around in <br />
let<br />
lets<br />
drop away as <br />
attack<br />
attacks<br />
.<br />
leap at <br />
leaps at <br />
charge at <br />
charges at <br />
from behind<br />
from the side<br />
looks <br />
surprised by the ferocity of <br />
onslaught!<br />
jump<br />
jumps<br />
away from <br />
attack <br />
attacks <br />
but <br />
away<br />
miss <br />
misses <br />
counterstrike<br />
counterstrikes<br />
by the <br />
in the <br />
with <br />
The grab glances away.<br />
are<br />
is<br />
propelled away by the force of the blow!<br />
has lodged firmly in the wound!<br />
Many large thorns grow from the <br />
latch on firmly<br />
latches on firmly<br />
to <br />
latch on firmly!<br />
latches on firmly!<br />
has become enraged!<br />
The shot glances away.<br />
strike at <br />
strikes at <br />
but the shot is blocked!<br />
block <br />
blocks <br />
but the shot is parried!<br />
bat <br />
bats <br />
out of the air!<br />
collide<br />
collides<br />
knocked over<br />
and tumble<br />
and tumbles<br />
backward<br />
bounce<br />
bounces<br />
You tangle together and fall over!<br />
They tangle together and fall over!<br />
You tangle together and tumble forward!<br />
They tangle together and tumble forward!<br />
rush<br />
rushes<br />
by <br />
manage<br />
manages<br />
to stop where <br />
used to be.<br />
slam<br />
slams<br />
into an obstacle<br />
and<br />
fall<br />
falls<br />
over<br />
strikes<br />
hack at<br />
hacks at<br />
lash<br />
lashes<br />
stab<br />
stabs<br />
bash<br />
bashes<br />
burn<br />
burns<br />
freeze<br />
freezes<br />
your<br />
lock<br />
locks<br />
place<br />
places<br />
a chokehold on <br />
take<br />
takes<br />
down by the <br />
throw<br />
throws<br />
pinch<br />
pinches<br />
gouge<br />
gouges<br />
sprain<br />
badly sprain<br />
break<br />
cripple<br />
release<br />
releases<br />
loosen<br />
loosens<br />
the joint lock of <br />
on <br />
the choke hold of <br />
break<br />
breaks<br />
the grip of <br />
struggle<br />
struggles<br />
in vain against the grip of <br />
shake<br />
shakes<br />
around by the <br />
is ripped away and remains in <br />
mouth<br />
grip<br />
strangle<br />
pass<br />
passes<br />
out.<br />
adjust<br />
adjusts<br />
grab<br />
grabs<br />
push<br />
pushes<br />
<br />
spatter<br />
smear<br />
covering<br />
Don't talk to me.<br />
Welcome to <br />
Welcome home, my child.<br />
Welcome to the <br />
Let's trade.<br />
Fantastic! Please come closer and ask again.<br />
You do business.<br />
Come see me in my store sometime.<br />
You should probably try a shopkeeper.<br />
Join me on my adventures!<br />
Yes, let's continue onward!<br />
Hey... that sounds like a great idea!<br />
Excitement! Adventure! I am thrilled to join you.<br />
Surely any place is better than this. Let's set off immediately!<br />
I've always wanted to travel the world. Let us be off!<br />
I will agree to travel with you if you lead me to glory and death.<br />
Take me away from here.<br />
I'm sorry. My duty is here.<br />
I'm sorry. I can't go with you.<br />
It is I that would lead you, but I have no need of your protection.<br />
Ha! Such enthusiasm from one such as yourself.<br />
With a band so large, what share of the glory would I have?<br />
I would... rather not.<br />
Tell me about this area.<br />
Ask me when I've returned to my home!<br />
Tell me about <br />
You look like a mighty warrior indeed.<br />
I am the leader of <br />
I am the mayor of <br />
I am the manager of <br />
I am the bookkeeper of <br />
I am the broker of <br />
I am the sheriff of <br />
I am the captain of the guard of <br />
I am the outpost liaison of <br />
I am the diplomat of <br />
I am <br />
of the merchant nobility<br />
of <br />
I am the high priest of <br />
I am a slave of <br />
I am a prisoner of <br />
I am a shopkeeper<br />
at <br />
here<br />
in <br />
I am a priest of <br />
Please help me to escape from this place.<br />
But mostly I just like to drink.<br />
How I long for some excitement in my life...<br />
I've always dreamed of seeing far-away places.<br />
I would give anything to be away from here. I can't stand the boredom!<br />
Can you lead me to battle and a warrior's death?<br />
Tell me about your family.<br />
I seek the capital.<br />
I am here to discuss serving your cause.<br />
Ah, of course. Please come closer and ask again.<br />
I'm flattered, but I have no need of you.<br />
Goodbye.<br />
Press <br />
to continue.<br />
when finished.<br />
Greet<br />
Nevermind<br />
Trade<br />
Join<br />
Profession<br />
Family<br />
Capital<br />
Surroundings<br />
Service<br />
Goodbye<br />
to select choices.<br />
to scroll text.<br />
Talking to <br />
You begin a conversation with <br />
lies before<br />
stands before<br />
calls out to<br />
you.<br />
S<br />
([LIP])<br />
([lip])<br />
...<br />
STRANGUS <br />
AUGIS <br />
STORKIS <br />
... (slew <br />
, leader of <br />
, mayor of <br />
, high priest of <br />
[PRO_SUB]<br />
[PRO_OBJ]<br />
[PRO_POS]<br />
I am speaking for <br />
. Thank you for your offer of service.<br />
Our people have been pestered by a skulking villian.<br />
Our people have been tormented by a fearsome foe.<br />
As you know, we are at war. You might be able to strike our enemies where our armies cannot reach.<br />
Vanquishing a great beast on our behalf would bring us all much glory.<br />
Seek this place and kill <br />
Seek and kill <br />
Knowing no mercy, <br />
devoured <br />
devoured our livestock<br />
stole <br />
stole our treasures<br />
destroyed <br />
a craft store<br />
a weapon store<br />
an armor store<br />
a clothing store<br />
a food store<br />
a mead hall<br />
a keep<br />
a home<br />
a collection of homes<br />
an apartment room<br />
a temple<br />
a tower<br />
destroyed our homes<br />
This vile fiend <br />
even <br />
murdered <br />
my <br />
has even killed <br />
has killed <br />
lust for murder<br />
, among them <br />
Ah, well... we are quite untroubled here.<br />
You succeeded! Amazing. You are a champion.<br />
It looks like somebody got there first. In any case, thank you for your dedication.<br />
Keep up the good work. Let me know when the deed is done.<br />
Capital of what?<br />
This is all there is.<br />
There is no capital.<br />
There's absolutely nothing interesting around here.<br />
We are in <br />
There is a great keep there<br />
named <br />
There is a temple<br />
there<br />
is there.<br />
It is a place of great evil.<br />
looks around nervously and leans forward, speaking quietly.<br />
It is rumored that the dead rise and stalk the living!<br />
That place is blessed.<br />
Savage beasts call it their home.<br />
! It's terrifying.<br />
have been known to hunt out there.<br />
roam freely out there.<br />
I don't know very much about it.<br />
The surrounding area is called <br />
PLACE<br />
the wilds<br />
something<br />
CONTEXT<br />
ANY<br />
ENTITY<br />
HIST_FIG<br />
ABSTRACT_BUILDING<br />
SUBREGION<br />
FAMILY_RELATIONSHIP<br />
NUMBER<br />
ORDINAL<br />
UNIT_NAME<br />
RACE<br />
INDEF_FAMILY_RELATIONSHIP<br />
SPHERE<br />
DEF_SPHERE<br />
ARCH_ELEMENT<br />
JUSTIFICATION<br />
SPEAKER<br />
AUDIENCE<br />
is<br />
us<br />
er<br />
in<br />
as<br />
remains silent.<br />
The Void<br />
, Deity<br />
, Force<br />
vector<bool> too long<br />
<br />
nothing<br />
chunk<br />
chunks<br />
FEATURE_ATTACK_GROUP<br />
CRAFTSMAN_NAME<br />
FISHERMAN_NAME<br />
HAMMERMAN_NAME<br />
SPEARMAN_NAME<br />
CROSSBOWMAN_NAME<br />
AXEMAN_NAME<br />
SWORDSMAN_NAME<br />
MACEMAN_NAME<br />
PIKEMAN_NAME<br />
BOWMAN_NAME<br />
CHILDNAME<br />
BABYNAME<br />
AMPHIBIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
LIKES_FIGHTING<br />
STOUT<br />
NARROW<br />
VEGETATION<br />
MAGICAL<br />
SAVAGE<br />
NATURAL<br />
VERMIN_HATEABLE<br />
REMAINS_UNDETERMINED<br />
BODY<br />
Unrecognized Creature Body Token: <br />
: <br />
BODYGLOSS<br />
Unrecognized Creature Body Gloss Token: <br />
ATTACK<br />
MAIN<br />
BYTYPE<br />
BYTOKEN<br />
ATTACKFLAG_CANLATCH<br />
ATTACKFLAG_WITH<br />
SPECIALATTACK_INJECT_EXTRACT<br />
SPECIALATTACK_SUCK_BLOOD<br />
NOSMELLYROT<br />
ITEMCORPSE<br />
ITEMCORPSE_QUALITY<br />
HAS_RACEGLOSS<br />
BEACH_FREQUENCY<br />
UNDERSWIM<br />
CANOPENDOORS<br />
NOFEAR<br />
NOSTUCKINS<br />
SEVERONBREAKS<br />
PARALYZEIMMUNE<br />
PREFSTRING<br />
NOSKULL<br />
NOSKIN<br />
NOBONES<br />
NOMEAT<br />
HASSHELL<br />
NOEXERT<br />
NOPAIN<br />
CAVE_ADAPT<br />
NOTHOUGHT<br />
NOEMOTION<br />
TRANCES<br />
NOBLEED<br />
NOSTUN<br />
NONAUSEA<br />
EXTRAVISION<br />
BONECARN<br />
CARNIVORE<br />
SPEECH_MALE<br />
SPEECH_FEMALE<br />
PERSONALITY<br />
LISP<br />
INTELLIGENT<br />
CAN_CIV<br />
CAN_LEARN<br />
SLOW_LEARNER<br />
CAN_SPEAK<br />
UTTERANCES<br />
EQUIPS<br />
ALL_ACTIVE<br />
DIURNAL<br />
NOCTURNAL<br />
CREPUSCULAR<br />
MATUTINAL<br />
VESPERTINE<br />
ENDING<br />
POWER<br />
MEGABEAST<br />
SEMIMEGABEAST<br />
BIOME<br />
DEFENDER<br />
MEANDERER<br />
ALCOHOL_DEPENDENT<br />
EXTRACT_COOKABLE<br />
CHITIN<br />
NOBREATHE<br />
AMBUSHPREDATOR<br />
LOCKPICKER<br />
TRAPAVOID<br />
NOT_BUTCHERABLE<br />
MISCHIEVIOUS<br />
COOKABLE_LIVE<br />
PATTERNFLIER<br />
CURIOUSBEAST_EATER<br />
CURIOUSBEAST_ITEM<br />
CURIOUSBEAST_GUZZLER<br />
FLEEQUICK<br />
MUNDANE<br />
VERMINHUNTER<br />
EXTRACT_PERMANENT<br />
EXTRACT_PARALYZE<br />
EXTRACT_STUN_INTERMITTENT<br />
EXTRACT_STUN<br />
EXTRACT_PARALYZE_INTERMITTENT<br />
IMMOLATE<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_AUTUMN<br />
NO_WINTER<br />
MILKABLE<br />
EQUIPMENT_WAGON<br />
LARGE_PREDATOR<br />
BENIGN<br />
SMALL_REMAINS<br />
remains<br />
NAME<br />
SPECNAME<br />
MALE<br />
FEMALE<br />
GLOWCOLOR<br />
REMAINS_COLOR<br />
IMMOBILE_LAND<br />
VERMIN_EATER<br />
LIGHT_GEN<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_MICRO<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
VERMIN_FISH<br />
CANNOT_UNDEAD<br />
NO_EAT<br />
NO_DRINK<br />
NO_SLEEP<br />
COMMON_DOMESTIC<br />
WAGON_PULLER<br />
PACK_ANIMAL<br />
LARGE_ROAMING<br />
FLIER<br />
LOOSE_CLUSTERS<br />
PET_EXOTIC<br />
TRAINABLE<br />
WEBBER<br />
THICKWEB<br />
WEBIMMUNE<br />
FIREBREATH<br />
MULTIPLE_LITTER_RARE<br />
DRAGONFIREBREATH<br />
MAGMA_VISION<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
NO_GENDER<br />
POPULATION_NUMBER<br />
CLUSTER_NUMBER<br />
TRIGGERABLE_GROUP<br />
LITTERSIZE<br />
MAXAGE<br />
GNAWER<br />
PETVALUE<br />
SIZE<br />
EXTRACT_SIZE<br />
MODVALUE<br />
EXTRACT_VALUE<br />
CHEESE_VALUE<br />
VIEWRANGE<br />
BUILDINGDESTROYER<br />
DAMBLOCK<br />
DIFFICULTY<br />
GENPOWER<br />
GRASSTRAMPLE<br />
SPEED<br />
SWIMS_LEARNED<br />
SWIMS_INNATE<br />
SWIM_SPEED<br />
TRADE_CAPACITY<br />
BLOODTYPE<br />
G<br />
B<br />
Y<br />
M<br />
W<br />
0<br />
TILE<br />
GLOWTILE<br />
ALTTILE<br />
EXTRACT_ANTIDOTE<br />
EXTRACT_CHEESE<br />
VERMIN_BITE<br />
USE_EXTRACT<br />
PENETRATEPOWER<br />
FREQUENCY<br />
FISHITEM<br />
VERMIN_NOROAM<br />
VERMIN_NOFISH<br />
VERMIN_NOTRAP<br />
HOMEOTHERM<br />
LAYERING<br />
SPEC_HEAT<br />
HEATDAM_POINT<br />
COLDDAM_POINT<br />
IGNITE_POINT<br />
MELTING_POINT<br />
BOILING_POINT<br />
FIXED_TEMP<br />
SILK_SPEC_HEAT<br />
SILK_HEATDAM_POINT<br />
SILK_COLDDAM_POINT<br />
SILK_IGNITE_POINT<br />
SILK_MELTING_POINT<br />
SILK_BOILING_POINT<br />
SILK_FIXED_TEMP<br />
LEATHER_SPEC_HEAT<br />
LEATHER_HEATDAM_POINT<br />
LEATHER_COLDDAM_POINT<br />
LEATHER_IGNITE_POINT<br />
LEATHER_MELTING_POINT<br />
LEATHER_BOILING_POINT<br />
LEATHER_FIXED_TEMP<br />
BONE_SPEC_HEAT<br />
BONE_HEATDAM_POINT<br />
BONE_COLDDAM_POINT<br />
BONE_IGNITE_POINT<br />
BONE_MELTING_POINT<br />
BONE_BOILING_POINT<br />
BONE_FIXED_TEMP<br />
EXTRACT_SPEC_HEAT<br />
EXTRACT_HEATDAM_POINT<br />
EXTRACT_COLDDAM_POINT<br />
EXTRACT_IGNITE_POINT<br />
EXTRACT_MELTING_POINT<br />
EXTRACT_BOILING_POINT<br />
EXTRACT_FIXED_TEMP<br />
CHEESE_SPEC_HEAT<br />
CHEESE_HEATDAM_POINT<br />
CHEESE_COLDDAM_POINT<br />
CHEESE_IGNITE_POINT<br />
CHEESE_MELTING_POINT<br />
CHEESE_BOILING_POINT<br />
CHEESE_FIXED_TEMP<br />
DRINK_SPEC_HEAT<br />
DRINK_HEATDAM_POINT<br />
DRINK_COLDDAM_POINT<br />
DRINK_IGNITE_POINT<br />
DRINK_MELTING_POINT<br />
DRINK_BOILING_POINT<br />
DRINK_FIXED_TEMP<br />
DENSITY<br />
LEATHER_SOLID_DENSITY<br />
LEATHER_LIQUID_DENSITY<br />
BONE_SOLID_DENSITY<br />
BONE_LIQUID_DENSITY<br />
SILK_SOLID_DENSITY<br />
SILK_LIQUID_DENSITY<br />
EXTRACT_SOLID_DENSITY<br />
EXTRACT_LIQUID_DENSITY<br />
CHEESE_SOLID_DENSITY<br />
CHEESE_LIQUID_DENSITY<br />
DRINK_SOLID_DENSITY<br />
DRINK_LIQUID_DENSITY<br />
STANDARD_FLESH<br />
MATERIAL<br />
Unrecognized Creature Token: <br />
<RESERVED_MOD><br />
size to small for non-vermin -- reset to 2<br />
data/speech/<br />
ADD_COLOR<br />
a girl<br />
a boy<br />
a child<br />
twins<br />
triplets<br />
quadruplets<br />
quintuplets<br />
sextuplets<br />
septuplets<br />
octuplets<br />
nonuplets<br />
decaplets<br />
undecaplets<br />
duodecaplets<br />
tredecaplets<br />
quattuordecaplets<br />
quindecaplets<br />
many babies<br />
creature<br />
NUMBERED_NAME<br />
skeletal <br />
zombie <br />
BP<br />
UPPERBODY<br />
LOWERBODY<br />
HEAD<br />
CON<br />
CONTYPE<br />
GRASP<br />
STANCE<br />
LIMB<br />
THROAT<br />
JOINT<br />
NERVOUS<br />
SIGHT<br />
HEAR<br />
SMELL<br />
EMBEDDED<br />
APERTURE<br />
SMALL<br />
INTERNAL<br />
BREATHE<br />
CIRCULATION<br />
GUTS<br />
RIGHT<br />
LEFT<br />
DIGIT<br />
MOUTH<br />
Unrecognized Creature Bodypart Token: <br />
WORD<br />
RGB<br />
Unrecognized Color Token: <br />
ADJ<br />
Unrecognized Shape Token: <br />
Gain possession<br />
Pull it out<br />
FATAL ERROR<br />
Adventure Starting Site Files Missing/Corrupted<br />
Could not locate adventure start square<br />
Where would you like to go?<br />
Nowhere<br />
Mountain Halls<br />
Dark Fortress<br />
Ruin<br />
Cave<br />
Forest Retreat<br />
Town<br />
Civilization <br />
Site <br />
Vessel <br />
Migrating <br />
Nomadic <br />
Religion <br />
Creature<br />
Group<br />
Do Not Travel<br />
You awaken from your slumber.<br />
Your sleep has been interrupted!<br />
Select your combat preferences.<br />
- Current Attack Preference: <br />
Strike<br />
Charge<br />
Close Combat<br />
According to Opponent<br />
- Current Dodge Preference: <br />
Move Around<br />
Stand Ground<br />
- Current Charge Defense: <br />
Dodge Away<br />
Select your movement preferences.<br />
- Current Swimming Preference: <br />
When Possible<br />
When Necessary<br />
What would you like to do with the <br />
?<br />
(<br />
to view other pages)<br />
- <br />
Where would you like to move?<br />
What would you like to pick up?<br />
. <br />
Who will you talk to?<br />
to view other pages<br />
- <br />
a colony of <br />
many <br />
a swarm of <br />
Miasma<br />
Steam<br />
Mist<br />
Bloody Mist<br />
A Dust Cloud<br />
An Ocean Wave<br />
Sea Foam<br />
Lava Mist<br />
Magma Mist<br />
Boiling <br />
Smoke<br />
Dragonfire<br />
Fire<br />
A Web<br />
A Fire<br />
A Campfire<br />
Water [<br />
/7]<br />
Lava [<br />
Magma [<br />
A Spattering of Blood<br />
A Smear of Blood<br />
A Pool of Blood<br />
Vomit<br />
A Spattering of Slime<br />
A Smear of Slime<br />
A Pool of Slime<br />
A Spattering of Pus<br />
A Smear of Pus<br />
A Pool of Pus<br />
A Spattering of Ichor<br />
A Smear of Ichor<br />
A Pool of Ichor<br />
A Spattering of Goo<br />
A Smear of Goo<br />
A Pool of Goo<br />
Untitled<br />
, "<br />
"<br />
Really attack <br />
Really wrestle <br />
confirms. <br />
aborts.<br />
Which creature will you attack? <br />
Which creature will you wrestle? <br />
changes mode.<br />
pages)<br />
Really sleep? Your character will rest for eight hours.<br />
You sleep.<br />
You can't rest because you are drowning.<br />
You can't rest because you are swimming.<br />
You can't rest because somebody can see you.<br />
You've already searched this area recently.<br />
You've found a colony of <br />
and another small creature.<br />
and some other small creatures.<br />
You've found a small creature.<br />
You've found some small creatures.<br />
Your intense search turns up nothing.<br />
You have nothing with which to interact.<br />
You have nothing to examine.<br />
You have nothing left to remove.<br />
You have nothing left to wear.<br />
You have nothing left to eat or drink.<br />
You have nothing to put inside a container.<br />
You have nothing left to drop.<br />
There is nothing to pick up here.<br />
You have nothing left to throw.<br />
You have nothing to fire with.<br />
You have nothing left to fire.<br />
You are no longer in hiding.<br />
You begin sneaking.<br />
You can't sneak because somebody can see you.<br />
There is no sunlight when you are dead.<br />
There are no traces of sunlight here.<br />
Being dead is cold and clammy.<br />
The temperature is as it has been and always will be.<br />
The temperature cannot be judged.<br />
It is burning.<br />
It is deathly cold.<br />
The temperature is pleasant.<br />
It is scorching.<br />
It is hot.<br />
It is warm.<br />
It is cool.<br />
It is freezing.<br />
It is cold.<br />
You've lost track of time since your death.<br />
It is the <br />
Granite<br />
Slate<br />
Felsite<br />
Hematite<br />
Malachite<br />
Galena<br />
Limestone<br />
Sandstone<br />
Timber<br />
Moonstone<br />
Opal<br />
Obsidian<br />
You can't travel because somebody can see you.<br />
You can't travel because you are carrying someone else's goods. Purchase them or put some distance between yourself and the site.<br />
You can't travel until you've stopped the bleeding.<br />
You can't travel because you can't breathe.<br />
You can't travel because you are swimming.<br />
You can't travel because you are journeying underground.<br />
You must survive the ambush.<br />
You cannot travel until you leave this site.<br />
You stand up.<br />
You lie on the ground.<br />
The webs make it impossible to stand.<br />
You can't stand up -- somebody is in the way.<br />
You have reached the summit of <br />
You are deceased. Press <br />
to finish.<br />
Unconscious<br />
Stunned<br />
Exhausted<br />
Over-Exert<br />
Tired<br />
Drowsy<br />
Drowning<br />
Winded<br />
Swimming<br />
Flying<br />
Nauseous<br />
Dhyd<br />
Thir<br />
Stvg<br />
Hung<br />
W: <br />
None<br />
A: <br />
Mortal Wound<br />
In Flight<br />
Paralyzed<br />
Webbed<br />
On Ground<br />
Bleeding!<br />
Bleeding<br />
Pale<br />
Faint<br />
Pain<br />
Speed: <br />
[DONE]<br />
[MORE]<br />
<br />
Adventure Log: NULL task<br />
Adventure Log: NULL site<br />
Adventure Log: NULL subregion<br />
Adventure Log: NULL entity<br />
Adventure Log<br />
", <br />
for destination.<br />
Civilization<br />
Site Government<br />
Vessel Crew<br />
Migrating Group<br />
Nomadic Group<br />
Religion<br />
, Dead<br />
Unaligned<br />
Enemy<br />
Criminal<br />
Prisoner<br />
Devoted<br />
Loyal<br />
Aligned<br />
Affiliated<br />
Associated<br />
Member<br />
Mercenary<br />
Slave<br />
Former <br />
Member<br />
Mercenary<br />
Slave<br />
Mountain<br />
Temperate Freshwater Swamp<br />
Temperate Saltwater Swamp<br />
Temperate Freshwater Marsh<br />
Temperate Saltwater Marsh<br />
Tropical Freshwater Swamp<br />
Tropical Saltwater Swamp<br />
Mangrove Swamp<br />
Tropical Freshwater Marsh<br />
Tropical Saltwater Marsh<br />
Taiga<br />
Temperate Coniferous Forest<br />
Temperate Broadleaf Forest<br />
Tropical Coniferous Forest<br />
Tropical Dry Broadleaf Forest<br />
Tropical Moist Broadleaf Forest<br />
Temperate Grassland<br />
Temperate Savanna<br />
Temperate Shrubland<br />
Tropical Grassland<br />
Tropical Savanna<br />
Tropical Shrubland<br />
Badlands<br />
Rocky Wasteland<br />
Sand Desert<br />
Tropical Ocean<br />
Temperate Ocean<br />
Arctic Ocean<br />
Temperate Freshwater Pool<br />
Temperate Brackish Pool<br />
Temperate Saltwater Pool<br />
Tropical Freshwater Pool<br />
Tropical Brackish Pool<br />
Tropical Saltwater Pool<br />
Temperate Freshwater Lake<br />
Temperate Brackish Lake<br />
Temperate Saltwater Lake<br />
Tropical Freshwater Lake<br />
Tropical Brackish Lake<br />
Tropical Saltwater Lake<br />
Temperate Freshwater River<br />
Temperate Brackish River<br />
Temperate Saltwater River<br />
Tropical Freshwater River<br />
Tropical Brackish River<br />
Tropical Saltwater River<br />
Subterranean Water<br />
Subterranean Chasm<br />
Subterranean Magma<br />
- Tasks<br />
- Entities<br />
- Sites<br />
- Regions<br />
- Scroll<br />
- Zoom to Selected<br />
- Zoom to Current Location<br />
- Toggle Line<br />
- Toggle Map/Info<br />
Wrestle <br />
The Wrestling of <br />
>-<br />
--<br />
<-<br />
Latch<br />
Grasp<br />
JLock<br />
Choke<br />
-><br />
-<<br />
to scroll<br />
Lock <br />
Choke <br />
Take-down by <br />
Throw by <br />
Pinch <br />
Gouge <br />
Break <br />
Release joint lock of <br />
Release choke of <br />
Release grip of <br />
Loosen joint lock of <br />
Loosen choke of <br />
Break grip of <br />
Shake <br />
Strangle <br />
Grab <br />
Deceased<br />
Strong<br />
Very Strong<br />
Extremely Strong<br />
Mighty<br />
Ultra-Mighty<br />
Agile<br />
Very Agile<br />
Extremely Agile<br />
Unbelievably Agile<br />
Perfectly Agile<br />
Tough<br />
Very Tough<br />
Extremely Tough<br />
Unbelievably Tough<br />
Super<br />
ly Tough<br />
Enraged at all enemies!<br />
In a martial trance!<br />
Throwing a tantrum!<br />
On the Ground<br />
Partially Webbed<br />
Partially Paralyzed<br />
Sluggish<br />
Heavy Bleeding<br />
Extreme Pain<br />
Dehydrated<br />
Thirsty<br />
Starving<br />
Hungry<br />
: View Kills<br />
: Select<br />
: View<br />
: Scroll<br />
: View Wr<br />
: Cust<br />
[C:7:0:1]<br />
The Kills of <br />
What would you like to wear?<br />
What would you like to remove?<br />
What would you like to drop?<br />
What would you like to throw?<br />
With what would you like to interact?<br />
With what would you like to eat or drink?<br />
What would you like to put inside a container?<br />
Where would you like to put the <br />
Your Inventory<br />
to view other pages. <br />
when done.<br />
There is nothing to do with the <br />
You empty the <br />
You take out the <br />
You don't have a suitable container.<br />
You put the <br />
into the <br />
You eat the <br />
You drink the <br />
is too salty.<br />
is too hot.<br />
is too cold.<br />
You lick the <br />
No. That's disgusting.<br />
You are too full.<br />
You drop <br />
You pick<br />
picks<br />
up the <br />
and put it in <br />
and puts it in <br />
You do not have a free grasp and your quivers and packs are full.<br />
You do not have a free grasp and your quiver and packs are full.<br />
You do not have a free grasp and your quivers and pack are full.<br />
You do not have a free grasp and your quiver and pack are full.<br />
You do not have a free grasp and your quivers are full.<br />
You do not have a free grasp and your quiver is full.<br />
You do not have a free grasp and your packs are full.<br />
You do not have a free grasp and your pack is full.<br />
You do not have a free grasp.<br />
No announcements yet.<br />
Announcements <br />
Offloading site...<br />
There is a <br />
here.<br />
- Pull it<br />
You pull the lever.<br />
There is a locked <br />
- Break it in<br />
- Pick the lock<br />
You break the hatch in!<br />
You pick the lock!<br />
- Bash it down<br />
You bash the door down!<br />
Create Your Character<br />
Race: <br />
, Female<br />
, Male<br />
from <br />
: Play Now!<br />
: Select <br />
: Back<br />
Remaining: <br />
Not<br />
: Done <br />
to change<br />
Name: <br />
: Done<br />
: Abort<br />
: Enter First Name<br />
: Customize Name<br />
: Random Name<br />
: Change Gender<br />
: Go!<br />
** Unretiring Adventurer **<br />
** Starting Adventurer **<br />
Dawn is breaking.<br />
It is noon.<br />
Night is falling.<br />
You struggle for <br />
You pull out <br />
Fill <br />
stagnant <br />
water (<br />
with mud (<br />
slime (<br />
vomit (<br />
You fill your <br />
with water.<br />
Your <br />
is already full.<br />
with mud.<br />
with slime.<br />
with vomit.<br />
Eat <br />
mud (<br />
Drink <br />
Ignite <br />
The steam around the vegetation stops you from setting the fire.<br />
The vegetation is submerged.<br />
The vegetation is too wet.<br />
You set a fire.<br />
Attack error<br />
Attack <br />
creatures<br />
Interact with <br />
building<br />
Move to <br />
N<br />
NNE<br />
ENE<br />
ESE<br />
SSE<br />
SSW<br />
WSW<br />
WNW<br />
NNW<br />
---<br />
TSK<br />
Site Center Flood Overflow<br />
<br />
Button<br />
Saving... <br />
REC<br />
Disconnected Build Overflow<br />
Select Item: <br />
Points Remaining <br />
to select. <br />
to abort.<br />
scroll. Type in parts of the name to narrow your search.<br />
P<br />
Weapons and Ammunition<br />
Armor<br />
Furniture<br />
Siege Equipment<br />
Other Objects<br />
Metal Clothing<br />
Permit Trap Components<br />
Permit Foreign Weapons<br />
Permit Foreign Siege Ammo<br />
Permit Foreign Armor<br />
Main<br />
Siege Engines<br />
Traps/Levers<br />
Workshops<br />
Furnaces<br />
Wall/Floor/Stairs<br />
Machine Components<br />
Building Placement Distance Overflow<br />
<br />
WGL_EXT_swap_control<br />
wglSwapIntervalEXT<br />
wglGetSwapIntervalEXT<br />
OpenGL<br />
Dwarf Fortress<br />
Error<br />
Error Registering Window Class!<br />
Error Creating OpenGL Window<br />
rb<br />
Mode Switch Failed.<br />
Running In Windowed Mode.<br />
RegisterClassEx Failed!<br />
Error Initializing Text: <br />
wb<br />
<br />
Chitin<br />
Leather<br />
Cloth<br />
Silk<br />
Crafts<br />
Logs<br />
Leather Bags<br />
Cloth Bags<br />
Silk Bags<br />
Thread<br />
Silk Thread<br />
Ropes<br />
Silk Ropes<br />
DIGGER<br />
TRANSLATION<br />
CIV_CONTROLLABLE<br />
INDIV_CONTROLLABLE<br />
SIEGER<br />
AMBUSHER<br />
BABYSNATCHER<br />
ITEM_THIEF<br />
SUBTERRANEAN_CLOTHING<br />
CLOTHING<br />
CURRENCY_BY_YEAR<br />
METAL_PREF<br />
GEM_PREF<br />
STONE_PREF<br />
WOOD_PREF<br />
MINOR_METAL<br />
RIVER_PRODUCTS<br />
OCEAN_PRODUCTS<br />
INDOOR_FARMING<br />
OUTDOOR_FARMING<br />
UNDEAD_CANDIDATE<br />
USE_CAVE_ANIMALS<br />
USE_EVIL_ANIMALS<br />
USE_GOOD_ANIMALS<br />
USE_EVIL_WOOD<br />
USE_GOOD_WOOD<br />
USE_EVIL_PLANTS<br />
USE_GOOD_PLANTS<br />
START_BIOME<br />
BIOME_SUPPORT<br />
SKULKING<br />
PERMITTED_JOB<br />
WORLD_CONSTRUCTION<br />
WILL_ACCEPT_TRIBUTE<br />
ETHIC<br />
WANDERER<br />
BEAST_HUNTER<br />
SCOUT<br />
MAX_STARTING_CIV_NUMBER<br />
START_GROUP_NUMBER<br />
MAX_SITE_POP_NUMBER<br />
MAX_POP_NUMBER<br />
RELIGION_SPHERE<br />
TREE_CAP_DIPLOMACY<br />
DIPLOMAT_BODYGUARDS<br />
MERCHANT_BODYGUARDS<br />
ACTIVE_SEASON<br />
PROGRESS_TRIGGER_POPULATION<br />
PROGRESS_TRIGGER_PRODUCTION<br />
PROGRESS_TRIGGER_TRADE<br />
CAN_HAVE_MILITARY_LEADER<br />
CAN_HAVE_MILITARY_SITE_LEADER<br />
LEADER_TYPE<br />
SITE_LEADER_TYPE<br />
DEFAULT_SITE_TYPE<br />
LIKES_SITE<br />
TOLERATES_SITE<br />
USE_ANY_PET_RACE<br />
USE_MISC_PROCESSED_WOOD_PRODUCTS<br />
IMPROVED_BOWS<br />
INVADERS_IGNORE_NEUTRALS<br />
AT_PEACE_WITH_WILDLIFE<br />
EQUIPMENT_IMPROVEMENTS<br />
ABUSE_BODIES<br />
USE_ANIMAL_PRODUCTS<br />
COMMON_DOMESTIC_PACK<br />
COMMON_DOMESTIC_PULL<br />
COMMON_DOMESTIC_MOUNT<br />
COMMON_DOMESTIC_PET<br />
SPHERE_ALIGNMENT<br />
ART_FACET_MODIFIER<br />
ART_IMAGE_ELEMENT_MODIFIER<br />
ITEM_IMPROVEMENT_MODIFIER<br />
CURRENCY<br />
ADVENTURE_TIER<br />
SELECT_SYMBOL<br />
ALL<br />
REMAINING<br />
SUBSELECT_SYMBOL<br />
CULL_SYMBOL<br />
FRIENDLY_COLOR<br />
Unrecognized Entity Token: <br />
a<br />
i<br />
o<br />
u<br />
ay<br />
ee<br />
b<br />
br<br />
bl<br />
d<br />
dr<br />
dl<br />
str<br />
stl<br />
sh<br />
shr<br />
shl<br />
sr<br />
sl<br />
t<br />
tr<br />
tl<br />
thr<br />
thl<br />
ch<br />
chr<br />
chl<br />
l<br />
lr<br />
f<br />
fr<br />
fl<br />
g<br />
gr<br />
gl<br />
k<br />
kr<br />
kl<br />
p<br />
pr<br />
pl<br />
j<br />
jr<br />
jl<br />
m<br />
r<br />
ng<br />
mb<br />
lg<br />
lb<br />
lm<br />
nk<br />
rsn<br />
Migrating group coordinates out of bounds during goal check<br />
(<br />
),<br />
) <br />
Invalid Nem<br />
Invalid ID<br />
Empty<br />
, has decided to stay.<br />
WORSHIP_HF<br />
failure to get start square construction for transport link<br />
failure to get end square construction for transport link<br />
midmap construction path build failure<br />
Entity <br />
has self-referential diplomacy state<br />
[PROFILE]<br />
TITLE:<br />
[SKILL:<br />
[RECLAIM_SKILL:<br />
[ITEM:<br />
[PET:<br />
<br />
has guzzled some <br />
Miner destination wiped<br />
Merchants have arrived and are unloading their goods.<br />
The merchants need a trade depot to unload their goods.<br />
An animal<br />
has become a <br />
has adopted <br />
Something has pulled a lever!<br />
Something has triggered a pressure plate!<br />
Something has emptied a cage!<br />
Something has unchained a creature!<br />
improvable <br />
butcherable <br />
millable <br />
possibly buryable <br />
unrotten <br />
undisturbed <br />
collected <br />
sharpenable <br />
distillable <br />
empty <br />
processable <br />
cookable <br />
extract-bearing plant <br />
extract-bearing fish <br />
extract-bearing small creature <br />
processable (to vial) <br />
processable (to bag) <br />
processable (to barrel) <br />
alchemical <br />
tameable small creature <br />
nearby <br />
sand-bearing <br />
glass <br />
lye-bearing <br />
milk <br />
milkable <br />
finished good <br />
ammo <br />
furniture <br />
dye <br />
dyeable <br />
glass-making <br />
dyed <br />
melt-designated <br />
deep material <br />
sewn-imageless <br />
screw <br />
fire-safe <br />
magma-safe <br />
building material <br />
non-economic <br />
-bearing <br />
bag<br />
that isn't a bin<br />
Short Pathing Flood Overflow<br />
<br />
have<br />
has<br />
been <br />
by a <br />
burned<br />
flown<br />
rough <br />
log<br />
block<br />
<br />
One of the compressed files on disk has errors in it. Restore from backup if you are able.<br />
\<br />
T<br />
..<br />
STP<br />
vomit<br />
slime<br />
missing blood type<br />
Year <br />
was waged by <br />
One of the most significant causes of the conflict was <br />
The most significant cause of the conflict was <br />
disgust with the adversary's godlessness<br />
religious opposition to the adversary's worship of <br />
religious opposition to the adversary's inherent association with <br />
natural aversion to the adversary's worship of <br />
natural aversion to the adversary's inherent association with <br />
a dispute over <br />
the treatment of animals<br />
the treatment of plants<br />
a formalized agreement<br />
truthfulness<br />
the devouring of the bodies of sapient beings<br />
the display of war and hunting trophies<br />
the adversary's inability to communicate and form treaties<br />
prior aggression by the adversary<br />
a first contact that went horribly wrong<br />
the adversary's refusal to form treaties<br />
the adversary's abuse of the aggressor's fallen<br />
an incident involving a lost diplomat<br />
a disagreement over prior treaties<br />
an incident involving a trade caravan<br />
general ill feelings over past historical events<br />
a previous war<br />
a previous battle<br />
a previous duel<br />
a previous conquest<br />
an abduction<br />
an act of theft<br />
an attack by a beast<br />
The causes of the conflict are debated by scholars and very little is truly known.<br />
unknown<br />
creature<br />
, lost<br />
, all lost<br />
losses<br />
, one loss<br />
, no losses<br />
, mostly <br />
creatures<br />
D: <br />
Attacker was uncontested.<br />
Attacker was victorious.<br />
Defender was victorious.<br />
A fearsome<br />
beast<br />
attack<br />
was a time when the <br />
, the <br />
and the <br />
were the only great powers in the world.<br />
was a time when <br />
yet <br />
again <br />
was the only great power in the world.<br />
living gods and mighty beasts <br />
still <br />
held sway.<br />
the powers of the world were fading<br />
great powers had returned to the world<br />
there were still great powers in the world<br />
fantastic creatures no longer lived in great numbers.<br />
fantastic creatures were few and far between, and some even doubted their existence.<br />
ruled the world.<br />
the last of the <br />
ancient <br />
powers fought their final battles.<br />
various civilized races peopled the world.<br />
was a time after civilization had<br />
yet<br />
again<br />
crumbled completely.<br />
fantastic creatures were but mere stories told by travelers.<br />
only simple creatures inhabited<br />
no civilized peoples existed in<br />
the world.<br />
Part of <br />
In <br />
ended.<br />
occurred.<br />
began.<br />
Legends<br />
Sorting<br />
Initialization complete...<br />
Historical events <br />
completed<br />
Check for culled historical figures <br />
Historical figures <br />
Artifacts completed<br />
Structures completed<br />
event sort <br />
Historical events left to discover: <br />
Historical Figures<br />
Sites<br />
Artifacts<br />
Regions<br />
Civilizations and other entities<br />
Art<br />
Structures<br />
Historical Maps<br />
goddess<br />
god<br />
deity<br />
, force<br />
b. <br />
d. <br />
Civilizations and Other Entities<br />
Keep<br />
Hovel<br />
Apartment Complex<br />
Apartment Room<br />
Dark Tower<br />
Slain<br />
Received <br />
a wound<br />
wounds<br />
fled<br />
Fled<br />
yet emerged <br />
victorious<br />
Victorious<br />
yet <br />
drove forward<br />
Drove forward<br />
and was <br />
repelled<br />
Repelled<br />
stood fast<br />
Stood fast<br />
beaten back<br />
Beaten back<br />
: Filter on string<br />
_<br />
: Done filtering.<br />
Movement keys to view.<br />
: civ/site<br />
to change year.<br />
: view top event<br />
: toggle territories. <br />
: select an option. <br />
: done. <br />
: export current map. <br />
: show only important events. <br />
: show all events. <br />
: back to age. <br />
: export map and gen info. <br />
: export detailed map. <br />
Standard biome+site map<br />
Elevations including lake and ocean floors (lowest 25 black)<br />
Elevations respecting water level<br />
Temperature<br />
Rainfall<br />
Drainage<br />
Savagery<br />
Volcanism<br />
Current vegetation<br />
Evil<br />
Salinity<br />
to export<br />
to cancel<br />
Export of column <br />
complete<br />
Saving world...<br />
Offloading units... <br />
Offloading art images...<br />
Sorting historical figures...<br />
Saving world information...<br />
Synchronizing folders...<br />
data/save/current/world.dat<br />
Command Line: World exported.<br />
data/init/world_gen.txt<br />
WORLD_GEN<br />
TITLE<br />
SEED<br />
HISTORY_SEED<br />
NAME_SEED<br />
DIM<br />
CUSTOM_NAME<br />
PEAK_NUMBER_MIN<br />
OCEAN_EDGE_MIN<br />
REVEAL_ALL_HISTORY<br />
CULL_HISTORICAL_FIGURES<br />
EROSION_CYCLE_COUNT<br />
PERIODICALLY_ERODE_EXTREMES<br />
OROGRAPHIC_PRECIPITATION<br />
ALL_CAVES_VISIBLE<br />
SHOW_EMBARK_RIVER<br />
SHOW_EMBARK_POOL<br />
SHOW_EMBARK_M_POOL<br />
SHOW_EMBARK_M_PIPE<br />
SHOW_EMBARK_CHASM<br />
SHOW_EMBARK_PIT<br />
SHOW_EMBARK_OTHER<br />
SHOW_EMBARK_TUNNEL<br />
PLAYABLE_CIVILIZATION_REQUIRED<br />
VOLCANO_MIN<br />
END_YEAR<br />
BEAST_END_YEAR<br />
ELEVATION<br />
RAINFALL<br />
TEMPERATURE<br />
DRAINAGE<br />
VOLCANISM<br />
SAVAGERY<br />
PS_EL<br />
PS_RF<br />
PS_TP<br />
PS_DR<br />
PS_VL<br />
PS_SV<br />
Attempted to set world gen presets prior to dimensions<br />
Elevation<br />
preset attempted beyond Y range<br />
preset failed to load X value at Y = <br />
ELEVATION_FREQUENCY<br />
RAIN_FREQUENCY<br />
DRAINAGE_FREQUENCY<br />
TEMPERATURE_FREQUENCY<br />
SAVAGERY_FREQUENCY<br />
VOLCANISM_FREQUENCY<br />
GOOD_SQ_COUNTS<br />
EVIL_SQ_COUNTS<br />
REGION_COUNTS<br />
RIVER_MINS<br />
SUBREGION_MAX<br />
CAVE_MIN_SIZE<br />
CAVE_MAX_SIZE<br />
MOUNTAIN_CAVE_MIN<br />
NON_MOUNTAIN_CAVE_MIN<br />
TOTAL_CIV_NUMBER<br />
TOTAL_CIV_POPULATION<br />
ELEVATION_RANGES<br />
RAIN_RANGES<br />
DRAINAGE_RANGES<br />
SAVAGERY_RANGES<br />
VOLCANISM_RANGES<br />
Unrecognized World Gen Token: <br />
LARGE<br />
MEDIUM<br />
SMALLER<br />
POCKET<br />
Command Line: World generation manually aborted.<br />
The world generator is having trouble placing enough mountain peaks. <br />
You might want to check your maximum elevation value and other elevation parameters. <br />
Can the elevation 400 be placed enough times to provide space for your peaks? <br />
You might want to check your preset elevations for the elevation 400. <br />
You must have at least as many of these highest elevation points as you are requiring peaks. <br />
Alternatively, you can reduce the number of peaks required by the parameters.<br />
The world generator is having trouble placing enough mid-level elevations. <br />
Can your parameters achieve elevations between 100 and 299? <br />
You might want to adjust the parameters governing elevation frequencies. <br />
Alternatively, you can reduce the number of mid-level elevation squares required.<br />
The world generator is having trouble placing enough low elevations. <br />
Can your parameters achieve elevations between 0 and 99? <br />
The world generator is having trouble placing enough high elevations. <br />
Can your parameters achieve elevations between 300 and 400? <br />
The world generator is having trouble placing enough ocean squares along the edges. <br />
Can your parameters achieve elevations between 0 and 99 frequently? <br />
You might want to adjust the parameters governing elevation. <br />
Alternatively, you can reduce the number of edge oceans required.<br />
The world generator is having trouble placing rainfall in the manner specified by the parameters. <br />
You might want to adjust the parameters governing rainfall. <br />
Alternatively, you can reduce the number of high, medium or low rainfall squares required.<br />
The world generator is having trouble setting drainage in the manner specified by the parameters. <br />
You might want to adjust the parameters governing drainage. <br />
Alternatively, you can reduce the number of high, medium or low drainage squares required.<br />
The world generator is having trouble placing savagery in the manner specified by the parameters. <br />
You might want to adjust the parameters governing savagery. <br />
Alternatively, you can reduce the number of high, medium or low savagery squares required.<br />
The world generator is having trouble setting volcanism in the manner specified by the parameters. <br />
You might want to adjust the parameters governing volcanism. <br />
Alternatively, you can reduce the number of high, medium or low volcanism squares required.<br />
The world generator is having trouble placing enough volcanos. <br />
You might want to check your maximum volcanism value. <br />
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? <br />
You might want to check your preset volcanism for the value 100. <br />
You must have at least as many of these highest volcanism points as you are requiring volcanos. <br />
Alternatively, you can reduce the number of volcanos required by the parameters.<br />
The world generator is having trouble placing swamps and marshes. <br />
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. <br />
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.<br />
The world generator is having trouble placing deserts and badlands. <br />
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. <br />
Alternatively, you can reduce the number of desert squares and regions required by the parameters.<br />
The world generator is having trouble placing forests. <br />
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. <br />
Alternatively, you can reduce the number of forest squares and regions required by the parameters.<br />
The world generator is having trouble placing mountains. <br />
Make sure your parameters and presets can support high elevation areas. <br />
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.<br />
The world generator is having trouble placing oceans. <br />
Make sure your parameters and presets can support low elevation areas. <br />
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.<br />
The world generator is having trouble placing glaciers. <br />
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. <br />
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.<br />
The world generator is having trouble placing tundra regions. <br />
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. <br />
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.<br />
The world generator is having trouble placing grasslands. <br />
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. <br />
The world generator is having trouble placing hills. <br />
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. <br />
The world generator is having trouble placing rivers. <br />
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. <br />
Alternatively, you can reduce the number of rivers required by the parameters.<br />
The world generator is placing too many subregions. <br />
Make sure your parameters and presets aren't so variable that biomes change frequently. <br />
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.<br />
The world generator is having trouble placing mountain caves. <br />
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. <br />
Alternatively, you can reduce the number of mountain caves required by the parameters.<br />
The world generator is having trouble placing low-lying caves. <br />
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. <br />
Alternatively, you can reduce the number of non-mountain caves required by the parameters.<br />
The world generator is having trouble placing enough civilizations. <br />
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. <br />
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. <br />
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. <br />
Alternatively, you can reduce the number of civilizations required by the parameters.<br />
The world generator is couldn't find any civilization definitions. <br />
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. <br />
The world generator is having trouble placing a controllable civilization. <br />
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. <br />
Make sure your parameters and presets have adequate squares of this kind. <br />
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).<br />
TO CREATE THE WORLD.<br />
Title: <br />
Seed: <br />
Various<br />
Random<br />
Dimensions: <br />
x<br />
Custom Name: <br />
Random Name<br />
: Enter advanced parameters<br />
: New param set<br />
: Copy param set<br />
: Delete param set<br />
: Enter title<br />
: Use random name<br />
: Enter custom name<br />
: Use random seed<br />
: Enter custom seed<br />
: Change dimensions<br />
to load the world params.<br />
to save the world params.<br />
Last Param Set: <br />
Last Seed: <br />
Last History Seed: <br />
Last Name Seed: <br />
Really delete this parameter set?<br />
: Delete<br />
: Cancel<br />
Really change the dimensions?<br />
This parameter set will be reset.<br />
: Change<br />
Are you sure you want to abort?<br />
You haven't saved your changes.<br />
: Yes<br />
Are you sure you want to go on?<br />
Creating New Region<br />
Rejected)<br />
Initializing...<br />
Preparing elevation...<br />
Setting temperature...<br />
Running rivers...<br />
Forming lakes...<br />
Growing vegetation...<br />
Verifying terrain...<br />
Importing wildlife...<br />
Recounting legends...<br />
Initializing<br />
Hist Figs: <br />
Dead: <br />
Events: <br />
Finalizing civ mats... (<br />
Finalizing art... (<br />
Finalizing uniforms... (<br />
Finalizing sites... (<br />
or <br />
Dark <br />
Fortress<br />
LACK OF PEAKS<br />
MEDIUM ELEVATION REJECTION<br />
LOW ELEVATION REJECTION<br />
HIGH ELEVATION REJECTION<br />
LACK OF EDGE OCEANS<br />
RAINFALL REJECTION<br />
DRAINAGE REJECTION<br />
SAVAGERY REJECTION<br />
VOLCANISM REJECTION<br />
LACK OF VOLCANOS<br />
SWAMP REJECTION<br />
DESERT REJECTION<br />
FOREST REJECTION<br />
MOUNTAIN REJECTION<br />
OCEAN REJECTION<br />
GLACIER REJECTION<br />
TUNDRA REJECTION<br />
GRASSLAND REJECTION<br />
HILLS REJECTION<br />
LACK OF RIVERS<br />
TOO MANY REGIONS<br />
LACK OF MOUNTAIN CAVES<br />
LACK OF LOW-LYING CAVES<br />
UNABLE TO PLACE ENOUGH CIVILIZATIONS<br />
NO CIVILIZATIONS AVAILABLE<br />
UNABLE TO PLACE CONTROLLABLE CIVILIZATION<br />
Note: If you are using the default parameters in unmodded DF,<br />
and it doesn't work after continuing a few times, please report<br />
the issue at the B12 forum.<br />
: CONTINUE until you give me another warning.<br />
: ABORT NOW and I'll look over my parameters.<br />
: ALLOW THIS REJECTION TYPE and continue reporting others.<br />
: ALLOW ALL REJECTS, even if I end up with a legends-only world!<br />
has been created.<br />
: Accept<br />
: Export image/info<br />
: Use the world as it currently exists<br />
: Continue<br />
Command Line: World image, detailed image and info exported.<br />
Cleaning game objects...<br />
Cleaning stranded objects...<br />
Cleaning play objects...<br />
/world.dat<br />
Continue Playing<br />
Start Playing<br />
Create New World Now!<br />
Design New World With Parameters<br />
Quit<br />
to select an option. <br />
scroll.<br />
at any time for options, including key bindings.<br />
at any time for the manual.<br />
, Folder: <br />
Importing world...<br />
world_graphic-<br />
el-<br />
elw-<br />
tmp-<br />
rain-<br />
drn-<br />
sav-<br />
vol-<br />
veg-<br />
evil-<br />
sal-<br />
.bmp<br />
Histories of <br />
Greed<br />
Avarice<br />
Jealousy<br />
Cupidity<br />
Gluttony<br />
Industry<br />
Enterprise<br />
Resourcefulness<br />
Determination<br />
Mettle<br />
Dynamism<br />
Labor<br />
Toil<br />
Diligence<br />
Exertion<br />
Tenacity<br />
Perseverance<br />
*** STARTING NEW GAME ***<br />
Command Line: <br />
data/art/curses.bmp<br />
data/init/init.txt<br />
FONT<br />
data/art/<br />
FULLFONT<br />
WINDOWEDX<br />
WINDOWEDY<br />
FULLSCREENX<br />
FULLSCREENY<br />
PARTIAL_PRINT<br />
YES<br />
GRAPHICS_FONT<br />
GRAPHICS_FULLFONT<br />
GRAPHICS_WINDOWEDX<br />
GRAPHICS_WINDOWEDY<br />
GRAPHICS_FULLSCREENX<br />
GRAPHICS_FULLSCREENY<br />
GRAPHICS_BLACK_SPACE<br />
GRAPHICS<br />
BLACK_SPACE<br />
SHOW_ALL_HISTORY_IN_DWARF_MODE<br />
ALWAYS<br />
FINDER<br />
NO<br />
SHOW_FLOW_AMOUNTS<br />
SHOW_IMP_QUALITY<br />
ENGRAVINGS_START_OBSCURED<br />
MOUSE<br />
VSYNC<br />
ON<br />
OFF<br />
PRIORITY<br />
REALTIME<br />
HIGH<br />
ABOVE_NORMAL<br />
NORMAL<br />
BELOW_NORMAL<br />
IDLE<br />
TEXTURE_PARAM<br />
LINEAR<br />
TOPMOST<br />
FPS<br />
AUTOSAVE_PAUSE<br />
EMBARK_WARNING_ALWAYS<br />
INITIAL_SAVE<br />
AUTOSAVE<br />
SEASONAL<br />
YEARLY<br />
AUTOBACKUP<br />
PATH_COST<br />
CAVEINS<br />
ARTIFACTS<br />
ECONOMY<br />
ZERO_RENT<br />
EMBARK_RECTANGLE<br />
PAUSE_ON_LOAD<br />
LOG_MAP_REJECTS<br />
INVADERS<br />
MOUSE_PICTURE<br />
VARIED_GROUND_TILES<br />
NICKNAME_DWARF<br />
REPLACE_FIRST<br />
CENTRALIZE<br />
REPLACE_ALL<br />
NICKNAME_ADVENTURE<br />
NICKNAME_LEGENDS<br />
FPS_CAP<br />
G_FPS_CAP<br />
CHASM<br />
WINDOWED<br />
PROMPT<br />
GRID<br />
FULLGRID<br />
IDLERS<br />
TOP<br />
BOTTOM<br />
MORE<br />
ADVENTURER_TRAPS<br />
ADVENTURER_ALWAYS_CENTER<br />
ADVENTURER_Z_VIEWS<br />
UNHIDDEN<br />
DISPLAY_LENGTH<br />
COFFIN_NO_PETS_DEFAULT<br />
STORE_DIST_ITEM_DECREASE<br />
STORE_DIST_SEED_COMBINE<br />
STORE_DIST_BUCKET_COMBINE<br />
STORE_DIST_BARREL_COMBINE<br />
STORE_DIST_BIN_COMBINE<br />
BABY_CHILD_CAP<br />
POPULATION_CAP<br />
BLACK_R<br />
BLACK_G<br />
BLACK_B<br />
BLUE_R<br />
BLUE_G<br />
BLUE_B<br />
GREEN_R<br />
GREEN_G<br />
GREEN_B<br />
CYAN_R<br />
CYAN_G<br />
CYAN_B<br />
RED_R<br />
RED_G<br />
RED_B<br />
MAGENTA_R<br />
MAGENTA_G<br />
MAGENTA_B<br />
BROWN_R<br />
BROWN_G<br />
BROWN_B<br />
LGRAY_R<br />
LGRAY_G<br />
LGRAY_B<br />
DGRAY_R<br />
DGRAY_G<br />
DGRAY_B<br />
LBLUE_R<br />
LBLUE_G<br />
LBLUE_B<br />
LGREEN_R<br />
LGREEN_G<br />
LGREEN_B<br />
LCYAN_R<br />
LCYAN_G<br />
LCYAN_B<br />
LRED_R<br />
LRED_G<br />
LRED_B<br />
LMAGENTA_R<br />
LMAGENTA_G<br />
LMAGENTA_B<br />
YELLOW_R<br />
YELLOW_G<br />
YELLOW_B<br />
WHITE_R<br />
WHITE_G<br />
WHITE_B<br />
SOUND<br />
INTRO<br />
VOLUME<br />
KEY_HOLD_MS<br />
RECENTER_INTERFACE_SHUTDOWN_MS<br />
Start FullScreen?<br />
Run in Fullscreen Mode? You can set your preferences in data\init\init.txt.<br />
Unless you've changed your bindings, you can press F11 to toggle this setting any time.<br />
data/sound/song_title.ogg<br />
data/sound/song_game.ogg<br />
data/art/mouse.bmp<br />
data/movies<br />
/objects<br />
data/<br />
hmbcu<br />
.txt<br />
/*.txt<br />
text<br />
data/dipscript/*.*<br />
data/dipscript/<br />
<br />
region<br />
Command Line: World generation initiated.<br />
Command Line: World generation aborted because world exists.<br />
data/speech/general.txt<br />
data/speech/male.txt<br />
data/speech/female.txt<br />
data/speech/slayer.txt<br />
data/speech/threat.txt<br />
data/speech/greet.txt<br />
data/speech/greet_reply.txt<br />
data/speech/greet_reply_diff_language.txt<br />
data/speech/greet_reply_unusual_first.txt<br />
data/speech/greet_worship.txt<br />
data/speech/greet_baby.txt<br />
data/speech/goodbye_worship_1.txt<br />
data/speech/goodbye_worship_2.txt<br />
data/speech/goodbye_worship_3.txt<br />
data/speech/temple_already_member.txt<br />
data/speech/temple_become_member.txt<br />
data/speech/positive.txt<br />
data/speech/task_recommendation.txt<br />
data/speech/unknown_hf_seeker.txt<br />
data/speech/ab_specific_hf_seeker.txt<br />
data/speech/site_specific_hf_seeker.txt<br />
data/speech/same_site_ab_specific_hf_seeker.txt<br />
data/speech/same_site_specific_hf_seeker.txt<br />
data/speech/arch_info_justification.txt<br />
data/speech/justification_representation.txt<br />
data/speech/justification_proximity.txt<br />
data/speech/justification_experience.txt<br />
data/speech/justification_reminder.txt<br />
data/speech/justification_antithetical.txt<br />
data/speech/no_family.txt<br />
data/speech/family_relationship_spec.txt<br />
data/speech/family_relationship_no_spec.txt<br />
data/speech/family_relationship_additional.txt<br />
data/speech/family_relationship_spec_dead.txt<br />
data/speech/family_relationship_no_spec_dead.txt<br />
data/speech/family_relationship_additional_dead.txt<br />
data/speech/child_age_proclamation.txt<br />
data/speech/wandering_profession.txt<br />
data/speech/scouting_profession.txt<br />
data/speech/hunting_profession.txt<br />
data/speech/snatcher_profession.txt<br />
data/speech/thief_profession.txt<br />
data/speech/wandering_profession_year.txt<br />
data/speech/scouting_profession_year.txt<br />
data/speech/hunting_profession_year.txt<br />
data/speech/snatcher_profession_year.txt<br />
data/speech/thief_profession_year.txt<br />
data/speech/past_wandering_profession.txt<br />
data/speech/past_scouting_profession.txt<br />
data/speech/past_hunting_profession.txt<br />
data/speech/past_snatcher_profession.txt<br />
data/speech/past_thief_profession.txt<br />
data/speech/guard_profession.txt<br />
data/speech/guard_warning.txt<br />
data/speech/soldier_profession.txt<br />
data/speech/past_profession_no_year.txt<br />
data/speech/past_profession_year.txt<br />
data/speech/current_profession_no_year.txt<br />
data/speech/current_profession_year.txt<br />
data/speech/hist_fig_slayer.txt<br />
data/speech/animal_slayer.txt<br />
were unable to complete the <br />
Jobs removed from unpowered <br />
narrow<br />
stout<br />
small<br />
large<br />
wood<br />
logs<br />
rough gems<br />
raw green glass<br />
raw clear glass<br />
raw crystal glass<br />
small <br />
rock<br />
stones<br />
wafers<br />
bars<br />
charcoal<br />
coke<br />
refined coal<br />
potash<br />
ashes<br />
pearlash<br />
tallow <br />
soap<br />
bars<br />
cut gems<br />
cut green glass gems<br />
cut clear glass gems<br />
cut crystal glass gems<br />
gems<br />
blocks<br />
portal<br />
door<br />
floodgate<br />
hatch cover<br />
grate<br />
table<br />
cabinet<br />
weapon rack<br />
armor stand<br />
bin<br />
box<br />
coffer<br />
chest<br />
boxes and bag<br />
backpack<br />
quiver<br />
casket<br />
sarcophag<br />
coffin<br />
rope<br />
chain<br />
waterskin<br />
vial<br />
flask<br />
musical instrument<br />
toy<br />
cup<br />
mug<br />
goblet<br />
window<br />
terrarium<br />
cage<br />
barrel<br />
bucket<br />
animal trap<br />
chair<br />
throne<br />
web<br />
strands<br />
thread<br />
cloth<br />
tanned hide<br />
rotten <br />
skin<br />
raw hide<br />
skull totem<br />
skull<br />
idol<br />
extract<br />
potion<br />
drink<br />
filthy <br />
sticky <br />
dirty <br />
gooey <br />
purulent <br />
ichorous <br />
bloody <br />
molten <br />
liquid<br />
ice<br />
glob<br />
laced with <br />
powder<br />
cheese<br />
catapult parts<br />
mechanisms<br />
tube<br />
pipe section<br />
trap component<br />
ballista parts<br />
anvil<br />
amulet<br />
ballista arrow head<br />
siege ammo<br />
ammunition<br />
scepter<br />
crown<br />
coin<br />
perfect <br />
large <br />
green glass <br />
clear glass <br />
crystal glass <br />
gem<br />
gem<br />
ring<br />
earring<br />
bracelet<br />
bed<br />
quern<br />
millstone<br />
statue<br />
corpse<br />
body part<br />
Rotten <br />
seeds<br />
withered <br />
leaves<br />
raw <br />
live <br />
small live animal<br />
tame <br />
small tame animal<br />
prepared meal<br />
meat<br />
shell<br />
bones<br />
weapon<br />
suits of <br />
armor<br />
right <br />
left <br />
handwear<br />
shield<br />
/buckler<br />
footwear<br />
headwear<br />
chain <br />
legwear<br />
item<br />
[<br />
]<br />
A kidnapper has made off with <br />
has stolen <br />
A thief has stolen <br />
has <br />
You have <br />
died in a cage.<br />
fallen into a deep chasm.<br />
died of old age.<br />
starved to death.<br />
died from thirst.<br />
drowned.<br />
burned up in magma.<br />
burned up in dragon fire.<br />
died in the heat.<br />
been encased in cooling lava.<br />
been encased in cooling magma.<br />
been encased in ice.<br />
frozen to death.<br />
burned to death.<br />
been scalded to death.<br />
burned up in a magma mist.<br />
been crushed by a drawbridge.<br />
been crushed under the collapsing ceiling.<br />
been killed by falling rocks.<br />
been shot and killed.<br />
bled to death.<br />
suffocated.<br />
been struck down.<br />
been scuttled.<br />
been hacked to pieces.<br />
been beheaded.<br />
been crucified.<br />
been buried alive.<br />
been executed by being left out in the air.<br />
been executed by drowning.<br />
been burned alive.<br />
been fed to beasts.<br />
been murdered by <br />
somebody<br />
been killed by a trap.<br />
collapsed.<br />
died after colliding with an obstacle.<br />
been impaled on spikes.<br />
Of <br />
of <br />
is taken by a fey mood!<br />
withdraws from society...<br />
has been possessed!<br />
looses a roaring laughter, fell and terrible!<br />
begins to stalk and brood...<br />
has created <br />
, a <br />
*PAUSED*<br />
SIEGE <br />
+<br />
Idlers: <br />
x<br />
Ingredient Type<br />
Number<br />
Permissions<br />
Cook<br />
----<br />
Brew<br />
: Toggle cook. <br />
: Toggle brew.<br />
You have no appropriate ingredients.<br />
Price<br />
N/A<br />
Uninterested<br />
For Sale<br />
Available<br />
Ready for Slaughter<br />
Work Animal<br />
Not For Sale<br />
Unavailable<br />
Being Traded<br />
Not Tame<br />
: Toggle pet availability. <br />
: Slaughter.<br />
You have no appropriate creatures.<br />
Justice <br />
Cages&Chains: <br />
, Deceased<br />
There are no criminals.<br />
No Sentence Pending.<br />
Hammerstrike<br />
Beating.<br />
Day<br />
in Prison.<br />
Officer: <br />
None Assigned<br />
Violation of Production Order.<br />
Violation of Export Prohibition.<br />
Violation of Job Order.<br />
Conspiracy to Slow Labor.<br />
Murder.<br />
Disorderly Conduct.<br />
Building Destruction.<br />
Vandalism.<br />
Injured Party: <br />
General Items<br />
Prepared Food<br />
Potions<br />
Materials<br />
Cloth<br />
Bone<br />
Ivory<br />
Horn<br />
Pearl<br />
Shell<br />
Silk<br />
Stone/Gems<br />
Anml Extracts<br />
Plnt Extracts<br />
Anml Cheeses<br />
Plnt Cheeses<br />
Milled Animal<br />
Milled Plants<br />
Item Type<br />
Setter<br />
Unknown<br />
Job<br />
Wage<br />
Cleaning<br />
Place Item in Tomb<br />
Store Item in Stockpile<br />
Store Item in Bag<br />
Store Item in Chest<br />
Store Item in Cabinet<br />
Store Weapon<br />
Store Armor<br />
Store Item in Barrel<br />
Store Item in Bin<br />
Dump Item<br />
Building Construction<br />
Building Removal<br />
Door Construction<br />
Floodgate Construction<br />
Hatch Cover Construction<br />
Grate Construction<br />
Bed Construction<br />
Chair Construction<br />
Coffin Construction<br />
Table Construction<br />
Bin Construction<br />
Chest Construction<br />
Cabinet Construction<br />
Statue Construction<br />
Block Construction<br />
Anvil Construction<br />
Window Construction<br />
Pipe Section Construction<br />
Sand Collection<br />
Gem Cutting<br />
Gem Encrusting<br />
Glass Cutting<br />
Glass Encrusting<br />
Basic Ore Smelting<br />
Advanced Ore Smelting<br />
Object Melting<br />
Craft Making<br />
Coin Minting<br />
Metal Studding<br />
Metal Strand Extraction<br />
Totem Construction<br />
Flask Construction<br />
Goblet Construction<br />
Bone/Shell Decoration<br />
Instrument Construction<br />
Toy Construction<br />
Weapon Construction<br />
Ammo Construction<br />
Quiver Construction<br />
Armor Stand Construction<br />
Weapon Rack Construction<br />
Armor Construction<br />
Glove Construction<br />
Helm Construction<br />
Shield Construction<br />
Pants Construction<br />
Shoe Construction<br />
Backpack Construction<br />
Animal Trap Construction<br />
Trap Baiting<br />
Mechanism Construction<br />
Trap Component Construction<br />
Trap Cleaning<br />
Trigger Linking<br />
Cage Trap Loading<br />
Stone Trap Loading<br />
Weapon Trap Loading<br />
Lever Pulling<br />
Operate Pump<br />
Construct Quern<br />
Construct Millstone<br />
Catapult Loading<br />
Ballista Loading<br />
Catapult Firing<br />
Ballista Firing<br />
Ballista Arrow Head Construction<br />
Siege Ammo Construction<br />
Catapult Part Construction<br />
Ballista Part Construction<br />
Fortification Carving<br />
Wall Detailing<br />
Floor Detailing<br />
Mining<br />
Stair/Ramp Removal<br />
Carving Upward Staircase<br />
Carving Downward Staircase<br />
Carving Up/Down Staircase<br />
Carving Ramp<br />
Digging Channel<br />
Tree Felling<br />
Plant Gathering<br />
Construction Removal<br />
Fishing<br />
Hunting<br />
Returning Kill<br />
Capturing Land Animals<br />
Capturing Fish<br />
Hunting Animal Training<br />
War Animal Training<br />
Web Collection<br />
Cage Construction<br />
Chain Construction<br />
Bucket Construction<br />
Planting<br />
Harvesting<br />
Fertilizing<br />
Brewing<br />
Thread Dyeing<br />
Cloth Dyeing<br />
Image Sewing<br />
Plant Extraction<br />
Plant Processing<br />
Plant Processing/Bag<br />
Plant Processing/Vial<br />
Plant Processing/Barrel<br />
Cheese Making<br />
Milking<br />
Tanning<br />
Cooking<br />
Weaving<br />
Alchemy<br />
Fish Extraction<br />
Land Animal Extraction<br />
Small Creature Taming<br />
Large Creature Taming<br />
Butchering<br />
Slaughtering<br />
Fish Processing<br />
Milling<br />
Barrel Construction<br />
Give Water<br />
Give Food<br />
Recover Wounded<br />
Fat Rendering<br />
Animal Chaining<br />
Animal Unchaining<br />
Releasing Large Creature<br />
Releasing Small Creature<br />
Handling Large Creature<br />
Handling Small Creature<br />
Large Creature Caging<br />
Small Creature Caging<br />
Aquarium Draining<br />
Aquarium Filling<br />
Pond Filling<br />
Beat Criminal<br />
Large Creature Pit/Ponding<br />
Small Creature Pit/Ponding<br />
Charcoal Making<br />
Ash Making<br />
Lye Making<br />
Potash Making (Lye)<br />
Potash Making (Ash)<br />
Pearlash Making<br />
Glassmaking<br />
Soap Making<br />
Managing Work Orders<br />
Updating Stockpile Records<br />
Trading at Depot<br />
Work Orders<br />
Left<br />
Validated<br />
A manager is required to coordinate work orders.<br />
All work orders must be validated by the manager before they become active.<br />
: New Order <br />
: Remove <br />
: Increase priority <br />
: Max priority <br />
: Wages<br />
Quantity: <br />
Type in parts of the name to narrow your search. <br />
ELEC<br />
Look, if you want to play DND, I'm sure you can find a game that has your<br />
favorite metal in it. Don't look here.<br />
/R<br />
Suspended<br />
Inactive<br />
Wild Animal<br />
Undead<br />
Berserk<br />
Invader<br />
Diplomat<br />
Merchant<br />
Visitor<br />
Friendly<br />
From The Underworld<br />
Uninvited Guest<br />
Current Resident<br />
Hostile<br />
Tame<br />
There are no idle <br />
or jobs.<br />
to return, <br />
: Manager<br />
: ViewCre, <br />
: ViewJob, <br />
: Zoom-Cre, <br />
: Zoom-Bld, <br />
: Manager, <br />
: Remv Cre<br />
(Lost)<br />
No treasures yet.<br />
This land has no important leaders.<br />
Exports to <br />
Petty Annoyance<br />
Terror<br />
Imports from <br />
Offerings from <br />
Death<br />
Vengeance<br />
You can look at trade information once you have a broker<br />
with appraisal skill.<br />
Trade Agreement (Exports to <br />
Trade Agreement (Imports from <br />
: View Agreement<br />
You have no agreements with this land.<br />
to change modes.<br />
Civilizations <br />
Squad: <br />
" <br />
: Food Carried - <br />
One ration<br />
Two rations<br />
Water is carried<br />
Water is not carried<br />
: Sleep - <br />
Sleep on ground<br />
Sleep in barracks<br />
Sleep in room<br />
Squad stays close to station<br />
Squad chases opponents<br />
Squad harasses dangerous wild animals<br />
Squad ignores wild animals if possible<br />
Squad is standing down<br />
Squad is on duty<br />
: Zoom to the commander.<br />
Military Command Chain <br />
Royal Guard: <br />
Fortress Guard: <br />
Unm<br />
Axe<br />
Cbw<br />
Ham<br />
Mac<br />
Spr<br />
Swd<br />
#:<br />
A:<br />
Lth<br />
Chn<br />
Plt<br />
Bkl<br />
Shd<br />
Squad: <br />
Royal Guard<br />
Fortress Guard<br />
You have no soldiers.<br />
change.<br />
select.<br />
done with weapons.<br />
activates, <br />
view squad, <br />
zoom.<br />
weapons.<br />
promotes, <br />
done promoting.<br />
Squad <br />
has been disbanded.<br />
has been annihilated!<br />
Seeds<br />
Leaves<br />
bone meal<br />
dust<br />
dust<br />
powder<br />
he<br />
she<br />
it<br />
him<br />
her<br />
himself<br />
herself<br />
itself<br />
his<br />
caught in a cloud of flames!<br />
caught up in the web!<br />
The item sparkles with a supernatural brillance.<br />
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.<br />
The object looks oddly square.<br />
The item constantly emits a nearly inaudible high-pitched whistle.<br />
The item is covered with small bumps.<br />
The item smells like wet earth.<br />
Tiny streaks of lightning streak quickly over the object's surface.<br />
Creatures that look at the item cannot think negative thoughts.<br />
The item is covered with minute gray hairs.<br />
The item sounds like rustling leaves when moved.<br />
Needs <br />
Disconnected<br />
Need trigger type<br />
Needs walkable perimeter<br />
Hidden<br />
Needs to be anchored on edge<br />
Blocked<br />
Surrounded by empty space<br />
Needs adjacent wall<br />
Needs open space<br />
Off map<br />
Water<br />
Lava/Magma<br />
Building present<br />
Construction present<br />
Must be inside<br />
Too close to edge<br />
Must be outside<br />
Cannot build at highest level<br />
Needs soil or mud<br />
Needs soil<br />
Needs ground or near machine<br />
No access to <br />
No access<br />
Null site on overall status<br />
" <br />
Early <br />
Mid-<br />
Late <br />
Spring<br />
Summer<br />
Autumn<br />
Winter<br />
Animals<br />
Stocks<br />
Prices<br />
Currency<br />
Justice<br />
Created Wealth:<br />
Weapons:<br />
Armor and Garb:<br />
Furniture:<br />
Other Objects:<br />
Architecture:<br />
Displayed:<br />
Held/Worn:<br />
You need a broker with<br />
the appraisal skill.<br />
Imported Wealth:<br />
Exported Wealth:<br />
Trade Information:<br />
Population:<br />
Leader <br />
Consort <br />
Nobles/Admins<br />
Peasants<br />
Trained Animals<br />
Other Animals<br />
Food Stores:<br />
Meat<br />
Fish<br />
Plant<br />
Drink<br />
Other<br />
Mountainhome<br />
Metropolis<br />
City<br />
Village<br />
Hamlet<br />
Outpost<br />
Evaluate Depot Access Overflow<br />
Evaluate Depot Caravan Access Overflow<br />
Building List <br />
(S)<br />
/ Spouse<br />
No Owner<br />
You don't having any buildings.<br />
Evaluation:<br />
: View building information<br />
: Zoom to building items<br />
: Zoom to building tasks<br />
: Swap right panel<br />
Stone Restrictions <br />
Economic stones<br />
are reserved for use by the listed tasks.<br />
: Change status<br />
: View selected<br />
Requires fuel<br />
Takes place at smelter<br />
REAGENTS<br />
PRODUCTS<br />
Currency Counts <br />
The broker recommends keeping <br />
of each coin type to match accounts.<br />
The Nobles and Administrators of <br />
Choose the <br />
Settings <br />
The Incoming King<br />
[REQUIRE]<br />
[DEMAND]<br />
[MANDATE]<br />
VACANT<br />
: Replace<br />
: View Unit/Fill Vacancy<br />
: Settings<br />
Leave Vacant<br />
No relevant skills<br />
There are no reasonable candidates.<br />
: View Unit<br />
Lowest Precision<br />
Low Precision<br />
Medium Precision<br />
High Precision<br />
Highest Precision<br />
77 -> 80 777 -> 800 7777 -> 8000 77777 -> 80000<br />
77 -> 77 777 -> 780 7777 -> 7800 77777 -> 78000<br />
77 -> 77 777 -> 777 7777 -> 7780 77777 -> 77800<br />
77 -> 77 777 -> 777 7777 -> 7777 77777 -> 77780<br />
All counts accurate<br />
Your bookkeeper has done enough work to attain <br />
Your bookkeeper needs to work in an office to improve precision<br />
low precision<br />
medium precision<br />
high precision<br />
highest precision<br />
The stockpile records are <br />
% updated toward the next precision level.<br />
Architecture<br />
Desired:<br />
Current:<br />
Road Value<br />
Offerings<br />
Royal Throne Room<br />
Opulent Throne Room<br />
Throne Room<br />
Splendid Office<br />
Decent Office<br />
Office<br />
Modest Office<br />
Meager Office<br />
No Office<br />
Royal Bedroom<br />
Grand Bedroom<br />
Great Bedroom<br />
Fine Quarters<br />
Decent Quarters<br />
Quarters<br />
Modest Quarters<br />
Meager Quarters<br />
No Quarters<br />
Royal Dining Room<br />
Grand Dining Room<br />
Great Dining Room<br />
Fine Dining Room<br />
Decent Dining Room<br />
Dining Room<br />
Modest Dining Room<br />
Meager Dining Room<br />
No Dining Room<br />
Royal Mausoleum<br />
Grand Mausoleum<br />
Mausoleum<br />
Fine Tomb<br />
Tomb<br />
Burial Chamber<br />
Servant's Burial Chamber<br />
Grave<br />
No Tomb<br />
has been disturbed.<br />
group of <br />
Many <br />
have been disturbed.<br />
swarm of <br />
its way out of confinement!<br />
caught in a burst of steam!<br />
lumber limits<br />
data/init/interface.txt<br />
DISPLAY_STRING<br />
Unknown Interface Token: <br />
The Wealth of <br />
F<br />
D<br />
H<br />
<br />
: Mode<br />
: Zoom<br />
: Melt<br />
: Forbid<br />
: Dump<br />
: Hide<br />
Basic Value: <br />
Weight: <br />
Price: <br />
Owner: <br />
Uses and Contents: <br />
Uses: <br />
Contents: <br />
: Claim<br />
: Description<br />
This building <br />
was designed by<br />
was well-designed by<br />
was finely-designed by<br />
was superiorly designed by<br />
bears the exceptional design of<br />
was masterfully designed by<br />
an unknown architect<br />
The structure <br />
was built by<br />
was solidly built by<br />
was finely-built by<br />
was superiorly built by<br />
was exceptionally built by<br />
was masterfully built by<br />
an unknown artisan<br />
Worker: <br />
Location: <br />
Repeating<br />
Items:<br />
Stone Hauling<br />
Wood Hauling<br />
Burial<br />
Food Hauling<br />
Refuse Hauling<br />
Item Hauling<br />
Furniture Hauling<br />
Animal Hauling<br />
Wood Cutting<br />
Carpentry<br />
Stone Detailing<br />
Masonry<br />
Animal Training<br />
Animal Care<br />
Health Care<br />
Butchery<br />
Trapping<br />
Small Animal Dissection<br />
Leatherworking<br />
Dyeing<br />
Soap Maker<br />
Clothesmaking<br />
Farming (Fields)<br />
Fish Cleaning<br />
Fish Dissection<br />
Potash Making<br />
Furnace Operating<br />
Wood Burning<br />
Weaponsmithing<br />
Armoring<br />
Blacksmithing<br />
Metalcrafting<br />
Gem Setting<br />
Woodcrafting<br />
Stonecrafting<br />
Bone Carving<br />
Strand Extraction<br />
Axe-fighting<br />
Sword-fighting<br />
Mace-fighting<br />
Hammer-fighting<br />
Spear-fighting<br />
Dagger-fighting<br />
Crossbow-fighting<br />
Bow-fighting<br />
Blowgun-fighting<br />
Pike-fighting<br />
Whip-fighting<br />
Shield Using<br />
Armor Using<br />
Siege Engineering<br />
Siege Operating<br />
Crossbow-making<br />
Mechanics<br />
Weapon Number<br />
Pump Operating<br />
OBJECT<br />
LANGUAGE<br />
MATGLOSS<br />
DESCRIPTOR<br />
REACTION<br />
/*.*<br />
data/save/*.*<br />
spr<br />
sum<br />
aut<br />
win<br />
*.dat<br />
*.sav<br />
data/save/current/*.dat<br />
data/save/current/*.sav<br />
world.dat<br />
world.sav<br />
data/save/current/world.sav<br />
<br />
FPS: <br />
TILE_PAGE<br />
CREATURE_GRAPHICS<br />
Unrecognized Creature Graphics Token: <br />
FILE<br />
TILE_DIM<br />
PAGE_DIM<br />
Unrecognized Tile Page Token: <br />
raw/graphics/graphics_*.*<br />
raw/graphics/<br />
designed a masterful <br />
for <br />
constructed a masterful <br />
created a masterful <br />
masterfully dyed a <br />
added a masterful image<br />
added a masterful covering<br />
added masterful rings<br />
added masterful bands<br />
added masterful spikes<br />
added a masterful handle<br />
added masterful thread<br />
added masterful cloth<br />
wove a masterful sewn image<br />
"<br />
to a <br />
prepared a masterful <br />
created a masterful engraving<br />
destroyed <br />
a masterpiece<br />
was destroyed<br />
by melting<br />
by magma<br />
during fortification carving<br />
during mining<br />
by falling debris<br />
by growing vegetation<br />
masterfully designed by <br />
masterfully constructed by <br />
the masterful <br />
created by <br />
masterfully dyed with <br />
addition of a masterful image<br />
addition of a masterful covering<br />
addition of masterful rings<br />
addition of masterful bands<br />
addition of masterful spikes<br />
addition of a masterful handle<br />
addition of masterful thread<br />
addition of masterful cloth<br />
weaving of a masterful sewn image<br />
prepared by <br />
the masterful engraving<br />
the destruction of <br />
in <br />
attacked <br />
led the attack<br />
, and the defenders were led by <br />
The defenders were led by <br />
the attack by <br />
the attack on <br />
defeated <br />
and destroyed <br />
the defeat of <br />
and destruction of <br />
and pillaged <br />
and pillaging of <br />
and placed <br />
in charge of <br />
The new government was called <br />
and lordship of <br />
over <br />
and demanded tribute from <br />
and the demand of tribute from <br />
and took over <br />
and takeover of <br />
routed <br />
the route of <br />
their<br />
settlement of <br />
withered.<br />
the withering of <br />
formed<br />
merged with <br />
abandoned the settlement of <br />
the formation of <br />
the incorporation of <br />
into <br />
the abandonment of the settlement of <br />
finished the construction of <br />
as a part of <br />
connecting <br />
the completion of <br />
constructed <br />
replaced <br />
razed <br />
founded <br />
the foundation of <br />
the construction of <br />
the replacement of <br />
the razing of <br />
launched an expedition to reclaim <br />
the reclamation of <br />
devoured <br />
the devouring of <br />
was <br />
broken away<br />
slashed out<br />
slashed off<br />
torn out<br />
torn off<br />
stabbed out<br />
ripped off<br />
burned out<br />
burned away<br />
shattered<br />
smashed<br />
slashed<br />
ripped<br />
stabbed<br />
frozen<br />
breaking away<br />
slashing out<br />
slashing off<br />
tearing out<br />
tearing off<br />
stabbing out<br />
ripping off<br />
burning out<br />
burning away<br />
shattering<br />
smashing<br />
slashing<br />
ripping<br />
stabbing<br />
burning<br />
freezing<br />
and others<br />
was<br />
were<br />
the first to reach the summit of <br />
an unknown peak<br />
, which rises above <br />
the climbing of <br />
fought with <br />
. While defeated, the latter escaped unscathed<br />
managed to escape from <br />
's onslaught<br />
was forced to retreat from <br />
despite the latter's wounds<br />
eventually prevailed and <br />
was forced to make a hasty escape<br />
surprised <br />
ambushed <br />
happened upon <br />
cornered <br />
confronted <br />
a scuffle between <br />
in which the former emerged victorious<br />
the escape of <br />
after a punishing fight<br />
after a horrific combat<br />
attack on<br />
surprising of<br />
ambush of<br />
happening upon<br />
cornering of<br />
confrontation of<br />
burned <br />
in dragon fire<br />
to death<br />
shot and killed <br />
mortally wounded <br />
, who bled to death<br />
, who suffocated<br />
hacked <br />
to pieces<br />
beheaded <br />
crucified <br />
buried <br />
alive<br />
left <br />
out in the air<br />
drowned <br />
fed <br />
to beasts<br />
struck down <br />
murdered <br />
threw <br />
against an obstacle, causing immediate death<br />
into a pit of spikes.<br />
died in the heat<br />
was encased in cooling lava<br />
was encased in cooling magma<br />
was encased in ice<br />
froze to death<br />
died in a cage<br />
fell into a deep chasm<br />
died of old age<br />
starved to death<br />
died from thirst<br />
drowned<br />
burned up in magma<br />
burned up in <br />
dragon fire<br />
dragon fire<br />
was burned to death by <br />
fire<br />
burned to death<br />
was scalded to death<br />
burned up in a magma mist<br />
was crushed by a drawbridge<br />
was crushed under a collapsing ceiling<br />
was killed by falling rocks<br />
was shot and killed<br />
bled to death<br />
, slain by <br />
suffocated<br />
was hacked to pieces<br />
was beheaded<br />
was crucified<br />
was buried alive<br />
was left out in the air<br />
was drowned<br />
was burned alive<br />
was fed to beasts<br />
was struck down<br />
was scuttled<br />
was murdered by <br />
was killed by a trap<br />
collapsed<br />
died after colliding with an obstacle<br />
was impaled on spikes<br />
the death of <br />
in a cage<br />
the fall of <br />
into a deep chasm<br />
the passing of <br />
the starvation of <br />
the dehydration of <br />
the drowning of <br />
the burning of <br />
in magma<br />
the heat-induced death of <br />
the encasement of <br />
in cooling lava<br />
in cooling magma<br />
in ice<br />
the freezing of <br />
the scalding of <br />
in a magma mist<br />
the crushing of <br />
under a drawbridge<br />
under a collapsing ceiling<br />
by falling rocks<br />
the shooting of <br />
the mortal wounding of <br />
the hacking of <br />
the beheading of <br />
the crucifixion of <br />
the burial of <br />
the leaving of <br />
the feeding of <br />
the killing of <br />
the scuttling of <br />
the murder of <br />
by a trap<br />
the collapse of <br />
the collision of <br />
with an obstacle<br />
, after the death strike by <br />
the impalement of <br />
on spikes<br />
were<br />
was<br />
reunited with <br />
the reunion of <br />
abducted <br />
was abducted<br />
the abduction of <br />
gave up being a <br />
to become a <br />
became a <br />
stopped being a <br />
lost a hist fig entry<br />
in<br />
the wilds<br />
the career change from <br />
the start as a <br />
the giving up on being a <br />
the loss of a hist fig entry<br />
began wandering<br />
began scouting<br />
began hunting great beasts in<br />
settled in<br />
decided to become a baby-snatcher, operating out of<br />
decided to become a thief, operating out of<br />
fled into<br />
the area around <br />
wandering<br />
scouting<br />
hunting of great beasts<br />
settling<br />
baby-snatching<br />
thievery<br />
flight<br />
into the area around<br />
into<br />
around<br />
, based in<br />
gave birth to<br />
sired<br />
married<br />
was born to<br />
received the worship of<br />
became romantically involved with<br />
was sired by<br />
became the parent of<br />
began worshipping<br />
stopped being the mother of<br />
stopped being the father of<br />
divorced<br />
stopped being the child of<br />
lost the worship of<br />
ended the romantic relationship with<br />
stopped being the parent of<br />
lost faith in<br />
entered the priesthood of<br />
became a shopkeeper at<br />
ruled from<br />
started hanging out at<br />
took up residence in<br />
left the priesthood of<br />
stopped shopkeeping at<br />
stopped ruling from<br />
stopped hanging out at<br />
moved out of<br />
was enslaved by<br />
was imprisoned by<br />
became <br />
the leader of<br />
the high priest of<br />
the mayor of<br />
a guard of<br />
a royal guard of<br />
a mercenary for<br />
an enemy of<br />
a criminal in the eyes of<br />
a member of<br />
a former member of<br />
a former mercenary of<br />
the manager of<br />
the record keeper of<br />
the broker of<br />
the sheriff of<br />
the guard captain of<br />
part of the merchant nobility of<br />
the outpost liaison for<br />
a diplomat of<br />
a former slave of<br />
a former prisoner of<br />
ceased to lead<br />
ceased to be the high priest of<br />
ceased to be mayor of<br />
left the guard of<br />
left the royal guard of<br />
left the service of<br />
made peace with<br />
was brought to the justice of<br />
left<br />
stopped managing<br />
stopped keeping records for<br />
stopped brokering for<br />
stopped working as the sheriff of<br />
stopped working as the guard captain of<br />
left the merchant nobility of<br />
ceased to be the outpost liaison for<br />
stopped working as a diplomat for<br />
escaped from the slavery of<br />
escaped from the prisons of<br />
the status of<br />
the marriage of<br />
the belief of<br />
the romantic relationship between<br />
as the child of<br />
and<br />
as the parent of<br />
the termination of<br />
the divorce of<br />
the loss of faith of<br />
the end of the romantic relationship between<br />
the priesthood membership of<br />
the shopkeeping of<br />
the seat of power of<br />
the hanging-out of<br />
the residence of<br />
at<br />
the departure of<br />
the close of business of<br />
the removal of the seat of power of<br />
the stoppage of hanging-out of<br />
the moving out of<br />
from<br />
from the priesthood of<br />
the ascension<br />
the selection<br />
the election<br />
the joining<br />
the entry<br />
the rise<br />
the crimes<br />
the acceptance<br />
the status<br />
the appointment<br />
the enslavement<br />
the imprisonment<br />
to leadership of<br />
to the position of mayor of<br />
with the royal guards of<br />
into the mercenary service of<br />
as an enemy of<br />
in the eyes of<br />
as a member of<br />
as a former member of<br />
as a former mercenary of<br />
as a former slave of<br />
as a former prisoner of<br />
as the manager of<br />
as the record keeper of<br />
as the broker of<br />
as the sheriff of<br />
as the guard captain of<br />
to the merchant nobility of<br />
as the outpost liaison for<br />
as a diplomat of<br />
by<br />
the fall of<br />
the peace-making of<br />
the resolution of criminal matters between<br />
the end of the membership of<br />
the end of the former membership of<br />
the end of the former mercenary status of<br />
the end of the former enslavement of<br />
the end of the former imprisonment of<br />
the removal of<br />
the escape of<br />
from leadership of<br />
from the mayoral position of<br />
from the guard of<br />
from the royal guard of<br />
from the mercenary service of<br />
with<br />
from the merchant nobility of<br />
from the slavery of<br />
from the prisons of<br />
made contact with <br />
the first contact of <br />
rejected contact with <br />
the rejection of contact by <br />
between <br />
concluded<br />
, cementing bonds of mutual trust<br />
with a positive outcome<br />
fairly<br />
in an unsatisfactory fashion<br />
in failure<br />
with miserable outcome<br />
the brilliant<br />
the positive<br />
the fair conclusion<br />
the unsatisfactory conclusion<br />
the failure<br />
the miserable failure<br />
proposed by <br />
was rejected by <br />
the rejection of <br />
was accepted by <br />
the acceptance of <br />
accepted an offer of peace from <br />
the acceptance of an offer of peace from <br />
rejected an offer of peace from <br />
the rejection of an offer of peace from <br />
the bodies<br />
the body<br />
impaled on <br />
added to a grisly mound<br />
added to a grotesque pillar<br />
added to a gruesome sculpture<br />
flayed and the skin stretched over <br />
hung from a <br />
horribly mutilated<br />
on behalf of <br />
impalement on <br />
of<br />
construction of a grisly mound from<br />
construction of a grotesque pillar from<br />
construction of a gruesome sculpture from<br />
the display on <br />
of the skins of<br />
hanging from a <br />
horrible mutilation of<br />
lost a diplomat at <br />
They suspected the involvement of <br />
the loss of a diplomat of <br />
with the possible involvment of <br />
voided all agreements with <br />
the voiding of agreements with <br />
, merchants from <br />
visited <br />
and were never heard from again<br />
and suffered great hardships<br />
. They reported a seizure of goods<br />
. They reported irregularities with their goods<br />
. They were greatly offended by the locals<br />
ill-fated<br />
tragic<br />
terrible<br />
costly<br />
unfortunate<br />
visit of merchants from <br />
was hidden in <br />
the concealment of <br />
was claimed in <br />
the acquisition of <br />
was created in <br />
the creation of <br />
was lost in <br />
the disappearance of <br />
was found in <br />
the discovery of <br />
was stolen<br />
and brought to <br />
the theft of <br />
was recovered by <br />
the recovery of <br />
was dropped by <br />
the discardment of <br />
was encased in adamantine deep within <br />
the imprisonment of <br />
in adamantine deep within <br />
was released by careless miners in the deepest recesses of <br />
the release of <br />
by careless miners in the deepest recesses of <br />
is a <br />
was a <br />
that occurs in the myths of <br />
force<br />
which permeates <br />
which was said to permeate <br />
born in <br />
The identity of <br />
mother has been lost to time<br />
father has been lost to time<br />
parent has been lost to time<br />
of unknown parentage<br />
is the <br />
was the <br />
has been lost to time<br />
the first of <br />
one of the first of <br />
the only one of <br />
one of the only ones of <br />
kind<br />
Although accounts vary, it is universally agreed that <br />
guided by forces unknown. <br />
most often takes the form of a <br />
was most often depicted as a <br />
rotting <br />
associated with <br />
[B]<br />
a mountain fortress<br />
a dark fortress<br />
a ruin<br />
a cave<br />
a forest retreat<br />
a town<br />
was a legendary <br />
could be found within <br />
civilization of <br />
religion of <br />
group from <br />
centered around the worship of various beings<br />
centered around the worship of <br />
, a force<br />
[C:3:0:1]Related Historical Figures[C:7:0:0][B]<br />
object of <br />
ardent <br />
faithful <br />
casual <br />
dubious <br />
worship<br />
lover<br />
[R]<br />
[C:1:0:1]Related Entities[C:7:0:0][B]<br />
leader<br />
mayor<br />
guard<br />
royal guard<br />
mercenary<br />
former mercenary<br />
enemy<br />
criminal<br />
member<br />
former member<br />
manager<br />
bookkeeper<br />
broker<br />
sheriff<br />
guard captain<br />
merchant nobility<br />
outpost liaison<br />
diplomat<br />
high priest<br />
slave<br />
former slave<br />
prisoner<br />
former prisoner<br />
)[R]<br />
[C:6:0:1]Related Sites[C:7:0:0][B]<br />
shopkeeper<br />
seat of power<br />
hangout<br />
home<br />
priest<br />
late <br />
early <br />
mid<br />
spring<br />
summer<br />
autumn<br />
winter<br />
a time before time<br />
an unknown civiliation<br />
me<br />
my<br />
myself<br />
I<br />
an unknown creature<br />
an unknown site<br />
a road<br />
a tunnel<br />
a bridge<br />
a wall<br />
an unknown construction<br />
an unknown store<br />
a hovel<br />
an apartment complex<br />
an apartment<br />
a dark tower<br />
an unknown building<br />
an unknown artifact<br />
an unknown region<br />
a peace agreement<br />
a lumber agreement<br />
a trade agreement<br />
a vague agreement<br />
Only the barest fragments of this amazing story have been uncovered. It is one of the great untold tales of our times. <br />
Its nature is still an intriguing puzzle to the learned. <br />
It is still shrouded in mystery. <br />
Many facts are still unclear to historians. <br />
A few issues still trouble scholars, but the picture is fairly clear. <br />
HF_LINK<br />
RANDOM_DEF_SPHERE<br />
some vague concept<br />
Age of Three Powers<br />
Age of <br />
Two <br />
Two Powers<br />
Age of the <br />
Age<br />
Age of One Power<br />
Age of Myth<br />
Age of Legends<br />
Twilight Age<br />
Age of Fairy Tales<br />
Age of Heroes<br />
Golden Age<br />
Age of Death<br />
Age of Civilization<br />
Age of Emptiness<br />
The world has passed into <br />
Unknown Age<br />
[C:4:0:1]<br />
Notable Kill<br />
[C:7:0:0][B]<br />
Kill<br />
Unknown creature in <br />
Unknown creature[R]<br />
Other Kill<br />
in the wilds<br />
Duel of <br />
Pillaging<br />
Conquest<br />
Destruction<br />
Attempted <br />
Abduction<br />
in the Wilds<br />
Theft<br />
Monster<br />
Rampage<br />
the Wilds<br />
<br />
Set Building/Item Properties<br />
Set Traffic Areas<br />
Select<br />
Deselect<br />
Select all<br />
Deselect All<br />
Leave screen<br />
Leave text entry screen<br />
Leave all screens<br />
Close mega announcement<br />
Toggle Fullscreen<br />
World Param: Add<br />
World Param: Copy<br />
World Param: Delete<br />
World Param: Title<br />
World Param: Name, Random<br />
World Param: Name, Enter<br />
World Param: Seed, Random<br />
World Param: Seed, Enter<br />
World Param: Load<br />
World Param: Save<br />
World Param: Dim X, Up<br />
World Param: Dim X, Down<br />
World Param: Dim Y, Up<br />
World Param: Dim Y, Down<br />
World Param: Enter Advanced Parameters<br />
World Param: Increase Parameter<br />
World Param: Decrease Parameter<br />
World Param: Enter Value<br />
World Param: Nullify Parameter<br />
World Param: Set Presets<br />
World Param: Reject, Continue<br />
World Param: Reject, Abort<br />
World Param: Reject, Allow This<br />
World Param: Reject, Allow All<br />
World Generation: Continue<br />
World Generation: Use<br />
World Generation: Abort<br />
Setup game: Embark<br />
Setup game: Name Fort<br />
Setup game: Name Group<br />
Setup game: Reclaim<br />
Setup game: Find<br />
Setup game: Notes<br />
Setup game: Notes, New Note<br />
Setup game: Notes, Delete Note<br />
Setup game: Notes, Change Symbol Selection<br />
Setup game: Notes, Adopt Symbol<br />
Setup game: Resize Local Y Up<br />
Setup game: Resize Local Y Down<br />
Setup game: Resize Local X Up<br />
Setup game: Resize Local X Down<br />
Setup game: Move Local Y Up<br />
Setup game: Move Local Y Down<br />
Setup game: Move Local X Up<br />
Setup game: Move Local X Down<br />
Setup game: View Biome 1<br />
Setup game: View Biome 2<br />
Setup game: View Biome 3<br />
Setup game: View Biome 4<br />
Setup game: View Biome 5<br />
Setup game: View Biome 6<br />
Setup game: View Biome 7<br />
Setup game: View Biome 8<br />
Setup game: View Biome 9<br />
Choose name: Random<br />
Choose name: Clear<br />
Choose name: Type<br />
View item: Description<br />
View item: Forbid<br />
View item: Melt<br />
View item: Dump<br />
View item: Hide<br />
Main menu<br />
Options, Export Local Image<br />
Help<br />
Movies<br />
Change tab or highlight selection<br />
Move selector up<br />
Move selector down<br />
Move selector left<br />
Move selector right<br />
Page selector up<br />
Page selector down<br />
Move secondary selector up<br />
Move secondary selector down<br />
Page secondary selector up<br />
Page secondary selector down<br />
Move view/cursor up<br />
Move view/cursor down<br />
Move view/cursor left<br />
Move view/cursor right<br />
Move view/cursor up and left<br />
Move view/cursor up and right<br />
Move view/cursor down and left<br />
Move view/cursor down and right<br />
Move view/cursor up, fast<br />
Move view/cursor down, fast<br />
Move view/cursor left, fast<br />
Move view/cursor right, fast<br />
Move view/cursor up and left, fast<br />
Move view/cursor up and right, fast<br />
Move view/cursor down and left, fast<br />
Move view/cursor down and right, fast<br />
Move view/cursor up (z)<br />
Move view/cursor down (z)<br />
Move view/cursor up (z), aux<br />
Move view/cursor down (z), aux<br />
Adventure: move north<br />
Adventure: move south<br />
Adventure: move east<br />
Adventure: move west<br />
Adventure: move northwest<br />
Adventure: move northeast<br />
Adventure: move southwest<br />
Adventure: move southeast<br />
Adventure: move wait<br />
Adventure: careful move north up/down<br />
Adventure: careful move south up/down<br />
Adventure: careful move east up/down<br />
Adventure: careful move west up/down<br />
Adventure: careful move northwest up/down<br />
Adventure: careful move northeast up/down<br />
Adventure: careful move southwest up/down<br />
Adventure: careful move southeast up/down<br />
Adventure: careful move up/down<br />
Adventure: move north/up<br />
Adventure: move south/up<br />
Adventure: move east/up<br />
Adventure: move west/up<br />
Adventure: move northwest/up<br />
Adventure: move northeast/up<br />
Adventure: move southwest/up<br />
Adventure: move southeast/up<br />
Adventure: move up<br />
Adventure: move north/down<br />
Adventure: move south/down<br />
Adventure: move east/down<br />
Adventure: move west/down<br />
Adventure: move northwest/down<br />
Adventure: move northeast/down<br />
Adventure: move southwest/down<br />
Adventure: move southeast/down<br />
Adventure: move down<br />
Adventure: move up, aux<br />
Adventure: move down, aux<br />
World Gen: Export Map<br />
Legends: Export Map<br />
Legends: Export Detailed Map<br />
Legends: Civ/Site<br />
Legends: String filter<br />
Adventure: Combat, Attack Mode<br />
Adventure: Combat, Dodge Mode<br />
Adventure: Combat, Charge Defend Mode<br />
Adventure: Status<br />
Adventure: Status, Close Combat<br />
Adventure: Status, Customize<br />
Adventure: Status, Kills<br />
Unit View, Customize<br />
Unit View, Relationships<br />
Unit View, Relationships, Zoom<br />
Unit View, Relationships, View<br />
Unit View, Kills<br />
Customize Unit, Nickname<br />
Customize Unit, Profession<br />
Adventure: Sleep<br />
Adventure: Wait<br />
Adventure: Attack<br />
Adventure: Look<br />
Adventure: Search<br />
Adventure: Talk<br />
Adventure: Inv. Interact<br />
Adventure: Inv. Look<br />
Adventure: Inv. Remove<br />
Adventure: Inv. Wear<br />
Adventure: Inv. Eat/Drink<br />
Adventure: Inv. Put In<br />
Adventure: Inv. Drop<br />
Adventure: Get/Ground<br />
Adventure: Throw<br />
Adventure: Fire<br />
Adventure: Announcements<br />
Adventure: Combat Options<br />
Adventure: Movement Options<br />
Adventure: Movement Options, Swim<br />
Adventure: Sneak<br />
Adventure: Center<br />
Adventure: Building Interact<br />
Adventure: Travel<br />
Adventure: Get Date<br />
Adventure: Get Weather<br />
Adventure: Get Temperature<br />
Adventure: Change Stance<br />
Adventure: Option 1<br />
Adventure: Option 2<br />
Adventure: Option 3<br />
Adventure: Option 4<br />
Adventure: Option 5<br />
Adventure: Option 6<br />
Adventure: Option 7<br />
Adventure: Option 8<br />
Adventure: Option 9<br />
Adventure: Option 10<br />
Adventure: Option 11<br />
Adventure: Option 12<br />
Adventure: Option 13<br />
Adventure: Option 14<br />
Adventure: Option 15<br />
Adventure: Option 16<br />
Adventure: Option 17<br />
Adventure: Option 18<br />
Adventure: Option 19<br />
Adventure: Option 20<br />
Hotkey: Make Ash<br />
Hotkey: Make Charcoal<br />
Hotkey: Melt Object<br />
Hotkey: Green Glass<br />
Hotkey: Clear Glass<br />
Hotkey: Crystal Glass<br />
Hotkey: Collect Sand<br />
Hotkey: Raw Glass<br />
Hotkey: Glass Armorstand<br />
Hotkey: Glass Box<br />
Hotkey: Glass Cabinet<br />
Hotkey: Glass Coffin<br />
Hotkey: Glass Floodgate<br />
Hotkey: Glass Hatch Cover<br />
Hotkey: Glass Grate<br />
Hotkey: Glass Goblet<br />
Hotkey: Glass Toy<br />
Hotkey: Glass Instrument<br />
Hotkey: Glass Portal<br />
Hotkey: Glass Statue<br />
Hotkey: Glass Table<br />
Hotkey: Glass Cage<br />
Hotkey: Glass Chair<br />
Hotkey: Glass Blocks<br />
Hotkey: Glass Vial<br />
Hotkey: Glass Weaponrack<br />
Hotkey: Glass Window<br />
Hotkey: Make Pearlash<br />
Hotkey: Ashery, Lye<br />
Hotkey: Ashery, Potash (Lye)<br />
Hotkey: Ashery, Potash (Ash)<br />
Hotkey: Carpenter, Barrel<br />
Hotkey: Carpenter, Blocks<br />
Hotkey: Carpenter, Bucket<br />
Hotkey: Carpenter, Animal Trap<br />
Hotkey: Carpenter, Cage<br />
Hotkey: Carpenter, Armorstand<br />
Hotkey: Carpenter, Bed<br />
Hotkey: Carpenter, Chair<br />
Hotkey: Carpenter, Coffin<br />
Hotkey: Carpenter, Door<br />
Hotkey: Carpenter, Floodgate<br />
Hotkey: Carpenter, Hatch Cover<br />
Hotkey: Carpenter, Grate<br />
Hotkey: Carpenter, Cabinet<br />
Hotkey: Carpenter, Bin<br />
Hotkey: Carpenter, Box<br />
Hotkey: Carpenter, Weaponrack<br />
Hotkey: Carpenter, Table<br />
Hotkey: Siege Shop, Ballista<br />
Hotkey: Siege Shop, Catapult<br />
Hotkey: Leather, Bag<br />
Hotkey: Leather, Flask<br />
Hotkey: Leather, Shirt<br />
Hotkey: Leather, Cloak<br />
Hotkey: Leather, Backpack<br />
Hotkey: Leather, Quiver<br />
Hotkey: Leather, Image<br />
Hotkey: Clothes, Cloth<br />
Hotkey: Clothes, Silk<br />
Hotkey: Clothes, Shirt<br />
Hotkey: Clothes, Cloak<br />
Hotkey: Clothes, Box<br />
Hotkey: Clothes, Rope<br />
Hotkey: Clothes, Image<br />
Hotkey: Crafts, Mat Stone<br />
Hotkey: Crafts, Mat Wood<br />
Hotkey: Crafts, Dec Bone<br />
Hotkey: Crafts, Dec Shell<br />
Hotkey: Crafts, Totem<br />
Hotkey: Crafts, Cloth<br />
Hotkey: Crafts, Silk<br />
Hotkey: Crafts, Shell<br />
Hotkey: Crafts, Bone<br />
Hotkey: Crafts, Leather<br />
Hotkey: Crafts, Mat Crafts<br />
Hotkey: Crafts, Mat Goblet<br />
Hotkey: Crafts, Mat Instrument<br />
Hotkey: Crafts, Mat Toy<br />
Hotkey: Forge, Weapon<br />
Hotkey: Forge, Armor<br />
Hotkey: Forge, Furniture<br />
Hotkey: Forge, Siege<br />
Hotkey: Forge, Trap<br />
Hotkey: Forge, Other<br />
Hotkey: Forge, Metal Clothing<br />
Hotkey: Building, Armorstand<br />
Hotkey: Building, Bed<br />
Hotkey: Building, Chair<br />
Hotkey: Building, Coffin<br />
Hotkey: Building, Door<br />
Hotkey: Building, Floodgate<br />
Hotkey: Building, Hatch<br />
Hotkey: Building, Wall Grate<br />
Hotkey: Building, Floor Grate<br />
Hotkey: Building, Vertical Bars<br />
Hotkey: Building, Floor Bars<br />
Hotkey: Building, Cabinet<br />
Hotkey: Building, Chest<br />
Hotkey: Building, Kennel<br />
Hotkey: Building, Farm Plot<br />
Hotkey: Building, Weaponrack<br />
Hotkey: Building, Statue<br />
Hotkey: Building, Table<br />
Hotkey: Building, Dirt Road<br />
Hotkey: Building, Paved Road<br />
Hotkey: Building, Bridge<br />
Hotkey: Building, Well<br />
Hotkey: Building, Siege<br />
Hotkey: Building, Workshop<br />
Hotkey: Building, Furnace<br />
Hotkey: Building, Glass Window<br />
Hotkey: Building, Gem Window<br />
Hotkey: Building, Shop<br />
Hotkey: Building, Animal Trap<br />
Hotkey: Building, Chain<br />
Hotkey: Building, Cage<br />
Hotkey: Building, Trade Depot<br />
Hotkey: Building, Trap<br />
Hotkey: Building, Machine Component<br />
Hotkey: Building, Support<br />
Hotkey: Building, Archery Target<br />
Hotkey: Building, Machine Component, Screw Pump<br />
Hotkey: Building, Machine Component, Water Wheel<br />
Hotkey: Building, Machine Component, Windmill<br />
Hotkey: Building, Machine Component, Gear Assembly<br />
Hotkey: Building, Machine Component, Horizontal Axle<br />
Hotkey: Building, Machine Component, Vertical Axle<br />
Hotkey: Building, Siege, Ballista<br />
Hotkey: Building, Siege, Catapult<br />
Hotkey: Building, Trap, Stone<br />
Hotkey: Building, Trap, Weapon<br />
Hotkey: Building, Trap, Lever<br />
Hotkey: Building, Trap, Trigger<br />
Hotkey: Building, Trap, Cage<br />
Hotkey: Building, Trap, Upright Spear/Spike<br />
Hotkey: Building, Wall/Floor/Stairs<br />
Hotkey: Building, Construction, Fortification<br />
Hotkey: Building, Construction, Wall<br />
Hotkey: Building, Construction, Floor<br />
Hotkey: Building, Construction, Ramp<br />
Hotkey: Building, Construction, Upward Stair<br />
Hotkey: Building, Construction, Downward Stair<br />
Hotkey: Building, Construction, Up/Down Stair<br />
Hotkey: Building, Wksp, Leather<br />
Hotkey: Building, Wksp, Quern<br />
Hotkey: Building, Wksp, Millstone<br />
Hotkey: Building, Wksp, Loom<br />
Hotkey: Building, Wksp, Clothes<br />
Hotkey: Building, Wksp, Bowyer<br />
Hotkey: Building, Wksp, Carpenter<br />
Hotkey: Building, Wksp, Metalsmith<br />
Hotkey: Building, Wksp, Lavamill<br />
Hotkey: Building, Wksp, Jeweler<br />
Hotkey: Building, Wksp, Mason<br />
Hotkey: Building, Wksp, Butcher<br />
Hotkey: Building, Wksp, Tanner<br />
Hotkey: Building, Wksp, Dyer<br />
Hotkey: Building, Wksp, Craftsman<br />
Hotkey: Building, Wksp, Siege<br />
Hotkey: Building, Wksp, Mechanic<br />
Hotkey: Building, Wksp, Still<br />
Hotkey: Building, Wksp, Farmer<br />
Hotkey: Building, Wksp, Kitchen<br />
Hotkey: Building, Wksp, Fishery<br />
Hotkey: Building, Wksp, Lab<br />
Hotkey: Building, Wksp, Ashery<br />
Hotkey: Building, Furn, Wood<br />
Hotkey: Building, Furn, Smelter<br />
Hotkey: Building, Furn, Glass<br />
Hotkey: Building, Furn, Kiln<br />
Main: One-Step<br />
Main: Pause/Resume<br />
Depot Access<br />
Main: Hot Keys<br />
Main: Hot Key 1<br />
Main: Hot Key 2<br />
Main: Hot Key 3<br />
Main: Hot Key 4<br />
Main: Hot Key 5<br />
Main: Hot Key 6<br />
Main: Hot Key 7<br />
Main: Hot Key 8<br />
Main: Hot Key 9<br />
Main: Hot Key 10<br />
Main: Hot Key 11<br />
Main: Hot Key 12<br />
Main: Hot Key 13<br />
Main: Hot Key 14<br />
Main: Hot Key 15<br />
Main: Hot Key 16<br />
Hot Keys: Change Name<br />
Hot Keys: Zoom<br />
Main: Announcements<br />
Main: Place Building<br />
Main: Civilizations<br />
Main: Designations<br />
Main: Artifacts<br />
Main: Nobles<br />
Main: Standing Orders<br />
Main: Military<br />
Main: Rooms<br />
Building List: Zoom T<br />
Building List: Zoom Q<br />
Main: Control Squads<br />
Main: Stockpiles<br />
Main: Activity Zone<br />
Main: View Units<br />
Main: Job List<br />
Main: Unit List<br />
Main: Look<br />
Main: Note<br />
Main: Note, Place<br />
Main: Note, Delete<br />
Main: Note, Enter Text<br />
Main: Note, Adopt Symbol<br />
Main: Note, Change Selection<br />
Main: Building Jobs<br />
Main: Overall Status<br />
Main: Building Items<br />
Main: Visualize<br />
Building Items: Forbid<br />
Building Items: Dump<br />
Building Items: Melt<br />
Building Items: Hide<br />
Dwf Look: Forbid<br />
Dwf Look: Dump<br />
Dwf Look: Melt<br />
Dwf Look: Hide<br />
Adventure: Creation, Name Entry<br />
Adventure: Creation, Customize Name<br />
Adventure: Creation, Random Name<br />
Adventure: Creation, Change Gender<br />
Adventure: Travel, Visit Site<br />
Adventure: Travel, Clouds<br />
Adventure: Log<br />
Adventure: Travel, Log<br />
Adventure: Log, Tasks<br />
Adventure: Log, Entities<br />
Adventure: Log, Sites<br />
Adventure: Log, Regions<br />
Adventure: Log, Zoom to Current Location<br />
Adventure: Log, Zoom to Selected<br />
Adventure: Log, Toggle Line<br />
Adventure: Log, Toggle Map/Info<br />
Orders: Forbid<br />
Orders: Forbid Projectiles<br />
Orders: Forbid Your Corpse<br />
Orders: Forbid Your Items<br />
Orders: Forbid Other Corpse<br />
Orders: Forbid Other Items<br />
Orders: Gather Refuse<br />
Orders: Gather Outside<br />
Orders: Dump Corpse<br />
Orders: Dump Skull<br />
Orders: Dump Skin<br />
Orders: Dump Bone<br />
Orders: Dump Shell<br />
Orders: Dump Other<br />
Orders: Gather Furniture<br />
Orders: Gather Animals<br />
Orders: Gather Food<br />
Orders: Gather Bodies<br />
Orders: Refuse<br />
Orders: Gather Stone<br />
Orders: Gather Wood<br />
Orders: All Harvest<br />
Orders: Stay Indoors<br />
Orders: Piles Same<br />
Orders: Mix Foods<br />
Orders: Exceptions<br />
Orders: Loom<br />
Orders: Dyed Cloth<br />
Orders: Workshop<br />
Orders: Collect Web<br />
Orders: Slaughter<br />
Orders: Butcher<br />
Orders: Tan<br />
Orders: Zone<br />
Orders: Zone, Drinking<br />
Orders: Zone, Fishing<br />
Destroy Building<br />
Suspend Building<br />
Menu Confirm<br />
Save Bindings<br />
Change Bindings<br />
Hotkey: Alchemist, Soap<br />
Hotkey: Still, Brew<br />
Hotkey: Still, Extract<br />
Hotkey: Loom, Collect Silk<br />
Hotkey: Loom, Weave Cloth<br />
Hotkey: Loom, Weave Silk<br />
Hotkey: Loom, Metal<br />
Hotkey: Kitchen, Meal 1<br />
Hotkey: Kitchen, Meal 2<br />
Hotkey: Kitchen, Meal 3<br />
Hotkey: Kitchen, Render Fat<br />
Hotkey: Farmer, Process<br />
Hotkey: Farmer, Vial<br />
Hotkey: Farmer, Bag<br />
Hotkey: Farmer, Barrel<br />
Hotkey: Farmer, Cheese<br />
Hotkey: Farmer, Milk<br />
Hotkey: Mill, Mill<br />
Hotkey: Kennel, Hunt<br />
Hotkey: Kennel, Catch<br />
Hotkey: Kennel, Tame Small<br />
Hotkey: Kennel, Tame Large<br />
Hotkey: Kennel, War<br />
Hotkey: Fishery, Process<br />
Hotkey: Fishery, Extract<br />
Hotkey: Fishery, Catch<br />
Hotkey: Butcher, Butcher<br />
Hotkey: Butcher, Extract<br />
Hotkey: Butcher, Catch<br />
Hotkey: Tanner, Tan<br />
Hotkey: Dyer, Thread<br />
Hotkey: Dyer, Cloth<br />
Hotkey: Jeweler, Furniture<br />
Hotkey: Jeweler, Finished<br />
Hotkey: Jeweler, Ammo<br />
Hotkey: Jeweler, Cut<br />
Hotkey: Jeweler, Encrust<br />
Hotkey: Mechanic, Mechanisms<br />
Hotkey: Mason, Armorstand<br />
Hotkey: Mason, Blocks<br />
Hotkey: Mason, Chair<br />
Hotkey: Mason, Coffin<br />
Hotkey: Mason, Door<br />
Hotkey: Mason, Floodgate<br />
Hotkey: Mason, Hatch Cover<br />
Hotkey: Mason, Grate<br />
Hotkey: Mason, Cabinet<br />
Hotkey: Mason, Box<br />
Hotkey: Mason, Statue<br />
Hotkey: Mason, Quern<br />
Hotkey: Mason, Millstone<br />
Hotkey: Mason, Table<br />
Hotkey: Mason, Weaponrack<br />
Hotkey: Trap, Bridge<br />
Hotkey: Trap, Gear Assembly<br />
Hotkey: Trap, Door<br />
Hotkey: Trap, Floodgate<br />
Hotkey: Trap, Spike<br />
Hotkey: Trap, Hatch<br />
Hotkey: Trap, Wall Grate<br />
Hotkey: Trap, Floor Grate<br />
Hotkey: Trap, Vertical Bars<br />
Hotkey: Trap, Floor Bars<br />
Hotkey: Trap, Support<br />
Hotkey: Trap, Chain<br />
Hotkey: Trap, Cage<br />
Hotkey: Trap, Lever<br />
Buildjob: Add<br />
Buildjob: Cancel<br />
Buildjob: Promote<br />
Buildjob: Repeat<br />
Buildjob: Suspend<br />
Buildjob: Workshop Profile<br />
Buildjob: Well, Free<br />
Buildjob: Well, Size<br />
Buildjob: Target, Free<br />
Buildjob: Target, Size<br />
Buildjob: Target, Down<br />
Buildjob: Target, Up<br />
Buildjob: Target, Right<br />
Buildjob: Target, Left<br />
Buildjob: Statue, Assign<br />
Buildjob: Statue, Free<br />
Buildjob: Statue, Size<br />
Buildjob: Cage, Justice<br />
Buildjob: Cage, Free<br />
Buildjob: Cage, Size<br />
Buildjob: Cage, Assign Occ<br />
Buildjob: Cage, Water<br />
Buildjob: Cage, Assign Owner<br />
Buildjob: Chain, Assign Occ<br />
Buildjob: Chain, Justice<br />
Buildjob: Chain, Assign Owner<br />
Buildjob: Chain, Free<br />
Buildjob: Chain, Size<br />
Buildjob: Siege, Fire<br />
Buildjob: Siege, Orient<br />
Buildjob: Door, Internal<br />
Buildjob: Door, Forbid<br />
Buildjob: Door, Pet-passable<br />
Buildjob: Coffin, Assign<br />
Buildjob: Coffin, Free<br />
Buildjob: Coffin, Size<br />
Buildjob: Coffin, Gen. Burial<br />
Buildjob: Coffing, Allow Citizens<br />
Buildjob: Coffing, Allow Pets<br />
Buildjob: Chair, Assign<br />
Buildjob: Chair, Free<br />
Buildjob: Chair, Size<br />
Buildjob: Table, Assign<br />
Buildjob: Table, Hall<br />
Buildjob: Table, Free<br />
Buildjob: Table, Size<br />
Buildjob: Bed, Assign<br />
Buildjob: Bed, Free<br />
Buildjob: Bed, Barracks<br />
Buildjob: Bed, Rent<br />
Buildjob: Bed, Size<br />
Buildjob: Depot, Bring<br />
Buildjob: Depot, Trade<br />
Buildjob: Depot, Request Trader<br />
Buildjob: Depot, Broker Only<br />
Buildjob: Animal Trap, No Bait<br />
Buildjob: Animal Trap, Meat Bait<br />
Buildjob: Animal Trap, Fish Bait<br />
Buildjob: Animal Trap, Gem Bait<br />
Buildjob: Farm, Fallow<br />
Buildjob: Farm, Fertilize<br />
Buildjob: Farm, Seas Fert<br />
Buildjob: Farm, Spring<br />
Buildjob: Farm, Summer<br />
Buildjob: Farm, Autumn<br />
Buildjob: Farm, Winter<br />
Buildjob: Stockpile, Master<br />
Buildjob: Stockpile, Delete Child<br />
Buildjob: Stockpile, Settings<br />
Buildjob: Stockpile, Barrel Up<br />
Buildjob: Stockpile, Barrel Down<br />
Buildjob: Stockpile, Barrel Zero<br />
Buildjob: Stockpile, Barrel Max<br />
Buildjob: Stockpile, Bin Up<br />
Buildjob: Stockpile, Bin Down<br />
Buildjob: Stockpile, Bin Zero<br />
Buildjob: Stockpile, Bin Max<br />
Buildjob: Rack, Mat, Bone<br />
Buildjob: Rack, Mat, Bronze<br />
Buildjob: Rack, Mat, Copper<br />
Buildjob: Rack, Mat, Iron<br />
Buildjob: Rack, Mat, Steel<br />
Buildjob: Rack, Mat, Wood<br />
Buildjob: Rack, Mat, Special Metal<br />
Buildjob: Stand, Mat, Bone<br />
Buildjob: Stand, Mat, Leather<br />
Buildjob: Stand, Mat, Copper<br />
Buildjob: Stand, Mat, Bronze<br />
Buildjob: Stand, Mat, Steel<br />
Buildjob: Stand, Mat, Iron<br />
Buildjob: Stand, Mat, Wood<br />
Buildjob: Stand, Mat, Special Metal<br />
Buildjob: Rackstand, Assign<br />
Buildjob: Rackstand, Free<br />
Buildjob: Rackstand, Size<br />
Buildjob: Rackstand, Item<br />
Buildjob: Rackstand, Mat<br />
Buildjob: Rackstand, All Items<br />
Buildjob: Rackstand, No Items<br />
Buildjob: Rackstand, All Mats<br />
Buildjob: Rackstand, No Mats<br />
Stockpile Settings: Enable<br />
Stockpile Settings: Disable<br />
Stockpile Settings: Permit All<br />
Stockpile Settings: Forbid All<br />
Stockpile Settings: Permit Sub<br />
Stockpile Settings: Forbit Sub<br />
Stockpile Settings: Specific 1<br />
Stockpile Settings: Specific 2<br />
Squad: Lock<br />
Squad: Station<br />
Squad: Clear Patrol<br />
Squad: Patrol<br />
Squad: Zoom<br />
Movie: Record<br />
Movie: Play<br />
Movie: Save<br />
Movie: Load<br />
Assign Trade: View<br />
Assign Trade: String<br />
Assign Trade: Exclude Prohibited<br />
Assign Trade: Pending<br />
Assign Trade: Sort<br />
Noble List: Replace<br />
Noble List: Settings<br />
Noble List: View Candidate<br />
Adventure: Barter, View<br />
Adventure: Barter, Currency 1<br />
Adventure: Barter, Currency 2<br />
Adventure: Barter, Currency 3<br />
Adventure: Barter, Currency 4<br />
Adventure: Barter, Currency 5<br />
Adventure: Barter, Currency 6<br />
Adventure: Barter, Currency 7<br />
Adventure: Barter, Currency 8<br />
Adventure: Barter, Currency 9<br />
Adventure: Barter, Trade<br />
Trade, View<br />
Trade, Trade<br />
Trade, Offer<br />
Trade, Seize<br />
Stores, View<br />
Stores, Forbid<br />
Stores, Melt<br />
Stores, Dump<br />
Stores, Zoom<br />
Stores, Hide<br />
Military, Activate<br />
Military, View<br />
Military, Weapon<br />
Military, Zoom<br />
Squad Info, Food<br />
Squad Info, Sleep<br />
Squad Info, Water<br />
Squad Info, Stay Close<br />
Squad Info, Attack Wilderness<br />
Squad Info, Stand Down<br />
Squad Info, Zoom<br />
Unitjob, Remove Unit<br />
Unitjob, Zoom Unit<br />
Unitjob, Zoom Building<br />
Unitjob, View<br />
Unitjob, Manager<br />
Manager, New Order<br />
Manager, Remove<br />
Manager, Promote<br />
Manager, Max<br />
Manager, Wages<br />
Animals, Slaughter<br />
Kitchen, Cook<br />
Kitchen, Brew<br />
Setup, New<br />
Setup, View<br />
Setup, Customize Unit<br />
Setup, Save Profile<br />
Setup, Save Profile, Abort<br />
Setup, Save Profile, Go<br />
Setup, View Profile Problems<br />
Main: Activity Zone, Remove<br />
Main: Activity Zone, Water Source<br />
Main: Activity Zone, Garbage Dump<br />
Main: Activity Zone, Pond<br />
Main: Activity Zone, Sand Collect<br />
Main: Activity Zone, Active<br />
Main: Activity Zone, Fish<br />
Main: Activity Zone, Meeting<br />
Main: Activity Zone, Pond Options<br />
Main: Activity Zone: Pond, Water<br />
Stockpile, Animal<br />
Stockpile, Food<br />
Stockpile, Weapon<br />
Stockpile, Armor<br />
Stockpile, Custom<br />
Stockpile, Custom Settings<br />
Stockpile, Furniture<br />
Stockpile, Graveyard<br />
Stockpile, Refuse<br />
Stockpile, Wood<br />
Stockpile, Stone<br />
Stockpile, Gem<br />
Stockpile, Bar/Block<br />
Stockpile, Cloth<br />
Stockpile, Leather<br />
Stockpile, Ammo<br />
Stockpile, Coins<br />
Stockpile, Finished<br />
Stockpile, None<br />
Designate, Building/Item<br />
Designate, Reclaim<br />
Designate, Forbid<br />
Designate, Melt<br />
Designate, No Melt<br />
Designate, Dump<br />
Designate, No Dump<br />
Designate, Hide<br />
Designate, No Hide<br />
Designate, Traffic<br />
Designate, High Traffic<br />
Designate, Normal Traffic<br />
Designate, Low Traffic<br />
Designate, Restricted Traffic<br />
Designate, Increase Weight<br />
Designate, Decrease Weight<br />
Designate, Increase Weight More<br />
Designate, Decrease Weight More<br />
Designate, Dig<br />
Designate, Dig Remove Stairs Ramps<br />
Designate, U Stair<br />
Designate, D Stair<br />
Designate, UD Stair<br />
Designate, Ramp<br />
Designate, Channel<br />
Designate, Chop<br />
Designate, Plants<br />
Designate, Smooth<br />
Designate, Engrave<br />
Designate, Fortify<br />
Designate, Toggle Engraving<br />
Designate, Undo<br />
Designate, Remove Construction<br />
Building, Change Height +<br />
Building, Change Height -<br />
Building, Change Width +<br />
Building, Change Width -<br />
Building, Orient Up<br />
Building, Orient Left<br />
Building, Orient Right<br />
Building, Orient Down<br />
Building, Orient None<br />
Building, View Item<br />
Building, Done Selecting<br />
Building, Expand/Contract<br />
Building, Trigger, Enable Water<br />
Building, Trigger, Min Water Up<br />
Building, Trigger, Min Water Down<br />
Building, Trigger, Max Water Up<br />
Building, Trigger, Max Water Down<br />
Building, Trigger, Enabler Magma<br />
Building, Trigger, Min Magma Up<br />
Building, Trigger, Min Magma Down<br />
Building, Trigger, Max Magma Up<br />
Building, Trigger, Max Magma Down<br />
Building, Trigger, Enable Creature<br />
Building, Trigger, Enable Locals<br />
Building, Trigger, Resets<br />
Building, Trigger, Min Size Up<br />
Building, Trigger, Min Size Down<br />
Building, Trigger, Max Size Up<br />
Building, Trigger, Max Size Down<br />
Unitview, General<br />
Unitview, Inventory<br />
Unitview, Prefs<br />
Unitview, Wounds<br />
Unitview, Next Unit<br />
Unitview, Slaughter<br />
Unitview, Prefs, Labor<br />
Unitview, Prefs, Pets<br />
Unitview, Prefs, Soldier<br />
Unitview, Prefs, Fortress Guard<br />
Unitview, Prefs, Royal Guard<br />
Unitview, Prefs, Toggle Activation<br />
Unitview, Prefs, Pets, Hunting<br />
Unitview, Prefs, Pets, War<br />
Unitview, Prefs, Soldier, Unarmed<br />
Unitview, Prefs, Soldier, Axe<br />
Unitview, Prefs, Soldier, Crossbow<br />
Unitview, Prefs, Soldier, Hammer<br />
Unitview, Prefs, Soldier, Mace<br />
Unitview, Prefs, Soldier, Spear<br />
Unitview, Prefs, Soldier, Sword<br />
Unitview, Prefs, Soldier, Weapon Num<br />
Unitview, Prefs, Soldier, Armor<br />
Unitview, Prefs, Soldier, Shield<br />
Unitview, Prefs, Profile<br />
String: Backspace<br />
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SELECT<br />
DESELECT<br />
SELECT_ALL<br />
DESELECT_ALL<br />
LEAVESCREEN<br />
LEAVESCREEN_TEXT<br />
LEAVESCREEN_ALL<br />
CLOSE_MEGA_ANNOUNCEMENT<br />
TOGGLE_FULLSCREEN<br />
WORLD_PARAM_ADD<br />
WORLD_PARAM_COPY<br />
WORLD_PARAM_DELETE<br />
WORLD_PARAM_TITLE<br />
WORLD_PARAM_NAME_RANDOM<br />
WORLD_PARAM_NAME_ENTER<br />
WORLD_PARAM_SEED_RANDOM<br />
WORLD_PARAM_SEED_ENTER<br />
WORLD_PARAM_LOAD<br />
WORLD_PARAM_SAVE<br />
WORLD_PARAM_DIM_X_UP<br />
WORLD_PARAM_DIM_X_DOWN<br />
WORLD_PARAM_DIM_Y_UP<br />
WORLD_PARAM_DIM_Y_DOWN<br />
WORLD_PARAM_SET<br />
WORLD_PARAM_INCREASE<br />
WORLD_PARAM_DECREASE<br />
WORLD_PARAM_ENTER_VALUE<br />
WORLD_PARAM_NULLIFY<br />
WORLD_PARAM_PRESET<br />
WORLD_PARAM_REJECT_CONTINUE<br />
WORLD_PARAM_REJECT_ABORT<br />
WORLD_PARAM_REJECT_ALLOW_THIS<br />
WORLD_PARAM_REJECT_ALLOW_ALL<br />
WORLD_GEN_CONTINUE<br />
WORLD_GEN_USE<br />
WORLD_GEN_ABORT<br />
SETUP_EMBARK<br />
SETUP_NAME_FORT<br />
SETUP_NAME_GROUP<br />
SETUP_RECLAIM<br />
SETUP_FIND<br />
SETUP_NOTES<br />
SETUP_NOTES_TAKE_NOTES<br />
SETUP_NOTES_DELETE_NOTE<br />
SETUP_NOTES_CHANGE_SYMBOL_SELECTION<br />
SETUP_NOTES_ADOPT_SYMBOL<br />
SETUP_LOCAL_Y_UP<br />
SETUP_LOCAL_Y_DOWN<br />
SETUP_LOCAL_X_UP<br />
SETUP_LOCAL_X_DOWN<br />
SETUP_LOCAL_Y_MUP<br />
SETUP_LOCAL_Y_MDOWN<br />
SETUP_LOCAL_X_MUP<br />
SETUP_LOCAL_X_MDOWN<br />
SETUP_BIOME_1<br />
SETUP_BIOME_2<br />
SETUP_BIOME_3<br />
SETUP_BIOME_4<br />
SETUP_BIOME_5<br />
SETUP_BIOME_6<br />
SETUP_BIOME_7<br />
SETUP_BIOME_8<br />
SETUP_BIOME_9<br />
CHOOSE_NAME_RANDOM<br />
CHOOSE_NAME_CLEAR<br />
CHOOSE_NAME_TYPE<br />
ITEM_DESCRIPTION<br />
ITEM_FORBID<br />
ITEM_MELT<br />
ITEM_DUMP<br />
ITEM_HIDE<br />
HELP<br />
MOVIES<br />
OPTIONS<br />
OPTION_EXPORT<br />
CHANGETAB<br />
STANDARDSCROLL_LEFT<br />
STANDARDSCROLL_RIGHT<br />
STANDARDSCROLL_UP<br />
STANDARDSCROLL_DOWN<br />
STANDARDSCROLL_PAGEUP<br />
STANDARDSCROLL_PAGEDOWN<br />
SECONDSCROLL_UP<br />
SECONDSCROLL_DOWN<br />
SECONDSCROLL_PAGEUP<br />
SECONDSCROLL_PAGEDOWN<br />
CURSOR_UP<br />
CURSOR_DOWN<br />
CURSOR_LEFT<br />
CURSOR_RIGHT<br />
CURSOR_UPLEFT<br />
CURSOR_UPRIGHT<br />
CURSOR_DOWNLEFT<br />
CURSOR_DOWNRIGHT<br />
CURSOR_UP_FAST<br />
CURSOR_DOWN_FAST<br />
CURSOR_LEFT_FAST<br />
CURSOR_RIGHT_FAST<br />
CURSOR_UPLEFT_FAST<br />
CURSOR_UPRIGHT_FAST<br />
CURSOR_DOWNLEFT_FAST<br />
CURSOR_DOWNRIGHT_FAST<br />
CURSOR_UP_Z<br />
CURSOR_DOWN_Z<br />
CURSOR_UP_Z_AUX<br />
CURSOR_DOWN_Z_AUX<br />
A_MOVE_N<br />
A_MOVE_S<br />
A_MOVE_E<br />
A_MOVE_W<br />
A_MOVE_NW<br />
A_MOVE_NE<br />
A_MOVE_SW<br />
A_MOVE_SE<br />
A_MOVE_WAIT<br />
A_CARE_MOVE_N<br />
A_CARE_MOVE_S<br />
A_CARE_MOVE_E<br />
A_CARE_MOVE_W<br />
A_CARE_MOVE_NW<br />
A_CARE_MOVE_NE<br />
A_CARE_MOVE_SW<br />
A_CARE_MOVE_SE<br />
A_CARE_MOVE_UPDOWN<br />
A_MOVE_N_UP<br />
A_MOVE_S_UP<br />
A_MOVE_E_UP<br />
A_MOVE_W_UP<br />
A_MOVE_NW_UP<br />
A_MOVE_NE_UP<br />
A_MOVE_SW_UP<br />
A_MOVE_SE_UP<br />
A_MOVE_UP<br />
A_MOVE_N_DOWN<br />
A_MOVE_S_DOWN<br />
A_MOVE_E_DOWN<br />
A_MOVE_W_DOWN<br />
A_MOVE_NW_DOWN<br />
A_MOVE_NE_DOWN<br />
A_MOVE_SW_DOWN<br />
A_MOVE_SE_DOWN<br />
A_MOVE_DOWN<br />
A_MOVE_UP_AUX<br />
A_MOVE_DOWN_AUX<br />
WORLDGEN_EXPORT_MAP<br />
LEGENDS_EXPORT_MAP<br />
LEGENDS_EXPORT_DETAILED_MAP<br />
LEGENDS_TOGGLE_CIVSITE<br />
LEGENDS_STRING_FILTER<br />
A_COMBAT_ATTACK<br />
A_COMBAT_DODGE<br />
A_COMBAT_CHARGEDEF<br />
A_STATUS<br />
A_STATUS_WRESTLE<br />
A_STATUS_CUSTOMIZE<br />
A_STATUS_KILLS<br />
UNITVIEW_CUSTOMIZE<br />
UNITVIEW_RELATIONSHIPS<br />
UNITVIEW_RELATIONSHIPS_ZOOM<br />
UNITVIEW_RELATIONSHIPS_VIEW<br />
UNITVIEW_KILLS<br />
CUSTOMIZE_UNIT_NICKNAME<br />
CUSTOMIZE_UNIT_PROFNAME<br />
A_SLEEP<br />
A_WAIT<br />
A_ATTACK<br />
A_LOOK<br />
A_SEARCH<br />
A_TALK<br />
A_INTERACT<br />
A_INV_LOOK<br />
A_INV_REMOVE<br />
A_INV_WEAR<br />
A_INV_EATDRINK<br />
A_INV_PUTIN<br />
A_INV_DROP<br />
A_GROUND<br />
A_THROW<br />
A_SHOOT<br />
A_ANNOUNCEMENTS<br />
A_COMBAT<br />
A_MOVEMENT<br />
A_MOVEMENT_SWIM<br />
A_SNEAK<br />
A_CENTER<br />
A_BUILDING<br />
A_TRAVEL<br />
A_DATE<br />
A_WEATHER<br />
A_TEMPERATURE<br />
A_STANCE<br />
A_OPTION1<br />
A_OPTION2<br />
A_OPTION3<br />
A_OPTION4<br />
A_OPTION5<br />
A_OPTION6<br />
A_OPTION7<br />
A_OPTION8<br />
A_OPTION9<br />
A_OPTION10<br />
A_OPTION11<br />
A_OPTION12<br />
A_OPTION13<br />
A_OPTION14<br />
A_OPTION15<br />
A_OPTION16<br />
A_OPTION17<br />
A_OPTION18<br />
A_OPTION19<br />
A_OPTION20<br />
HOTKEY_MAKE_ASH<br />
HOTKEY_MAKE_CHARCOAL<br />
HOTKEY_MELT_OBJECT<br />
HOTKEY_GLASS_GREEN<br />
HOTKEY_GLASS_CLEAR<br />
HOTKEY_GLASS_CRYSTAL<br />
HOTKEY_COLLECT_SAND<br />
HOTKEY_GLASS_ROUGH<br />
HOTKEY_GLASS_ARMORSTAND<br />
HOTKEY_GLASS_BOX<br />
HOTKEY_GLASS_CABINET<br />
HOTKEY_GLASS_COFFIN<br />
HOTKEY_GLASS_FLOODGATE<br />
HOTKEY_GLASS_HATCH_COVER<br />
HOTKEY_GLASS_GRATE<br />
HOTKEY_GLASS_GOBLET<br />
HOTKEY_GLASS_TOY<br />
HOTKEY_GLASS_INSTRUMENT<br />
HOTKEY_GLASS_DOOR<br />
HOTKEY_GLASS_STATUE<br />
HOTKEY_GLASS_TABLE<br />
HOTKEY_GLASS_CAGE<br />
HOTKEY_GLASS_CHAIR<br />
HOTKEY_GLASS_BLOCKS<br />
HOTKEY_GLASS_FLASK<br />
HOTKEY_GLASS_WEAPONRACK<br />
HOTKEY_GLASS_WINDOW<br />
HOTKEY_MAKE_PEARLASH<br />
HOTKEY_ASHERY_LYE<br />
HOTKEY_ASHERY_POTASH<br />
HOTKEY_ASHERY_POTASH_DIRECT<br />
HOTKEY_CARPENTER_BARREL<br />
HOTKEY_CARPENTER_BLOCKS<br />
HOTKEY_CARPENTER_BUCKET<br />
HOTKEY_CARPENTER_TRAP_ANIMAL<br />
HOTKEY_CARPENTER_CAGE<br />
HOTKEY_CARPENTER_ARMORSTAND<br />
HOTKEY_CARPENTER_BED<br />
HOTKEY_CARPENTER_CHAIR<br />
HOTKEY_CARPENTER_COFFIN<br />
HOTKEY_CARPENTER_DOOR<br />
HOTKEY_CARPENTER_FLOODGATE<br />
HOTKEY_CARPENTER_HATCH_COVER<br />
HOTKEY_CARPENTER_GRATE<br />
HOTKEY_CARPENTER_CABINET<br />
HOTKEY_CARPENTER_BIN<br />
HOTKEY_CARPENTER_BOX<br />
HOTKEY_CARPENTER_WEAPONRACK<br />
HOTKEY_CARPENTER_TABLE<br />
HOTKEY_SIEGE_BALLISTA<br />
HOTKEY_SIEGE_CATAPULT<br />
HOTKEY_LEATHER_BOX<br />
HOTKEY_LEATHER_FLASK<br />
HOTKEY_LEATHER_SHIRT<br />
HOTKEY_LEATHER_CLOAK<br />
HOTKEY_LEATHER_BACKPACK<br />
HOTKEY_LEATHER_QUIVER<br />
HOTKEY_LEATHER_IMAGE<br />
HOTKEY_CLOTHES_MAT_PLANT<br />
HOTKEY_CLOTHES_MAT_SILK<br />
HOTKEY_CLOTHES_SHIRT<br />
HOTKEY_CLOTHES_CLOAK<br />
HOTKEY_CLOTHES_BOX<br />
HOTKEY_CLOTHES_CHAIN<br />
HOTKEY_CLOTHES_IMAGE<br />
HOTKEY_CRAFTS_MAT_STONE<br />
HOTKEY_CRAFTS_MAT_WOOD<br />
HOTKEY_CRAFTS_DEC_BONE<br />
HOTKEY_CRAFTS_DEC_SHELL<br />
HOTKEY_CRAFTS_TOTEM<br />
HOTKEY_CRAFTS_CLOTH<br />
HOTKEY_CRAFTS_SILK<br />
HOTKEY_CRAFTS_SHELL<br />
HOTKEY_CRAFTS_BONE<br />
HOTKEY_CRAFTS_LEATHER<br />
HOTKEY_CRAFTS_MAT_CRAFTS<br />
HOTKEY_CRAFTS_MAT_GOBLET<br />
HOTKEY_CRAFTS_MAT_INSTRUMENT<br />
HOTKEY_CRAFTS_MAT_TOY<br />
HOTKEY_SMITH_WEAPON<br />
HOTKEY_SMITH_ARMOR<br />
HOTKEY_SMITH_FURNITURE<br />
HOTKEY_SMITH_SIEGE<br />
HOTKEY_SMITH_TRAP<br />
HOTKEY_SMITH_OTHER<br />
HOTKEY_SMITH_METAL<br />
HOTKEY_BUILDING_ARMORSTAND<br />
HOTKEY_BUILDING_BED<br />
HOTKEY_BUILDING_CHAIR<br />
HOTKEY_BUILDING_COFFIN<br />
HOTKEY_BUILDING_DOOR<br />
HOTKEY_BUILDING_FLOODGATE<br />
HOTKEY_BUILDING_HATCH<br />
HOTKEY_BUILDING_GRATE_WALL<br />
HOTKEY_BUILDING_GRATE_FLOOR<br />
HOTKEY_BUILDING_BARS_VERTICAL<br />
HOTKEY_BUILDING_BARS_FLOOR<br />
HOTKEY_BUILDING_CABINET<br />
HOTKEY_BUILDING_BOX<br />
HOTKEY_BUILDING_KENNEL<br />
HOTKEY_BUILDING_FARMPLOT<br />
HOTKEY_BUILDING_WEAPONRACK<br />
HOTKEY_BUILDING_STATUE<br />
HOTKEY_BUILDING_TABLE<br />
HOTKEY_BUILDING_ROAD_DIRT<br />
HOTKEY_BUILDING_ROAD_PAVED<br />
HOTKEY_BUILDING_BRIDGE<br />
HOTKEY_BUILDING_WELL<br />
HOTKEY_BUILDING_SIEGEENGINE<br />
HOTKEY_BUILDING_WORKSHOP<br />
HOTKEY_BUILDING_FURNACE<br />
HOTKEY_BUILDING_WINDOW_GLASS<br />
HOTKEY_BUILDING_WINDOW_GEM<br />
HOTKEY_BUILDING_SHOP<br />
HOTKEY_BUILDING_ANIMALTRAP<br />
HOTKEY_BUILDING_CHAIN<br />
HOTKEY_BUILDING_CAGE<br />
HOTKEY_BUILDING_TRADEDEPOT<br />
HOTKEY_BUILDING_TRAP<br />
HOTKEY_BUILDING_MACHINE<br />
HOTKEY_BUILDING_SUPPORT<br />
HOTKEY_BUILDING_ARCHERYTARGET<br />
HOTKEY_BUILDING_MACHINE_SCREW_PUMP<br />
HOTKEY_BUILDING_MACHINE_WATER_WHEEL<br />
HOTKEY_BUILDING_MACHINE_WINDMILL<br />
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY<br />
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL<br />
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL<br />
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA<br />
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT<br />
HOTKEY_BUILDING_TRAP_STONE<br />
HOTKEY_BUILDING_TRAP_WEAPON<br />
HOTKEY_BUILDING_TRAP_LEVER<br />
HOTKEY_BUILDING_TRAP_TRIGGER<br />
HOTKEY_BUILDING_TRAP_CAGE<br />
HOTKEY_BUILDING_TRAP_SPIKE<br />
HOTKEY_BUILDING_CONSTRUCTION<br />
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION<br />
HOTKEY_BUILDING_CONSTRUCTION_WALL<br />
HOTKEY_BUILDING_CONSTRUCTION_FLOOR<br />
HOTKEY_BUILDING_CONSTRUCTION_RAMP<br />
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP<br />
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN<br />
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN<br />
HOTKEY_BUILDING_WORKSHOP_LEATHER<br />
HOTKEY_BUILDING_WORKSHOP_QUERN<br />
HOTKEY_BUILDING_WORKSHOP_MILLSTONE<br />
HOTKEY_BUILDING_WORKSHOP_LOOM<br />
HOTKEY_BUILDING_WORKSHOP_CLOTHES<br />
HOTKEY_BUILDING_WORKSHOP_BOWYER<br />
HOTKEY_BUILDING_WORKSHOP_CARPENTER<br />
HOTKEY_BUILDING_WORKSHOP_METALSMITH<br />
HOTKEY_BUILDING_WORKSHOP_LAVAMILL<br />
HOTKEY_BUILDING_WORKSHOP_JEWELER<br />
HOTKEY_BUILDING_WORKSHOP_MASON<br />
HOTKEY_BUILDING_WORKSHOP_BUTCHER<br />
HOTKEY_BUILDING_WORKSHOP_TANNER<br />
HOTKEY_BUILDING_WORKSHOP_DYER<br />
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN<br />
HOTKEY_BUILDING_WORKSHOP_SIEGE<br />
HOTKEY_BUILDING_WORKSHOP_MECHANIC<br />
HOTKEY_BUILDING_WORKSHOP_STILL<br />
HOTKEY_BUILDING_WORKSHOP_FARMER<br />
HOTKEY_BUILDING_WORKSHOP_KITCHEN<br />
HOTKEY_BUILDING_WORKSHOP_FISHERY<br />
HOTKEY_BUILDING_WORKSHOP_LAB<br />
HOTKEY_BUILDING_WORKSHOP_ASHERY<br />
HOTKEY_BUILDING_FURNACE_WOOD<br />
HOTKEY_BUILDING_FURNACE_SMELTER<br />
HOTKEY_BUILDING_FURNACE_GLASS<br />
HOTKEY_BUILDING_FURNACE_KILN<br />
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA<br />
HOTKEY_BUILDING_FURNACE_GLASS_LAVA<br />
HOTKEY_BUILDING_FURNACE_KILN_LAVA<br />
D_ONESTEP<br />
D_PAUSE<br />
D_DEPOT<br />
D_HOT_KEYS<br />
D_HOTKEY1<br />
D_HOTKEY2<br />
D_HOTKEY3<br />
D_HOTKEY4<br />
D_HOTKEY5<br />
D_HOTKEY6<br />
D_HOTKEY7<br />
D_HOTKEY8<br />
D_HOTKEY9<br />
D_HOTKEY10<br />
D_HOTKEY11<br />
D_HOTKEY12<br />
D_HOTKEY13<br />
D_HOTKEY14<br />
D_HOTKEY15<br />
D_HOTKEY16<br />
D_HOTKEY_CHANGE_NAME<br />
D_HOTKEY_ZOOM<br />
D_ANNOUNCE<br />
D_BUILDING<br />
D_CIVLIST<br />
D_DESIGNATE<br />
D_ARTLIST<br />
D_NOBLES<br />
D_ORDERS<br />
D_MILITARY<br />
D_ROOMS<br />
BUILDINGLIST_ZOOM_T<br />
BUILDINGLIST_ZOOM_Q<br />
D_SQUADS<br />
D_STOCKPILES<br />
D_CIVZONE<br />
D_VIEWUNIT<br />
D_JOBLIST<br />
D_UNITLIST<br />
D_LOOK<br />
D_NOTE<br />
D_NOTE_PLACE<br />
D_NOTE_DELETE<br />
D_NOTE_ENTER<br />
D_NOTE_ADOPT_SYMBOL<br />
D_NOTE_CHANGE_SELECTION<br />
D_BUILDJOB<br />
D_STATUS<br />
D_BUILDITEM<br />
D_VISUALIZE<br />
D_BITEM_FORBID<br />
D_BITEM_DUMP<br />
D_BITEM_HIDE<br />
D_BITEM_MELT<br />
D_LOOK_FORBID<br />
D_LOOK_DUMP<br />
D_LOOK_MELT<br />
D_LOOK_HIDE<br />
A_ENTER_NAME<br />
A_CUST_NAME<br />
A_RANDOM_NAME<br />
A_CHANGE_GENDER<br />
A_END_TRAVEL<br />
A_TRAVEL_CLOUDS<br />
A_LOG<br />
A_TRAVEL_LOG<br />
A_LOG_TASKS<br />
A_LOG_ENTITIES<br />
A_LOG_SITES<br />
A_LOG_SUBREGIONS<br />
A_LOG_ZOOM_CURRENT_LOCATION<br />
A_LOG_ZOOM_SELECTED<br />
A_LOG_LINE<br />
A_LOG_MAP<br />
ORDERS_AUTOFORBID<br />
ORDERS_FORBID_PROJECTILE<br />
ORDERS_FORBID_YOUR_CORPSE<br />
ORDERS_FORBID_YOUR_ITEMS<br />
ORDERS_FORBID_OTHER_CORPSE<br />
ORDERS_FORBID_OTHER_ITEMS<br />
ORDERS_REFUSE_GATHER<br />
ORDERS_REFUSE_OUTSIDE<br />
ORDERS_REFUSE_DUMP_CORPSE<br />
ORDERS_REFUSE_DUMP_SKULL<br />
ORDERS_REFUSE_DUMP_SKIN<br />
ORDERS_REFUSE_DUMP_BONE<br />
ORDERS_REFUSE_DUMP_SHELL<br />
ORDERS_REFUSE_DUMP_OTHER<br />
ORDERS_GATHER_FURNITURE<br />
ORDERS_GATHER_ANIMALS<br />
ORDERS_GATHER_FOOD<br />
ORDERS_GATHER_BODIES<br />
ORDERS_REFUSE<br />
ORDERS_GATHER_STONE<br />
ORDERS_GATHER_WOOD<br />
ORDERS_ALL_HARVEST<br />
ORDERS_INDOORS<br />
ORDERS_SAMEPILE<br />
ORDERS_MIXFOODS<br />
ORDERS_EXCEPTIONS<br />
ORDERS_LOOM<br />
ORDERS_DYED_CLOTH<br />
ORDERS_WORKSHOP<br />
ORDERS_COLLECT_WEB<br />
ORDERS_SLAUGHTER<br />
ORDERS_BUTCHER<br />
ORDERS_TAN<br />
ORDERS_ZONE<br />
ORDERS_ZONE_DRINKING<br />
ORDERS_ZONE_FISHING<br />
DESTROYBUILDING<br />
SUSPENDBUILDING<br />
MENU_CONFIRM<br />
SAVE_BINDINGS<br />
CHANGE_BINDINGS<br />
HOTKEY_ALCHEMIST_SOAP<br />
HOTKEY_STILL_BREW<br />
HOTKEY_STILL_EXTRACT<br />
HOTKEY_LOOM_COLLECT_SILK<br />
HOTKEY_LOOM_WEAVE_CLOTH<br />
HOTKEY_LOOM_WEAVE_SILK<br />
HOTKEY_LOOM_WEAVE_METAL<br />
HOTKEY_KITCHEN_COOK_2<br />
HOTKEY_KITCHEN_COOK_3<br />
HOTKEY_KITCHEN_COOK_4<br />
HOTKEY_KITCHEN_RENDER_FAT<br />
HOTKEY_FARMER_PROCESS<br />
HOTKEY_FARMER_PROCESS_VIAL<br />
HOTKEY_FARMER_PROCESS_BAG<br />
HOTKEY_FARMER_PROCESS_BARREL<br />
HOTKEY_FARMER_CHEESE<br />
HOTKEY_FARMER_MILK<br />
HOTKEY_MILL_MILL<br />
HOTKEY_KENNEL_TRAIN_HUNT<br />
HOTKEY_KENNEL_CATCH_VERMIN<br />
HOTKEY_KENNEL_TAME_VERMIN<br />
HOTKEY_KENNEL_TAME_UNIT<br />
HOTKEY_KENNEL_TRAIN_WAR<br />
HOTKEY_FISHERY_PROCESS<br />
HOTKEY_FISHERY_EXTRACT<br />
HOTKEY_FISHERY_CATCH<br />
HOTKEY_BUTCHER_BUTCHER<br />
HOTKEY_BUTCHER_EXTRACT<br />
HOTKEY_BUTCHER_CATCH<br />
HOTKEY_TANNER_TAN<br />
HOTKEY_DYER_THREAD<br />
HOTKEY_DYER_CLOTH<br />
HOTKEY_JEWELER_FURNITURE<br />
HOTKEY_JEWELER_FINISHED<br />
HOTKEY_JEWELER_AMMO<br />
HOTKEY_JEWELER_CUT<br />
HOTKEY_JEWELER_ENCRUST<br />
HOTKEY_MECHANIC_PARTS<br />
HOTKEY_MASON_ARMORSTAND<br />
HOTKEY_MASON_BLOCKS<br />
HOTKEY_MASON_CHAIR<br />
HOTKEY_MASON_COFFIN<br />
HOTKEY_MASON_DOOR<br />
HOTKEY_MASON_FLOODGATE<br />
HOTKEY_MASON_HATCH_COVER<br />
HOTKEY_MASON_GRATE<br />
HOTKEY_MASON_CABINET<br />
HOTKEY_MASON_BOX<br />
HOTKEY_MASON_STATUE<br />
HOTKEY_MASON_QUERN<br />
HOTKEY_MASON_MILLSTONE<br />
HOTKEY_MASON_TABLE<br />
HOTKEY_MASON_WEAPONRACK<br />
HOTKEY_TRAP_BRIDGE<br />
HOTKEY_TRAP_GEAR_ASSEMBLY<br />
HOTKEY_TRAP_DOOR<br />
HOTKEY_TRAP_FLOODGATE<br />
HOTKEY_TRAP_SPIKE<br />
HOTKEY_TRAP_HATCH<br />
HOTKEY_TRAP_GRATE_WALL<br />
HOTKEY_TRAP_GRATE_FLOOR<br />
HOTKEY_TRAP_BARS_VERTICAL<br />
HOTKEY_TRAP_BARS_FLOOR<br />
HOTKEY_TRAP_SUPPORT<br />
HOTKEY_TRAP_CHAIN<br />
HOTKEY_TRAP_CAGE<br />
HOTKEY_TRAP_PULL_LEVER<br />
BUILDJOB_ADD<br />
BUILDJOB_CANCEL<br />
BUILDJOB_PROMOTE<br />
BUILDJOB_REPEAT<br />
BUILDJOB_SUSPEND<br />
BUILDJOB_WORKSHOP_PROFILE<br />
BUILDJOB_WELL_FREE<br />
BUILDJOB_WELL_SIZE<br />
BUILDJOB_TARGET_FREE<br />
BUILDJOB_TARGET_SIZE<br />
BUILDJOB_TARGET_DOWN<br />
BUILDJOB_TARGET_UP<br />
BUILDJOB_TARGET_RIGHT<br />
BUILDJOB_TARGET_LEFT<br />
BUILDJOB_STATUE_ASSIGN<br />
BUILDJOB_STATUE_FREE<br />
BUILDJOB_STATUE_SIZE<br />
BUILDJOB_CAGE_JUSTICE<br />
BUILDJOB_CAGE_FREE<br />
BUILDJOB_CAGE_SIZE<br />
BUILDJOB_CAGE_ASSIGN_OCC<br />
BUILDJOB_CAGE_WATER<br />
BUILDJOB_CAGE_ASSIGN<br />
BUILDJOB_CHAIN_ASSIGN_OCC<br />
BUILDJOB_CHAIN_JUSTICE<br />
BUILDJOB_CHAIN_ASSIGN<br />
BUILDJOB_CHAIN_FREE<br />
BUILDJOB_CHAIN_SIZE<br />
BUILDJOB_SIEGE_FIRING<br />
BUILDJOB_SIEGE_ORIENT<br />
BUILDJOB_DOOR_INTERNAL<br />
BUILDJOB_DOOR_LOCK<br />
BUILDJOB_DOOR_AJAR<br />
BUILDJOB_COFFIN_ASSIGN<br />
BUILDJOB_COFFIN_FREE<br />
BUILDJOB_COFFIN_SIZE<br />
BUILDJOB_COFFIN_BURIAL<br />
BUILDJOB_COFFIN_CIV<br />
BUILDJOB_COFFIN_PET<br />
BUILDJOB_CHAIR_ASSIGN<br />
BUILDJOB_CHAIR_FREE<br />
BUILDJOB_CHAIR_SIZE<br />
BUILDJOB_TABLE_ASSIGN<br />
BUILDJOB_TABLE_HALL<br />
BUILDJOB_TABLE_FREE<br />
BUILDJOB_TABLE_SIZE<br />
BUILDJOB_BED_ASSIGN<br />
BUILDJOB_BED_FREE<br />
BUILDJOB_BED_BARRACKS<br />
BUILDJOB_BED_RENT<br />
BUILDJOB_BED_SIZE<br />
BUILDJOB_DEPOT_BRING<br />
BUILDJOB_DEPOT_TRADE<br />
BUILDJOB_DEPOT_REQUEST_TRADER<br />
BUILDJOB_DEPOT_BROKER_ONLY<br />
BUILDJOB_ANIMALTRAP_BAIT_NONE<br />
BUILDJOB_ANIMALTRAP_BAIT_MEAT<br />
BUILDJOB_ANIMALTRAP_BAIT_FISH<br />
BUILDJOB_ANIMALTRAP_BAIT_GEM<br />
BUILDJOB_FARM_FALLOW<br />
BUILDJOB_FARM_FERTILIZE<br />
BUILDJOB_FARM_SEASFERT<br />
BUILDJOB_FARM_SPRING<br />
BUILDJOB_FARM_SUMMER<br />
BUILDJOB_FARM_AUTUMN<br />
BUILDJOB_FARM_WINTER<br />
BUILDJOB_STOCKPILE_MASTER<br />
BUILDJOB_STOCKPILE_DELETE_CHILD<br />
BUILDJOB_STOCKPILE_SETTINGS<br />
BUILDJOB_STOCKPILE_BARREL_UP<br />
BUILDJOB_STOCKPILE_BARREL_DOWN<br />
BUILDJOB_STOCKPILE_BARREL_ZERO<br />
BUILDJOB_STOCKPILE_BARREL_MAX<br />
BUILDJOB_STOCKPILE_BIN_UP<br />
BUILDJOB_STOCKPILE_BIN_DOWN<br />
BUILDJOB_STOCKPILE_BIN_ZERO<br />
BUILDJOB_STOCKPILE_BIN_MAX<br />
BUILDJOB_RACK_MAT_BONE<br />
BUILDJOB_RACK_MAT_BRONZE<br />
BUILDJOB_RACK_MAT_COPPER<br />
BUILDJOB_RACK_MAT_IRON<br />
BUILDJOB_RACK_MAT_STEEL<br />
BUILDJOB_RACK_MAT_WOOD<br />
BUILDJOB_RACK_MAT_METAL<br />
BUILDJOB_STAND_MAT_BONE<br />
BUILDJOB_STAND_MAT_LEATHER<br />
BUILDJOB_STAND_MAT_COPPER<br />
BUILDJOB_STAND_MAT_BRONZE<br />
BUILDJOB_STAND_MAT_STEEL<br />
BUILDJOB_STAND_MAT_IRON<br />
BUILDJOB_STAND_MAT_WOOD<br />
BUILDJOB_STAND_MAT_METAL<br />
BUILDJOB_RACKSTAND_ASSIGN<br />
BUILDJOB_RACKSTAND_FREE<br />
BUILDJOB_RACKSTAND_SIZE<br />
BUILDJOB_RACKSTAND_ITEM<br />
BUILDJOB_RACKSTAND_MAT<br />
BUILDJOB_RACKSTAND_DEFAULTS1<br />
BUILDJOB_RACKSTAND_KILL1<br />
BUILDJOB_RACKSTAND_DEFAULTS2<br />
BUILDJOB_RACKSTAND_KILL2<br />
STOCKPILE_SETTINGS_ENABLE<br />
STOCKPILE_SETTINGS_DISABLE<br />
STOCKPILE_SETTINGS_PERMIT_ALL<br />
STOCKPILE_SETTINGS_FORBID_ALL<br />
STOCKPILE_SETTINGS_PERMIT_SUB<br />
STOCKPILE_SETTINGS_FORBID_SUB<br />
STOCKPILE_SETTINGS_SPECIFIC1<br />
STOCKPILE_SETTINGS_SPECIFIC2<br />
SQUAD_LOCK<br />
SQUAD_STATION<br />
SQUAD_CLEAR_PATROL<br />
SQUAD_PATROL<br />
SQUAD_ZOOM<br />
MOVIE_RECORD<br />
MOVIE_PLAY<br />
MOVIE_SAVE<br />
MOVIE_LOAD<br />
ASSIGNTRADE_VIEW<br />
ASSIGNTRADE_STRING<br />
ASSIGNTRADE_EXCLUDE_PROHIBITED<br />
ASSIGNTRADE_PENDING<br />
ASSIGNTRADE_SORT<br />
NOBLELIST_REPLACE<br />
NOBLELIST_SETTINGS<br />
NOBLELIST_VIEW_CANDIDATE<br />
A_BARTER_VIEW<br />
A_BARTER_CURRENCY_1<br />
A_BARTER_CURRENCY_2<br />
A_BARTER_CURRENCY_3<br />
A_BARTER_CURRENCY_4<br />
A_BARTER_CURRENCY_5<br />
A_BARTER_CURRENCY_6<br />
A_BARTER_CURRENCY_7<br />
A_BARTER_CURRENCY_8<br />
A_BARTER_CURRENCY_9<br />
A_BARTER_TRADE<br />
TRADE_VIEW<br />
TRADE_TRADE<br />
TRADE_OFFER<br />
TRADE_SEIZE<br />
STORES_VIEW<br />
STORES_ZOOM<br />
STORES_FORBID<br />
STORES_MELT<br />
STORES_DUMP<br />
STORES_HIDE<br />
MILITARY_ACTIVATE<br />
MILITARY_VIEW<br />
MILITARY_WEAPON<br />
MILITARY_ZOOM<br />
SQUADINFO_FOOD<br />
SQUADINFO_SLEEP<br />
SQUADINFO_WATER<br />
SQUADINFO_STAYCLOSE<br />
SQUADINFO_ATTACKWILDS<br />
SQUADINFO_STANDDOWN<br />
SQUADINFO_ZOOM<br />
UNITJOB_REMOVE_CRE<br />
UNITJOB_ZOOM_CRE<br />
UNITJOB_ZOOM_BUILD<br />
UNITJOB_VIEW<br />
UNITJOB_MANAGER<br />
MANAGER_NEW_ORDER<br />
MANAGER_REMOVE<br />
MANAGER_PROMOTE<br />
MANAGER_MAX<br />
MANAGER_WAGES<br />
PET_BUTCHER<br />
KITCHEN_COOK<br />
KITCHEN_BREW<br />
SETUPGAME_NEW<br />
SETUPGAME_VIEW<br />
SETUPGAME_CUSTOMIZE_UNIT<br />
SETUPGAME_SAVE_PROFILE<br />
SETUPGAME_SAVE_PROFILE_ABORT<br />
SETUPGAME_SAVE_PROFILE_GO<br />
SETUPGAME_VIEW_PROFILE_PROBLEMS<br />
CIVZONE_REMOVE<br />
CIVZONE_POND_OPTIONS<br />
CIVZONE_WATER_SOURCE<br />
CIVZONE_FISH<br />
CIVZONE_DUMP<br />
CIVZONE_POND<br />
CIVZONE_SAND_COLLECT<br />
CIVZONE_ACTIVE<br />
CIVZONE_MEETING<br />
CIVZONE_POND_WATER<br />
STOCKPILE_ANIMAL<br />
STOCKPILE_FOOD<br />
STOCKPILE_WEAPON<br />
STOCKPILE_ARMOR<br />
STOCKPILE_CUSTOM<br />
STOCKPILE_CUSTOM_SETTINGS<br />
STOCKPILE_FURNITURE<br />
STOCKPILE_GRAVEYARD<br />
STOCKPILE_REFUSE<br />
STOCKPILE_WOOD<br />
STOCKPILE_STONE<br />
STOCKPILE_GEM<br />
STOCKPILE_BARBLOCK<br />
STOCKPILE_CLOTH<br />
STOCKPILE_LEATHER<br />
STOCKPILE_AMMO<br />
STOCKPILE_COINS<br />
STOCKPILE_FINISHED<br />
STOCKPILE_NONE<br />
DESIGNATE_BITEM<br />
DESIGNATE_CLAIM<br />
DESIGNATE_UNCLAIM<br />
DESIGNATE_MELT<br />
DESIGNATE_NO_MELT<br />
DESIGNATE_DUMP<br />
DESIGNATE_NO_DUMP<br />
DESIGNATE_HIDE<br />
DESIGNATE_NO_HIDE<br />
DESIGNATE_TRAFFIC<br />
DESIGNATE_TRAFFIC_HIGH<br />
DESIGNATE_TRAFFIC_NORMAL<br />
DESIGNATE_TRAFFIC_LOW<br />
DESIGNATE_TRAFFIC_RESTRICTED<br />
DESIGNATE_TRAFFIC_INCREASE_WEIGHT<br />
DESIGNATE_TRAFFIC_DECREASE_WEIGHT<br />
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE<br />
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE<br />
DESIGNATE_DIG<br />
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS<br />
DESIGNATE_STAIR_UP<br />
DESIGNATE_STAIR_DOWN<br />
DESIGNATE_STAIR_UPDOWN<br />
DESIGNATE_RAMP<br />
DESIGNATE_CHANNEL<br />
DESIGNATE_CHOP<br />
DESIGNATE_PLANTS<br />
DESIGNATE_SMOOTH<br />
DESIGNATE_ENGRAVE<br />
DESIGNATE_FORTIFY<br />
DESIGNATE_TOGGLE_ENGRAVING<br />
DESIGNATE_UNDO<br />
DESIGNATE_REMOVE_CONSTRUCTION<br />
BUILDING_DIM_Y_UP<br />
BUILDING_DIM_Y_DOWN<br />
BUILDING_DIM_X_UP<br />
BUILDING_DIM_X_DOWN<br />
BUILDING_ORIENT_UP<br />
BUILDING_ORIENT_LEFT<br />
BUILDING_ORIENT_RIGHT<br />
BUILDING_ORIENT_DOWN<br />
BUILDING_ORIENT_NONE<br />
BUILDING_VIEW_ITEM<br />
BUILDING_ADVANCE_STAGE<br />
BUILDING_EXPAND_CONTRACT<br />
BUILDING_TRIGGER_ENABLE_WATER<br />
BUILDING_TRIGGER_MIN_WATER_UP<br />
BUILDING_TRIGGER_MIN_WATER_DOWN<br />
BUILDING_TRIGGER_MAX_WATER_UP<br />
BUILDING_TRIGGER_MAX_WATER_DOWN<br />
BUILDING_TRIGGER_ENABLE_MAGMA<br />
BUILDING_TRIGGER_MIN_MAGMA_UP<br />
BUILDING_TRIGGER_MIN_MAGMA_DOWN<br />
BUILDING_TRIGGER_MAX_MAGMA_UP<br />
BUILDING_TRIGGER_MAX_MAGMA_DOWN<br />
BUILDING_TRIGGER_ENABLE_CREATURE<br />
BUILDING_TRIGGER_ENABLE_LOCALS<br />
BUILDING_TRIGGER_RESETS<br />
BUILDING_TRIGGER_MIN_SIZE_UP<br />
BUILDING_TRIGGER_MIN_SIZE_DOWN<br />
BUILDING_TRIGGER_MAX_SIZE_UP<br />
BUILDING_TRIGGER_MAX_SIZE_DOWN<br />
UNITVIEW_GEN<br />
UNITVIEW_INV<br />
UNITVIEW_PRF<br />
UNITVIEW_WND<br />
UNITVIEW_NEXT<br />
UNITVIEW_SLAUGHTER<br />
UNITVIEW_PRF_PROF<br />
UNITVIEW_PRF_PET<br />
UNITVIEW_PRF_SOLDIER<br />
UNITVIEW_PRF_CASTLE<br />
UNITVIEW_PRF_ROYAL<br />
UNITVIEW_PRF_TOGGLESQUAD<br />
UNITVIEW_PRF_PET_HUNT<br />
UNITVIEW_PRF_PET_WAR<br />
UNITVIEW_PRF_SOLDIER_UNARMED<br />
UNITVIEW_PRF_SOLDIER_AXE<br />
UNITVIEW_PRF_SOLDIER_CROSSBOW<br />
UNITVIEW_PRF_SOLDIER_HAMMER<br />
UNITVIEW_PRF_SOLDIER_MACE<br />
UNITVIEW_PRF_SOLDIER_SPEAR<br />
UNITVIEW_PRF_SOLDIER_SWORD<br />
UNITVIEW_PRF_SOLDIER_WEAPONNUM<br />
UNITVIEW_PRF_SOLDIER_ARMOR<br />
UNITVIEW_PRF_SOLDIER_SHIELD<br />
UNITVIEW_PRF_VIEW<br />
STRING_A000<br />
STRING_A001<br />
STRING_A002<br />
STRING_A003<br />
STRING_A004<br />
STRING_A005<br />
STRING_A006<br />
STRING_A007<br />
STRING_A008<br />
STRING_A009<br />
STRING_A010<br />
STRING_A011<br />
STRING_A012<br />
STRING_A013<br />
STRING_A014<br />
STRING_A015<br />
STRING_A016<br />
STRING_A017<br />
STRING_A018<br />
STRING_A019<br />
STRING_A020<br />
STRING_A021<br />
STRING_A022<br />
STRING_A023<br />
STRING_A024<br />
STRING_A025<br />
STRING_A026<br />
STRING_A027<br />
STRING_A028<br />
STRING_A029<br />
STRING_A030<br />
STRING_A031<br />
STRING_A032<br />
STRING_A033<br />
STRING_A034<br />
STRING_A035<br />
STRING_A036<br />
STRING_A037<br />
STRING_A038<br />
STRING_A039<br />
STRING_A040<br />
STRING_A041<br />
STRING_A042<br />
STRING_A043<br />
STRING_A044<br />
STRING_A045<br />
STRING_A046<br />
STRING_A047<br />
STRING_A048<br />
STRING_A049<br />
STRING_A050<br />
STRING_A051<br />
STRING_A052<br />
STRING_A053<br />
STRING_A054<br />
STRING_A055<br />
STRING_A056<br />
STRING_A057<br />
STRING_A058<br />
STRING_A059<br />
STRING_A060<br />
STRING_A061<br />
STRING_A062<br />
STRING_A063<br />
STRING_A064<br />
STRING_A065<br />
STRING_A066<br />
STRING_A067<br />
STRING_A068<br />
STRING_A069<br />
STRING_A070<br />
STRING_A071<br />
STRING_A072<br />
STRING_A073<br />
STRING_A074<br />
STRING_A075<br />
STRING_A076<br />
STRING_A077<br />
STRING_A078<br />
STRING_A079<br />
STRING_A080<br />
STRING_A081<br />
STRING_A082<br />
STRING_A083<br />
STRING_A084<br />
STRING_A085<br />
STRING_A086<br />
STRING_A087<br />
STRING_A088<br />
STRING_A089<br />
STRING_A090<br />
STRING_A091<br />
STRING_A092<br />
STRING_A093<br />
STRING_A094<br />
STRING_A095<br />
STRING_A096<br />
STRING_A097<br />
STRING_A098<br />
STRING_A099<br />
STRING_A100<br />
STRING_A101<br />
STRING_A102<br />
STRING_A103<br />
STRING_A104<br />
STRING_A105<br />
STRING_A106<br />
STRING_A107<br />
STRING_A108<br />
STRING_A109<br />
STRING_A110<br />
STRING_A111<br />
STRING_A112<br />
STRING_A113<br />
STRING_A114<br />
STRING_A115<br />
STRING_A116<br />
STRING_A117<br />
STRING_A118<br />
STRING_A119<br />
STRING_A120<br />
STRING_A121<br />
STRING_A122<br />
STRING_A123<br />
STRING_A124<br />
STRING_A125<br />
STRING_A126<br />
STRING_A127<br />
STRING_A128<br />
STRING_A129<br />
STRING_A130<br />
STRING_A131<br />
STRING_A132<br />
STRING_A133<br />
STRING_A134<br />
STRING_A135<br />
STRING_A136<br />
STRING_A137<br />
STRING_A138<br />
STRING_A139<br />
STRING_A140<br />
STRING_A141<br />
STRING_A142<br />
STRING_A143<br />
STRING_A144<br />
STRING_A145<br />
STRING_A146<br />
STRING_A147<br />
STRING_A148<br />
STRING_A149<br />
STRING_A150<br />
STRING_A151<br />
STRING_A152<br />
STRING_A153<br />
STRING_A154<br />
STRING_A155<br />
STRING_A156<br />
STRING_A157<br />
STRING_A158<br />
STRING_A159<br />
STRING_A160<br />
STRING_A161<br />
STRING_A162<br />
STRING_A163<br />
STRING_A164<br />
STRING_A165<br />
STRING_A166<br />
STRING_A167<br />
STRING_A168<br />
STRING_A169<br />
STRING_A170<br />
STRING_A171<br />
STRING_A172<br />
STRING_A173<br />
STRING_A174<br />
STRING_A175<br />
STRING_A176<br />
STRING_A177<br />
STRING_A178<br />
STRING_A179<br />
STRING_A180<br />
STRING_A181<br />
STRING_A182<br />
STRING_A183<br />
STRING_A184<br />
STRING_A185<br />
STRING_A186<br />
STRING_A187<br />
STRING_A188<br />
STRING_A189<br />
STRING_A190<br />
STRING_A191<br />
STRING_A192<br />
STRING_A193<br />
STRING_A194<br />
STRING_A195<br />
STRING_A196<br />
STRING_A197<br />
STRING_A198<br />
STRING_A199<br />
STRING_A200<br />
STRING_A201<br />
STRING_A202<br />
STRING_A203<br />
STRING_A204<br />
STRING_A205<br />
STRING_A206<br />
STRING_A207<br />
STRING_A208<br />
STRING_A209<br />
STRING_A210<br />
STRING_A211<br />
STRING_A212<br />
STRING_A213<br />
STRING_A214<br />
STRING_A215<br />
STRING_A216<br />
STRING_A217<br />
STRING_A218<br />
STRING_A219<br />
STRING_A220<br />
STRING_A221<br />
STRING_A222<br />
STRING_A223<br />
STRING_A224<br />
STRING_A225<br />
STRING_A226<br />
STRING_A227<br />
STRING_A228<br />
STRING_A229<br />
STRING_A230<br />
STRING_A231<br />
STRING_A232<br />
STRING_A233<br />
STRING_A234<br />
STRING_A235<br />
STRING_A236<br />
STRING_A237<br />
STRING_A238<br />
STRING_A239<br />
STRING_A240<br />
STRING_A241<br />
STRING_A242<br />
STRING_A243<br />
STRING_A244<br />
STRING_A245<br />
STRING_A246<br />
STRING_A247<br />
STRING_A248<br />
STRING_A249<br />
STRING_A250<br />
STRING_A251<br />
STRING_A252<br />
STRING_A253<br />
STRING_A254<br />
STRING_A255<br />
Not Supported<br />
Ctrl+<br />
Alt+<br />
Shft+<br />
Backspace<br />
Tab<br />
Clear<br />
Enter<br />
Shift<br />
Ctrl<br />
Alt<br />
Pause<br />
Caps<br />
Escape<br />
Space<br />
Page Up<br />
Page Down<br />
End<br />
Up<br />
Right<br />
Down<br />
Print<br />
Execute<br />
Print Screen<br />
Insert<br />
Delete<br />
Numpad 0<br />
Numpad 1<br />
Numpad 2<br />
Numpad 3<br />
Numpad 4<br />
Numpad 5<br />
Numpad 6<br />
Numpad 7<br />
Numpad 8<br />
Numpad 9<br />
Separator<br />
Subtract<br />
Add<br />
Multiply<br />
Decimal<br />
Divide<br />
F1<br />
F2<br />
F3<br />
F4<br />
F5<br />
F6<br />
F7<br />
F8<br />
F9<br />
F10<br />
F11<br />
F12<br />
F13<br />
F14<br />
F15<br />
F16<br />
F17<br />
F18<br />
F19<br />
F20<br />
F21<br />
F22<br />
F23<br />
F24<br />
Numlock<br />
Scroll<br />
L Shift<br />
R Shift<br />
L Control<br />
R Control<br />
L Menu<br />
R Menu<br />
Key BA<br />
Plus<br />
Comma<br />
Minus<br />
Period<br />
Key BF<br />
Key C0<br />
Key DB<br />
Key DC<br />
Key DD<br />
Key DE<br />
Key DF<br />
Key E1<br />
Key E2<br />
Key E3<br />
Key E4<br />
Key E9<br />
Key EA<br />
Key EB<br />
Key EC<br />
Key ED<br />
Key EE<br />
Key EF<br />
Key F1<br />
Key F2<br />
Key F3<br />
Key F4<br />
Key F5<br />
Key Hangul/Kana<br />
Key Junja<br />
Key Final<br />
Key Hanja/Kanji<br />
Key Convert<br />
Key Nonconvert<br />
Key Accept<br />
Key Mode Change<br />
Key 92<br />
Key 93<br />
Key 94<br />
Key 95<br />
Key 96<br />
NOT_SUPPORTED<br />
CTRL+<br />
ALT+<br />
SHIFT+<br />
BACKSPACE<br />
TAB<br />
CLEAR<br />
ENTER<br />
SHIFT<br />
CTRL<br />
ALT<br />
PAUSE<br />
CAPS<br />
ESCAPE<br />
SPACE<br />
PAGEUP<br />
PAGEDOWN<br />
END<br />
HOME<br />
UP<br />
DOWN<br />
PRINT<br />
EXECUTE<br />
PRINTSCREEN<br />
INSERT<br />
DELETE<br />
NUMPAD0<br />
NUMPAD1<br />
NUMPAD2<br />
NUMPAD3<br />
NUMPAD4<br />
NUMPAD5<br />
NUMPAD6<br />
NUMPAD7<br />
NUMPAD8<br />
NUMPAD9<br />
SEPARATOR<br />
SUBTRACT<br />
ADD<br />
MULTIPLY<br />
DECIMAL<br />
DIVIDE<br />
NUMLOCK<br />
SCROLL<br />
LSHIFT<br />
RSHIFT<br />
LCTRL<br />
RCTRL<br />
LMENU<br />
RMENU<br />
KEYBA<br />
PLUS<br />
COMMA<br />
MINUS<br />
PERIOD<br />
KEYBF<br />
KEYC0<br />
KEYDB<br />
KEYDC<br />
KEYDD<br />
KEYDE<br />
KEYDF<br />
KEYE1<br />
KEYE2<br />
KEYE3<br />
KEYE4<br />
KEYE9<br />
KEYEA<br />
KEYEB<br />
KEYEC<br />
KEYED<br />
KEYEE<br />
KEYEF<br />
KEYF1<br />
KEYF2<br />
KEYF3<br />
KEYF4<br />
KEYF5<br />
KEYHANGULKANA<br />
KEYJUNJA<br />
KEYFINAL<br />
KEYHANJAKANJI<br />
KEYCONVERT<br />
KEYNONCONVERT<br />
KEYACCEPT<br />
KEYMODECHANGE<br />
KEY92<br />
KEY93<br />
KEY94<br />
KEY95<br />
KEY96<br />
Dwarf Fortress Options <br />
Ending game...<br />
Really retire? All active saves will be deleted. (<br />
= yes, other = no)<br />
You will be saved for later use in the region.<br />
Really quit? All active saves will be deleted. (<br />
The region will be saved for later use.<br />
Return to Title Screen<br />
Return to Game<br />
Save Game<br />
Key Bindings<br />
Export Local Image<br />
Music and Sound<br />
Abort Game<br />
Succumb to the Invasion<br />
Abandon the Fortress<br />
Retire (or Rest a while) as a Peasant<br />
Finish Game<br />
Give in to Starvation<br />
(holding another's goods)<br />
NULL unit pointer on load<br />
NULL play unit on load: id #<br />
NULL item pointer on load<br />
NULL play item on load: id #<br />
NULL job pointer on load<br />
NULL building pointer on load<br />
NULL play building on load: id #<br />
Site<br />
Error 1<br />
Error 2<br />
Nuked Activity Reference<br />
Nuked Job Reference<br />
Nuked Unit Reference (Worker/Inventory)<br />
Nuked Building Reference (Party)<br />
Nuked Item Reference (General)<br />
Nuked Effect Reference<br />
Nuked Pet Info Reference (Pet)<br />
Nuked Pet Info Reference (Owner)<br />
Nuked Vermin Event Reference<br />
Nuked Vermin Reference (Escaped Pet)<br />
Nuked Entity Reference<br />
Nuked Plot Info Reference<br />
Nuked Viewscreen Reference<br />
Nuked Unit Reference (Item Wrestle)<br />
Nuked Hist Fig Reference<br />
Nuked Site Reference<br />
Nuked Artifact Reference<br />
Nuked Item Improvement Reference<br />
Nuked Coin Front Reference<br />
Nuked Coin Back Reference<br />
Nuked Detail Event Reference<br />
Nuked Subregion Reference<br />
Nuked Art Image Reference<br />
Nuked Creature Def Reference<br />
NULL JOB ITEM (1): <br />
NULL JOB ITEM (2): <br />
NULL item projectile loaded<br />
NULL unit projectile loaded<br />
Civ Zone <br />
: Null Unit Assignment (Id <br />
: Null Item Assignment (Id <br />
Cage: Null Unit Assignment<br />
Cage: Null Item Assignment<br />
NULL Aid Requester<br />
NULL Royal Guard<br />
NULL Fortress Guard<br />
current<br />
/world.sav<br />
Dwarf Fortress Options: Save Game <br />
Saving...<br />
Dwarf Fortress Options: Key Bindings <br />
- Export to txt<br />
and a key<br />
to change a key binding.<br />
[DISPLAY_STRING:<br />
NO_FILE<br />
data/help/<br />
: Customize Nickname<br />
, `<br />
'<br />
: Customize Profession Name<br />
: Done with string entry<br />
: Abort string entry<br />
This creature<br />
is non-hostile.<br />
is a skulking perpetrator of mischief.<br />
is a minion of evil.<br />
is a brutal enemy of your kind.<br />
is of the wilderness.<br />
is of the walking dead.<br />
is crazed!<br />
is an invader.<br />
is from the depths of the underworld.<br />
is an uninvited guest.<br />
is a current resident.<br />
is from the river.<br />
is from the underground river.<br />
is from the underground pool.<br />
is from the magma pool.<br />
is from the magma pipe.<br />
is from the chasm.<br />
is from the deep pit.<br />
is from the underworld.<br />
is from a mysterious place.<br />
Account:<br />
Owned Objects:<br />
Holdings:<br />
Needs: <br />
No<br />
Chest<br />
Demands:<br />
Throne Room/Office<br />
Bedroom<br />
Mandates:<br />
Export of <br />
Make <br />
Complete <br />
Jobs<br />
Prohibited<br />
: View thoughts and preferences.<br />
: View relationships.<br />
: View kills.<br />
: Customize.<br />
data/sound/<br />
.ogg<br />
Moving Records <br />
: Start recording (active record is erased, stops when you return here)<br />
: Play the active moving record<br />
: Save the active moving record (you will be prompted for a name)<br />
: Load a moving record<br />
data/movies/<br />
.cmv<br />
data/movies/*.cmv<br />
ecwe<br />
hlaas<br />
** Loading Fortress **<br />
** Loading Adventurer **<br />
stalled activity removed<br />
duplicate activity removed<br />
Dwarf Fortress Options: Load Game <br />
Unknown Type Error<br />
Folder: <br />
There are no active games.<br />
Loading game...<br />
Mine<br />
Channel<br />
Remove Up Stairs/Ramps<br />
Upward Stairway<br />
Downward Stairway<br />
Up/Down Stairway<br />
Upward Ramp<br />
Chop Down Trees<br />
Gather Plants<br />
Smooth Stone<br />
Engrave Stone<br />
Carve Fortifications<br />
Toggle Engravings<br />
Remove Designation<br />
unprepared <br />
Standard<br />
Well-crafted<br />
Finely-crafted<br />
Superior Quality<br />
Exceptional<br />
Masterwork<br />
Artifact<br />
Fresh Raw Hide<br />
Rotten Raw Hide<br />
chitin<br />
leather<br />
silk<br />
Allow Plant/Animal<br />
Allow Non-Plant/Animal<br />
Use Seed<br />
Yes<br />
Seed<br />
Use History Seed<br />
Use Name Seed<br />
End Year<br />
Population Cap After Civ Creation<br />
No Cap<br />
Percentage Beasts Dead For Stoppage<br />
Ignore<br />
Year to Begin Checking Megabeast Percentage<br />
Cull Unimportant Historical Figures<br />
Reveal All Historical Events<br />
Minimum <br />
Maximum <br />
X-Variance<br />
Y-Variance<br />
Elevation Mesh Size<br />
2 x 2<br />
4 x 4<br />
8 x 8<br />
16 x 16<br />
32 x 32<br />
Elevation Weighted Range (<br />
Rain Mesh Size<br />
Rain Weighted Range (<br />
Drainage Mesh Size<br />
Drainage Weighted Range (<br />
Savagery Mesh Size<br />
Savagery Weighted Range (<br />
Temperature Mesh Size<br />
Temperature Weighted Range (<br />
Volcanism Mesh Size<br />
Volcanism Weighted Range (<br />
Minimum Mountain Peak Number<br />
Minimum Edge Oceans<br />
Minimum Volcano Number<br />
Desired Good Square Count in Small Subregions<br />
Desired Good Square Count in Medium Subregions<br />
Desired Good Square Count in Large Subregions<br />
Desired Evil Square Count in Small Subregions<br />
Desired Evil Square Count in Medium Subregions<br />
Desired Evil Square Count in Large Subregions<br />
Minimum Initial <br />
Square Count<br />
Region Count<br />
Minimum Final <br />
Erosion Cycle Count<br />
Minimum River Start Locations (Pre-Erosion)<br />
Desired River Start Locations (Post-Erosion)<br />
Periodically Erode Extreme Cliffs<br />
Do Orographic Precipitation and Rain Shadows<br />
Maximum Number of Subregions<br />
Minimum Natural Cave Size<br />
Maximum Natural Cave Size<br />
Number of Mountain Caves<br />
Number of Non-Mountain Caves<br />
Make Caves Visible<br />
Allow Init Embark Options to Show Underground Rivers<br />
Always<br />
Only in Finder<br />
Allow Init Embark Options to Show Underground Pools<br />
Allow Init Embark Options to Show Magma Pools<br />
Allow Init Embark Options to Show All Magma Pipes<br />
Allow Init Embark Options to Show Chasms<br />
Allow Init Embark Options to Show Bottomless Pits<br />
Allow Init Embark Options to Show Other Map Features<br />
Allow Init Embark Options to Show Tunnels<br />
Number of Civilizations<br />
Playable Civilization Required<br />
Minimum Number of Mid-Elevation Squares<br />
Minimum Number of Low-Elevation Squares<br />
Minimum Number of High-Elevation Squares<br />
Minimum Number of Mid-Rain Squares<br />
Minimum Number of Low-Rain Squares<br />
Minimum Number of High-Rain Squares<br />
Minimum Number of Mid-Drainage Squares<br />
Minimum Number of Low-Drainage Squares<br />
Minimum Number of High-Drainage Squares<br />
Minimum Number of Mid-Savagery Squares<br />
Minimum Number of Low-Savagery Squares<br />
Minimum Number of High-Savagery Squares<br />
Minimum Number of Mid-Volcanism Squares<br />
Minimum Number of Low-Volcanism Squares<br />
Minimum Number of High-Volcanism Squares<br />
Stockpile Settings <br />
Food<br />
Furniture/Siege Ammo<br />
Graveyard<br />
Refuse<br />
Coins<br />
Bars/Blocks<br />
Gems<br />
Finished Goods<br />
Weapons/Trap Comps<br />
Additional Options<br />
Unprepared Fish<br />
Drink (Plant)<br />
Drink (Animal)<br />
Cheese (Plant)<br />
Cheese (Animal)<br />
Leaves<br />
Milled Plant<br />
Bone Meal<br />
Fat<br />
Extract (Plant)<br />
Extract (Animal)<br />
Misc. Liquid<br />
Item Types<br />
Corpses<br />
Body Parts<br />
Type<br />
Material<br />
Metals<br />
Other Materials<br />
Bars<br />
Bars: Metal<br />
Blocks<br />
Blocks: Metal<br />
Metal Ores<br />
Economic<br />
Rough Glass<br />
Cut Glass<br />
Rough Gem<br />
Cut Gem<br />
Body<br />
Head<br />
Feet<br />
Hands<br />
Legs<br />
Shield<br />
Core Quality<br />
Total Quality<br />
: Toggle<br />
: Enable<br />
: Disable<br />
Mill Products<br />
Fats<br />
Liquids<br />
Types<br />
Corpse<br />
Silk Thread<br />
Plant Thread<br />
Silk Cloth<br />
Plant Cloth<br />
Trap Comps<br />
Qualities<br />
Empty Cages<br />
Empty Animals Traps<br />
Sand Bag<br />
Usable<br />
Unusable<br />
: Allow All<br />
: Block All<br />
: Permit <br />
: Forbid <br />
: View Biomes<br />
x <br />
Brush Radius <br />
Smoothing Brush<br />
Normal Brush<br />
ELEV<br />
TEMP<br />
DRAIN<br />
SAV<br />
VOLC<br />
(View)<br />
Brush = <br />
Painting<br />
Not painting<br />
Will be saved<br />
Randomize at gen<br />
: Type Value<br />
: Nullify Value<br />
: Decrease Value<br />
: Increase Value<br />
Range: <br />
: Set Preset Field Values<br />
Export Local Image <br />
Your Units<br />
Buildings<br />
: Export Image<br />
local_map<br />
-param-<br />
Created in DF <br />
Music and Sound Options <br />
Volume: <br />
/255<br />
=========<br />
---------<br />
or left-click: Change volume. <br />
: Done.<br />
Relationships of <br />
Pet<br />
Spouse<br />
Mother<br />
Father<br />
Lover<br />
Child<br />
Friend<br />
Grudge<br />
Deity<br />
Force<br />
Object of Worship<br />
Long-term Acquaintance<br />
Passing Acquaintance<br />
: Back to Main<br />
Workshop Profile <br />
Permitted Workers<br />
: Permit All<br />
: Min - <br />
: Max - <br />
for more<br />
to close window<br />
<br />
has created a masterpiece!<br />
[P]<br />
This is<br />
a<br />
n<br />
This is a stack of<br />
These are <br />
bundles of<br />
This is a bundle of<br />
well-prepared<br />
finely-prepared<br />
superiorly prepared<br />
exceptional prepared<br />
masterfully prepared<br />
well-crafted<br />
finely-crafted<br />
superior quality<br />
exceptional<br />
masterful<br />
created by an unknown artisan<br />
All <br />
craftsman<br />
ship is of the highest quality. <br />
The ingredients are <br />
well-<br />
finely <br />
superiorly <br />
exceptionally <br />
masterfully <br />
minced <br />
cooked <br />
It is <br />
encrusted with<br />
studded with<br />
decorated with<br />
well-crafted <br />
finely-crafted <br />
superior quality <br />
exceptionally worked <br />
masterfully worked <br />
by an unknown artist<br />
encircled with bands of <br />
The handle is made from <br />
This object <br />
is adorned with hanging rings of <br />
menaces with spikes of <br />
It is made from <br />
The thread is <br />
gray<br />
superbly <br />
colored<br />
This object is showing some wear. <br />
This object is threadbare. <br />
This object is in tatters. <br />
This object is heavily worn. <br />
This object is mangled. <br />
&r<br />
You gain possession of the <br />
remains stuck in your <br />
You maintain possession of the <br />
is torn from your <br />
You've lost possession of the <br />
null item load -- type: <br />
your <br />
's <br />
Seed<br />
Cheese<br />
Spice<br />
Mill<br />
Rendered Fat<br />
Barrel<br />
<#<br />
><br />
Coin<br />
Bar/Block<br />
Bin<br />
aquarium<br />
exceptional <br />
masterful <br />
cloth<br />
woven by <br />
<br />
BOLT<br />
ITEM_WEAPON<br />
ITEM_TOY<br />
ITEM_INSTRUMENT<br />
ITEM_TRAPCOMP<br />
ITEM_ARMOR<br />
ITEM_AMMO<br />
ITEM_SIEGEAMMO<br />
ITEM_GLOVES<br />
ITEM_SHOES<br />
ITEM_SHIELD<br />
ITEM_HELM<br />
ITEM_PANTS<br />
ITEM_FOOD<br />
Unrecognized Item Definition Token: <br />
ADJECTIVE<br />
DAMAGE<br />
WEIGHT<br />
STICK_CHANCE<br />
SKILL<br />
RANGED<br />
CRIT_BOOST<br />
TWO_HANDED<br />
MINIMUM_SIZE<br />
CAN_STONE<br />
MATERIAL_SIZE<br />
Unrecognized Item Definition (Weapon) Token: <br />
HARD_MAT<br />
Unrecognized Item Definition (Toy) Token: <br />
Unrecognized Item Definition (Instrument) Token: <br />
HITS<br />
IS_SCREW<br />
IS_SPIKE<br />
Unrecognized Item Definition (Trap Component) Token: <br />
SOFT<br />
HARD<br />
BARRED<br />
SCALED<br />
SHAPED<br />
LAYER_SIZE<br />
LAYER_PERMIT<br />
LAYER<br />
OVER<br />
UNDER<br />
COVER<br />
COVERAGE<br />
PREPLURAL<br />
MATERIAL_PLACEHOLDER<br />
VALUE<br />
ARMORLEVEL<br />
UBSTEP<br />
MAX<br />
LBSTEP<br />
METAL_ARMOR_LEVELS<br />
MAINBLOCK<br />
SECONDBLOCK<br />
Unrecognized Item Definition (Armor) Token: <br />
CLASS<br />
Unrecognized Item Definition (Ammo) Token: <br />
Unrecognized Item Definition (Siege Ammo) Token: <br />
BLOCKPOWER<br />
UPSTEP<br />
Unrecognized Item Definition (Gloves) Token: <br />
Unrecognized Item Definition (Shoes) Token: <br />
BLOCKCHANCE<br />
Unrecognized Item Definition (Shield) Token: <br />
Unrecognized Item Definition (Helm) Token: <br />
CHAIN_METAL<br />
Unrecognized Item Definition (Pants) Token: <br />
LEVEL<br />
Unrecognized Item Definition (Food) Token: <br />
<br />
DOUBLE TAGGED ITEM: <br />
Construct Building<br />
Butcher an Animal<br />
Catch Live Fish<br />
Catch Live Land Animal<br />
Prepare a Raw Fish<br />
Mill Plants<br />
Process Plants<br />
Milk Creature<br />
Make Cheese<br />
Process Plants (Vial)<br />
Process Plants (Bag)<br />
Process Plants (Barrel)<br />
Make Lye<br />
Make Potash From Lye<br />
Make Potash From Ash<br />
Make Soap<br />
Make Pearlash<br />
Prepare Easy Meal<br />
Prepare Fine Meal<br />
Prepare Lavish Meal<br />
Brew Drink<br />
Extract from Plants<br />
Extract from Raw Fish<br />
Extract from Land Animal<br />
Unchain Pet<br />
Releasing Pet<br />
Recover Pet<br />
Pit/Pond Large Animal<br />
Pit/Pond Small Animal<br />
Drain Aquarium<br />
Fill Aquarium<br />
Fill Pond<br />
Trade at Depot<br />
Chain Animal<br />
Slaughter Animal<br />
Unchain Animal<br />
Tame <br />
a Large Animal<br />
Tame a Small Animal<br />
Mint <br />
Coins<br />
Cut <br />
Decorate With <br />
Stud With <br />
Encrust <br />
With <br />
Collect Sand<br />
Construct <br />
Blocks<br />
Make Raw <br />
Portal<br />
Hatch Cover<br />
Grate<br />
Box<br />
Forge <br />
Make Totem<br />
Terrarium<br />
Cage<br />
Waterskin<br />
Vial<br />
Flask<br />
Cup<br />
Mug<br />
Goblet<br />
Instrument<br />
Toy<br />
Tube<br />
Pipe Section<br />
Bucket<br />
Backpack<br />
Quiver<br />
Bait Trap with <br />
Ballista Arrow Head<br />
Assemble <br />
Construct<br />
Catapult Parts<br />
Mechanisms<br />
Ballista Parts<br />
Anvil<br />
Bed<br />
Quern<br />
Millstone<br />
Train Hunting Animal<br />
Train War Animal<br />
Make Charcoal<br />
Make Ash<br />
Smelt<br />
Smelt <br />
Ore<br />
Melt a Metal Object<br />
Extract Metal Strands<br />
Dye Thread<br />
Dye Cloth<br />
Sew <br />
Image<br />
Tan a Hide<br />
Render Fat<br />
Collect Webs<br />
Weave Metal Cloth<br />
Weave Thread into Silk<br />
Weave Thread into Cloth<br />
(Dyed Only)<br />
Harvest Plants<br />
Plant Seeds<br />
Fertilize Field<br />
Pull the Lever<br />
Link a Building to Trigger<br />
Carve Fortification<br />
Detail Wall<br />
Detail Floor<br />
Remove Stairs/Ramps<br />
Carve Upward Staircase<br />
Carve Downward Staircase<br />
Carve Up/Down Staircase<br />
Carve Ramp<br />
Dig Channel<br />
Fell Tree<br />
Bring Item to Shop<br />
Bring Item to Depot<br />
Eat<br />
Get Provisions<br />
Fill Waterskin<br />
Sleep<br />
Kidnap<br />
Hunt<br />
Starting Fist Fight<br />
Hunt for Small Creature<br />
Collect Taxes<br />
Guard Tax Collector<br />
Return Kill<br />
Go Shopping<br />
Shooting at Archery Range<br />
Sparring in Barracks<br />
Store Owned Item<br />
Pickup Equipment<br />
Strange Mood<br />
Clean Trap<br />
Load Catapult<br />
Load Ballista<br />
Fire Catapult<br />
Fire Ballista<br />
Load Cage Trap<br />
Load Stone Trap<br />
Load Weapon Trap<br />
Cast Spell<br />
SYMBOL<br />
NOUN<br />
PREFIX<br />
VERB<br />
ADJ_DIST<br />
THE_NOUN_SING<br />
THE_NOUN_PLUR<br />
THE_COMPOUND_NOUN_SING<br />
THE_COMPOUND_NOUN_PLUR<br />
THE_COMPOUND_ADJ<br />
OF_NOUN_SING<br />
OF_NOUN_PLUR<br />
FRONT_COMPOUND_NOUN_SING<br />
FRONT_COMPOUND_NOUN_PLUR<br />
REAR_COMPOUND_NOUN_SING<br />
REAR_COMPOUND_NOUN_PLUR<br />
FRONT_COMPOUND_ADJ<br />
REAR_COMPOUND_ADJ<br />
FRONT_COMPOUND_PREFIX<br />
THE_COMPOUND_PREFIX<br />
STANDARD_VERB<br />
Unrecognized Word Token: <br />
S_WORD<br />
Unrecognized Symbol Token: <br />
T_WORD<br />
Unrecognized Translation Token: <br />
HOLY<br />
NAME_SWAMP<br />
NAME_DESERT<br />
NAME_GLACIER<br />
NAME_TUNDRA<br />
NAME_GRASSLAND<br />
NAME_HILLS<br />
NAME_REGION<br />
NAME_PEAK<br />
NAME_ISLAND_SMALL<br />
NAME_ISLAND<br />
NAME_CONTINENT<br />
NAME_WAR<br />
NAME_BATTLE<br />
NAME_SIEGE<br />
NAME_COMMON_RELIGION<br />
NAME_BUILDING_TEMPLE<br />
NAME_ROAD<br />
NAME_BRIDGE<br />
NAME_TUNNEL<br />
NAME_WALL<br />
NAME_BUILDING_KEEP<br />
Impoverished Word Selector<br />
Machine node out of bounds on split<br />
Failed to find machine node frontier on split<br />
Unreachable machine node on split<br />
<br />
silk<br />
filth<br />
grime<br />
unknown substance<br />
ivory<br />
horn<br />
amber<br />
coral<br />
pearl<br />
bone<br />
fat<br />
tallow<br />
plant fiber<br />
drinking alcohol<br />
chitin<br />
leather<br />
wooden<br />
metallic<br />
metal<br />
coal<br />
ash<br />
lye<br />
green glass<br />
clear glass<br />
crystal glass<br />
sand<br />
mud<br />
MATGLOSS_WOOD<br />
MATGLOSS_STONE<br />
MATGLOSS_METAL<br />
MATGLOSS_PLANT<br />
AUTUMNCOLOR<br />
DEAD_TILE<br />
SAPLING_TILE<br />
DEAD_SAPLING_TILE<br />
DEAD_COLOR<br />
SAPLING_COLOR<br />
DEAD_SAPLING_COLOR<br />
SAPLING_DROWN_LEVEL<br />
TREE_DROWN_LEVEL<br />
WET<br />
DRY<br />
SAPLING<br />
SOLID_DENSITY<br />
LIQUID_DENSITY<br />
BUILD_COLOR<br />
BASIC_COLOR<br />
DAMAGE_PERC<br />
WEAPON_RANGED<br />
BRITTLE<br />
WAFERS<br />
ANY_USE<br />
DEEP<br />
BLOCK_PERC<br />
STONE_NAME<br />
METAL_ORE<br />
THREAD_METAL<br />
REACTION_CLASS<br />
ITEM_SYMBOL<br />
TILE_COLOR<br />
AQUIFER<br />
METAMORPHIC<br />
SEDIMENTARY<br />
SOIL<br />
SOIL_OCEAN<br />
SOIL_SAND<br />
SEDIMENTARY_OCEAN_SHALLOW<br />
SEDIMENTARY_OCEAN_DEEP<br />
IGNEOUS_INTRUSIVE<br />
IGNEOUS_EXTRUSIVE<br />
ENVIRONMENT<br />
Missing Stone Environment Token: <br />
Missing Stone Environment Inclusion Type Token: <br />
Missing Frequency for Stone Environment: <br />
ALL_STONE<br />
IGNEOUS_ALL<br />
ALLUVIAL<br />
Unrecognized Stone Environment Token: <br />
ENVIRONMENT_SPEC<br />
Missing Stone Environment Spec Token: <br />
Missing Stone Environment Spec Inclusion Type Token: <br />
Missing Frequency for Stone Environment Spec: <br />
LAVA<br />
SHARP<br />
GLASS<br />
NAME_PLURAL<br />
SEEDNAME<br />
GROWDUR<br />
SHRUB_TILE<br />
DEAD_SHRUB_TILE<br />
CLUSTERSIZE<br />
SHRUB_COLOR<br />
DEAD_SHRUB_COLOR<br />
DRINKVALUE<br />
MILL<br />
MILL_VALUE<br />
COOKABLE_WHEN_MILLED<br />
MILL_DYE<br />
EDIBLE_VERMIN<br />
EDIBLE_RAW<br />
EDIBLE_WHENCOOKED<br />
DROWN_LEVEL<br />
EXTRACT_VIAL<br />
EXTRACT_BAG<br />
EXTRACT_BARREL<br />
EXTRACT_STILL_VIAL<br />
EXTRACTVALUE<br />
CLOTH_SPEC_HEAT<br />
CLOTH_HEATDAM_POINT<br />
CLOTH_COLDDAM_POINT<br />
CLOTH_IGNITE_POINT<br />
CLOTH_MELTING_POINT<br />
CLOTH_BOILING_POINT<br />
CLOTH_FIXED_TEMP<br />
CLOTH_SOLID_DENSITY<br />
CLOTH_LIQUID_DENSITY<br />
Unrecognized Matgloss Token: <br />
: Smelt Metal Ore Not Found, Token - <br />
: Thread Metal Ore Not Found, Token - <br />
: Environment Spec Stone Not Found, Token - <br />
Sharp blades<br />
Extract <br />
strands<br />
%)<br />
Ore of <br />
spits out <br />
drops <br />
has moved out of range!<br />
has become entangled in a hidden web!<br />
caught up in a web!<br />
has claimed a <br />
has begun a mysterious construction!<br />
Your mason has defaced a <br />
destroyed<br />
toppled<br />
loop path fail: <br />
<same square> <br />
<invalid start> <br />
<invalid goal> <br />
,<br />
-> <br />
: Id #<br />
:Path Goal <br />
:Station <br />
<br />
High Priest<br />
Mayor<br />
Ruler<br />
Local Leader<br />
Leader<br />
Nemesis Unit Load Failed<br />
ANXIETY<br />
ANGER<br />
DEPRESSION<br />
SELF_CONSCIOUSNESS<br />
IMMODERATION<br />
VULNERABILITY<br />
FRIENDLINESS<br />
GREGARIOUSNESS<br />
ASSERTIVENESS<br />
ACTIVITY_LEVEL<br />
EXCITEMENT_SEEKING<br />
CHEERFULNESS<br />
IMAGINATION<br />
ARTISTIC_INTEREST<br />
EMOTIONALITY<br />
ADVENTUROUSNESS<br />
INTELLECTUAL_CURIOSITY<br />
LIBERALISM<br />
TRUST<br />
STRAIGHTFORWARDNESS<br />
ALTRUISM<br />
COOPERATION<br />
MODESTY<br />
SYMPATHY<br />
SELF_EFFICACY<br />
ORDERLINESS<br />
DUTIFULNESS<br />
ACHIEVEMENT_STRIVING<br />
SELF_DISCIPLINE<br />
CAUTIOUSNESS<br />
Unrecognized Personality Facet Token: <br />
text_viewer<br />
has ended a mandate.<br />
A mandate has ended.<br />
The work slowdown by the <br />
is over.<br />
Wagon Pathing Catastrophe<br />
caravan from <br />
has arrived.<br />
Their wagons have bypassed your inaccessible site.<br />
and the surrounding lands have been made a <br />
duchy<br />
county<br />
barony<br />
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.<br />
Some migrants have arrived, despite the danger.<br />
Some migrants have arrived.<br />
A migrant has decided to brave this terrifying place.<br />
A migrant has arrived, despite the danger.<br />
A migrant has arrived.<br />
No one else even considered making the journey to this cursed death-trap.<br />
Others refused to journey to this dangerous fortress.<br />
Others were too nervous to make the journey.<br />
No one even considered making the journey to such a cursed death-trap this season.<br />
Migrants refused to journey to such a dangerous fortress this season.<br />
Migrants were too nervous to make the journey this season.<br />
The fortress attracted no migrants this season.<br />
Trade Goods Available to be Moved <br />
Inaccessible<br />
Distance: <br />
[TRADING]<br />
[PENDING]<br />
: Sorting by distance<br />
: Sorting by value<br />
Sorting by distance<br />
: Pending on top<br />
: Pending mixed in<br />
: Culling on mandates<br />
: Ignoring mandates<br />
: Move good<br />
: View good<br />
: Select <br />
to stop typing.<br />
Merchants Present<br />
Trading with <br />
(Owes you <br />
: <br />
Greetings. Let's trade.<br />
I cannot take so much -- and at such cost!<br />
I wish I could take so much, but my animals...<br />
I won't trade at a loss.<br />
Ah, wonderful. Thank you for your business.<br />
Yes, and trade we will! Simply tell me<br />
what interests you and what you're prepared to offer in exchange.<br />
These _are_ fine items, aren't they? Now,<br />
what do offer for them?<br />
Are these gifts? Do you wish to trade?<br />
You truly despise life, don't you?<br />
I am beside myself with grief. Perhaps we will show you how they suffered.<br />
Once a beautiful tree, and now?<br />
It is a rude bauble, fit only for your kind.<br />
I see your low race still revels in death.<br />
That poor, gentle creature...<br />
If it were in a cage of some kind...<br />
As it stands, I can't accept something that wriggles and writhes so.<br />
I simply cannot afford this trade.<br />
Perhaps if you throw in some more goods I can make an offer.<br />
I can't possibly accept, but how about this? A true bargain.<br />
[T]<br />
: View good, <br />
: Mark for trade<br />
: Trade <br />
: Set currency trade<br />
Asking for <br />
Offering <br />
Not trading currency<br />
Merchants from <br />
: My apologies, but we're still unloading.<br />
We'll be ready soon!<br />
There are no merchants present with which to trade.<br />
Greetings from the outer lands. <br />
Greetings from the Mountainhomes. <br />
Your efforts are legend there. Let us trade!<br />
Greetings. We are enchanted by <br />
your more ethical works. We've come to trade.<br />
Greetings. The <br />
ship of the <br />
is unparalleled. Let's make a deal!<br />
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.<br />
What do you want?<br />
Perhaps you'd consider this superior proposal?<br />
Leave it to the besotted dullard to miss the finer points of discourse. I'm leaving. Do reflect.<br />
Your childish games have made me tired. Perhaps next time I visit you'll take this seriously.<br />
With your trade goods such as they are, I can't <br />
fathom you ending up with all of those items.<br />
You are too kind. The druids will be overjoyed.<br />
I will see that our leader gets this offering.<br />
Take what you wish. I can't stop you.<br />
You wish to make an offering to the druids? <br />
They love gifts. What do you offer?<br />
You wish to make an offering to our leader? <br />
This would please us greatly. What do you offer?<br />
[Chuckles] How droll.<br />
[Laughs uproariously] You had me <br />
going there. Obviously, your copious wit is matched only by your industry!<br />
Yes, and trade we will! Simply tell me <br />
These _are_ fine items, aren't they? Now, <br />
My stones, are you giving me those? Do you <br />
wish to trade or to make an offering to our leader?<br />
You truely despise life, don't you? <br />
Once a beautiful tree, and now? <br />
I see your low race still revels in death. <br />
seems <br />
ecstatic with the trading<br />
very happy about the trading<br />
pleased with the trading<br />
willing to trade<br />
to be rapidly losing patience<br />
not going to take much more of this<br />
unwilling to trade<br />
: Seize marked, <br />
: Trade<br />
: Offer marked to <br />
Allowed Weight: <br />
Excess Weight: <br />
Value: <br />
Trader Profit: <br />
Trader Loss: <br />
The following fortress goods were added for the counteroffer:<br />
: Consider the offer<br />
diplomat from <br />
Liaison from <br />
meets with <br />
Trade Agreement with <br />
Good<br />
Priority<br />
O|---<br />
|O|--<br />
-|O|-<br />
--|O|<br />
---|O<br />
: View stockpile.<br />
: Scroll.<br />
Peace is calling out to us. How do you respond?<br />
:<br />
- I hear her voice. Let us stop this war.<br />
- We will drown her out with the screams of your dying. Begone.<br />
It's such a pleasant place you've carved out for yourselves...<br />
Let's discuss the state of our current agreements...<br />
Well then, we have finalized the export agreement.<br />
Feel free to go over the documents.<br />
I see. Perhaps we'll make an export agreement next year.<br />
Let's discuss what we are willing to offer for your <br />
ship...<br />
Well then, we have finalized the import agreement.<br />
Remember, trade agreements strengthen bonds. Please consider an import<br />
agreement next year.<br />
What requests do you have of our merchants?<br />
We can part with at most <br />
trees, butcher.<br />
- We can abide by this. Let us work toward mutual co-existence.<br />
- Our needs exceed your allowances. Relax. They're only trees.<br />
We elves are partial in particular to the trees in the forests<br />
surrounding your lands. Although we are loathe to spare a<br />
single branch to your senseless slaughter, we are willing to ask<br />
that you cap your tree-fells at one hundred until we next meet.<br />
I will try to return next year as I am able.<br />
- We can grant this request. Let's discuss the specifics, though...<br />
- We cannot stop production just because of your quaint sensibilities.<br />
: Select.<br />
: Scroll left.<br />
has come!<br />
Miners Guild<br />
Carpenters Guild<br />
Masons Guild<br />
Metalsmiths Guild<br />
Jewelers Guild<br />
Craftsmen<br />
Guild<br />
Guild<br />
Metalsmithing<br />
The merchants from <br />
will be leaving soon.<br />
have embarked on their journey.<br />
: Scroll right.<br />
Text generation failed: <br />
GLOBAL<br />
CHAR<br />
IKEY<br />
CHOICE<br />
/CHOICE<br />
LOCX<br />
VAR<br />
LINK<br />
P<br />
R<br />
<br />
/TITLE<br />
/LINK<br />
TREESREMOVED<br />
DIPLOMACYFLAG_SUCCESS<br />
DIPLOMACYFLAG_FAILURE<br />
YOURCIV<br />
YOURFORT<br />
NULL<br />
LOCAL_LARGE_PREDATOR<br />
RANGE<br />
ASSOCIATE<br />
ACTOR<br />
NOBLE<br />
ADD_FLAG<br />
REMOVE_FLAG<br />
bids you farewell!<br />
NATIVENAME<br />
TRANSLATEDNAME<br />
TITLENAME<br />
HISTNAME<br />
beasts<br />
Gate<br />
Expedition Leader<br />
Manager<br />
Hoardmaster<br />
Grand Treasurer<br />
Treasurer<br />
Bookkeeper<br />
Broker<br />
Captain of the Guard<br />
Sheriff<br />
has been elected mayor.<br />
has been re-elected.<br />
has been chosen as the new expedition leader.<br />
and the surrounding lands have been made a duchy.<br />
and the surrounding lands have been made a county.<br />
has become the first Mayor of <br />
The Fortress Guard has been created, headed by the Sheriff. Now seeking recruits!<br />
Your community can now support a sheriff.<br />
<br />
: Move. This isn't designed to be useful at this point.<br />
No Buildings Nearby<br />
This building has<br />
been claimed by<br />
works<br />
furiously!<br />
keeps<br />
muttering <br />
secretly...<br />
works,<br />
darkly brooding...<br />
with menacing fury!<br />
broods<br />
"Yes. I need <br />
"Leave me. I need... <br />
things... certain things<br />
."<br />
screams<br />
"I must have <br />
!"<br />
mutters<br />
needs<br />
tree... life<br />
raw... green<br />
raw... clear<br />
raw... crystal<br />
rough... color<br />
stone... rock<br />
bars... metal<br />
gems... shining<br />
blocks... bricks...<br />
bones... yes<br />
a shell<br />
leather... skin<br />
cloth... thread<br />
..."<br />
sketches<br />
pictures of <br />
a forest<br />
glass<br />
glass and burning wood<br />
rough gems and glass<br />
a quarry<br />
shining bars<br />
of metal<br />
square blocks<br />
skeletons<br />
stacked leather<br />
stacked cloth<br />
: Make Soap<br />
: Brew a Drink<br />
: Extract Plant Essence<br />
: Collect Webs<br />
: Weave Cloth (Plant Thread)<br />
: Weave Silk Cloth<br />
: Weave Metal Cloth<br />
: Mill Plants<br />
Needs to be powered<br />
: Process Plants<br />
: Process Plants (to Bag)<br />
: Process Plants (to Barrel)<br />
: Process Plants (to Vial)<br />
: Milk Creature<br />
: Make Cheese<br />
: Prepare Easy Meal<br />
: Prepare Fine Meal<br />
: Prepare Lavish Meal<br />
: Render Fat<br />
Nobody<br />
: Tame<br />
: Train a Hunting Dog<br />
: Train a War Dog<br />
: Capture a Live Land Animal<br />
: Tame a Small Animal<br />
: Tame a Large Animal<br />
: Make Rock Mechanisms<br />
: Process a Raw Fish<br />
: Extract from a Raw Fish<br />
: Capture a Live Fish<br />
: Butcher a dead animal<br />
: Extract from a dead animal<br />
: Capture a live land animal<br />
: Dye Thread<br />
: Dye Cloth<br />
: Tan a Hide<br />
: Encrust Finished Goods<br />
: Encrust Furniture<br />
: Encrust Ammo<br />
: Cut Gems<br />
: Encrust with Gems<br />
Must have magma accessible<br />
from below one of the 8<br />
boundary tiles<br />
Must have coal fuel<br />
: Use in Lever<br />
: Use in Trigger<br />
You don't have enough<br />
mechanisms.<br />
: Use in Target<br />
: Assign<br />
There is nothing that<br />
can be linked up.<br />
: Link up a Bridge<br />
: Link up a Cage<br />
: Link up a Chain<br />
: Link up a Door<br />
: Link up a Floodgate<br />
: Link up a Hatch<br />
: Link up a Wall Grate<br />
: Link up a Floor Grate<br />
: Link up Vertical Bars<br />
: Link up Floor Bars<br />
: Link up a Support<br />
: Link up Spears/Spikes<br />
: Link up a Gear Assembly<br />
: Pull the Lever<br />
: Add new task<br />
: Cancel Current Task<br />
: Promote Current Task<br />
: Repeat<br />
: Suspend<br />
: Workshop Profile<br />
No bucket<br />
Bucket full<br />
Active<br />
Dry<br />
: Size Room<br />
: Free Room<br />
: Resize Room<br />
: Make Meeting Hall<br />
Frozen Here<br />
Frozen Elsewhere<br />
Total Power: <br />
Total Power Needed: <br />
Stable Foundation<br />
Hanging<br />
: Stop Pumping Manually<br />
: Start Pump Manually<br />
Pumps from the north<br />
Pumps from the east<br />
Pumps from the south<br />
Pumps from the west<br />
: Choose Shooting Dir<br />
Shoot: <br />
From Top to Bottom<br />
From Bottom to Top<br />
From Left to Right<br />
From Right to Left<br />
: Make Archery Range<br />
: Assign Room<br />
Current Owner:<br />
: Make Sculpture Garden<br />
[<br />
Occupants:<br />
: Do Not Use For Justice<br />
: Terrarium<br />
: Aquarium<br />
: Justice<br />
: Make Room<br />
: Owner<br />
: Free<br />
: Assign Animal to Chain<br />
: Used by Justice (<br />
: Set Owner<br />
Assigned: <br />
Chained: <br />
Fire at Will<br />
Prepare to Fire<br />
Not in Use<br />
, Facing <br />
: Change Action<br />
: Change Orientation<br />
Operated by Mechanisms<br />
Forbidden<br />
Passable<br />
, Internal<br />
Pet-passable<br />
Open<br />
DOOR TAKEN BY INVADERS<br />
Retake door to forbid it.<br />
DOOR USED BY INTRUDER<br />
: Forbid Passage<br />
: Permit Passage<br />
: Make Pet-passable<br />
: Keep Tightly Closed<br />
: Set as Internal<br />
: Set as External<br />
HATCH TAKEN BY INVADERS<br />
Retake hatch to forbid it.<br />
HATCH USED BY INTRUDER<br />
This is the resting<br />
place of<br />
: Assign Tomb<br />
: Free Tomb<br />
: Resize Tomb<br />
: Use for Burial (Y)<br />
: Use for Burial (N)<br />
: Allow Citizens (N)<br />
: Allow Citizens (Y)<br />
: Allow Pets (N)<br />
: Allow Pets (Y)<br />
: Make Tomb<br />
: Assign Chair<br />
: Free Chair<br />
: Make Throne Room or Study<br />
: Assign Table<br />
: Free Table<br />
: Meeting Hall (<br />
: Make Dining Room<br />
Move the cursor to the pile<br />
you want to take from.<br />
: Select Pile<br />
: Change Settings<br />
: Max Barrel - <br />
: Max Bin - <br />
: Take From A Pile<br />
: Delete Selected<br />
: Assign Bed<br />
: Free Bed<br />
: Barracks (<br />
T: Stop rental (<br />
* Eviction Underway *<br />
* Move Underway *<br />
: Rent this room<br />
: Make Bedroom<br />
Shopkeeper:<br />
For Sale at <br />
: Move Goods to/from Depot<br />
There are no merchants<br />
trading right now.<br />
: Trader requested at depot<br />
: No trader needed at depot<br />
: Anyone may trade<br />
: Only broker may trade<br />
Broker:<br />
Broker can access depot<br />
Broker cannot access depot<br />
You do not have a broker.<br />
: Nothing for Now<br />
: Meat<br />
: Fish<br />
: Large Gem<br />
Trap Occupied:<br />
Trap Baited:<br />
No seeds available<br />
for this location<br />
: Fallow<br />
: Cancel Fert<br />
: Fertilize<br />
Ft <br />
: Seas Fert (<br />
: Spring<br />
: Summer<br />
: Autumn<br />
: Winter<br />
Disengaged<br />
: Make Barracks/Armory<br />
: Remove Building<br />
Cancel<br />
Done<br />
[A]<br />
[L]<br />
No Squads Nearby<br />
Commanded By:<br />
Active Dwar<br />
ves<br />
: Locked on squad<br />
: Not locked on squad<br />
: Add a patrol point<br />
: Delete patrol route<br />
: Station squad<br />
: Zoom to commander<br />
: Lock on another squad<br />
/100<br />
: Place<br />
: Enter note text<br />
: Change symbol selector<br />
: Adopt selected symbol<br />
Outside<br />
Inside<br />
Light<br />
Dark<br />
Subterranean<br />
Above Ground<br />
No Units Nearby<br />
Corrupt Soldier Mood: <br />
Has a horrible fell look!<br />
Brooding darkly...<br />
Has the aspect of one fey!<br />
Peculiarly secretive...<br />
Possessed by unknown forces!<br />
Stricken by melancholy...<br />
Crawling around babbling!<br />
Running around babbling!<br />
Crawling around crazed!<br />
Running around crazed!<br />
In a berserk rage!<br />
Staring off into space...<br />
Corrupt Strange Mood: <br />
Pet of <br />
Somebody<br />
Creator of <br />
Over-Exerted<br />
Very Drowsy<br />
Miserable<br />
Very Unhappy<br />
Unhappy<br />
This animal is waiting for<br />
conflict.<br />
This animal hunts at will.<br />
This adorable animal<br />
can't work.<br />
This animal isn't interested<br />
in your wishes.<br />
This animal is waiting to be<br />
trained.<br />
This animal can't work.<br />
: Ready for Slaughter (Y)<br />
: Ready for Slaughter (N)<br />
: Labor<br />
: Work Dogs<br />
: Soldiering and Hunting<br />
: Relieve from Royal Guard<br />
: Relieve from Fortress Guard<br />
: Fortress Guard<br />
: Royal Guard<br />
Deactivate<br />
Activate<br />
Under<br />
This <br />
Just This <br />
Royal Guards do not work.<br />
Fortress Guards do not work.<br />
Assign a trained animal:<br />
There are no animals left.<br />
: Hunting (<br />
Left)<br />
: War (<br />
hunting beast<br />
assigned<br />
war beast<br />
: Fight Unarmed<br />
: Fight with Axe<br />
: Fight with Crossbow<br />
: Fight with Hammer<br />
: Fight with Mace<br />
: Fight with Spear<br />
: Fight with Sword<br />
: Number of Weapons (<br />
: Armor Level (<br />
Clothes<br />
Chain<br />
Plate<br />
: Shield Level (<br />
Buckler<br />
The king will not work.<br />
The queen will not work.<br />
The dungeon master ponders<br />
fell beasts and treasure.<br />
The hammerer lives only to<br />
dispense <br />
justice.<br />
The king consort will not work.<br />
The queen consort will not work.<br />
The baby can't work yet.<br />
A child does as it pleases!<br />
This hero need not work.<br />
The champion need not work.<br />
The noble will not work.<br />
: View profile<br />
:Gen <br />
:Inv <br />
:Pref <br />
:Wnd<br />
: Next<br />
Horizontal Axle <br />
(N/S)<br />
(E/W)<br />
Upright Weapon<br />
Pump from north<br />
Pump from east<br />
Pump from south<br />
Pump from west<br />
Chair or Throne<br />
(Raises <br />
(Retracts)<br />
Placement<br />
: Change Height<br />
: Change Width<br />
: Resets<br />
: One use only<br />
: Water from <br />
(Full)<br />
: Min, <br />
: Max<br />
: Water does not trigger<br />
: Magma from <br />
: Magma does not trigger<br />
: Creatures trigger<br />
: Citizens trigger<br />
: Citizens do not trigger<br />
: Min (<br />
: Max (<br />
any<br />
: Creatures do not trigger<br />
Raise Dir<br />
Item<br />
Needed)<br />
Max)<br />
Dist<br />
Num<br />
: Done Selecting<br />
: View Item<br />
: Sel All<br />
: Deselect<br />
: Desel All<br />
: Expand/Contract<br />
Current Refuse Orders:<br />
Gather Refuse<br />
Ignore Refuse<br />
From Outside<br />
Dump Corpses<br />
Save Corpses<br />
Dump Skulls<br />
Save Skulls<br />
Dump Bones<br />
Save Bones<br />
Dump Shells<br />
Save Shells<br />
Dump Skins<br />
Save Skins<br />
Dump Other<br />
Save Other<br />
Current Workshop Orders:<br />
: Auto Loom All Thread<br />
: Auto Loom Dyed Thread<br />
: No Auto Loom<br />
: Use Dyed Cloth<br />
: Use Any Cloth<br />
: Auto Collect Webs<br />
: No Auto Collect Webs<br />
: Auto Slaughter<br />
: No Auto Slaughter<br />
: Auto Butcher<br />
: No Auto Butcher<br />
: Auto Tan<br />
: No Auto Tan<br />
Current Zone Orders:<br />
: Zone-Only Drinking<br />
: Prefer Zone Drinking<br />
: Zone-Only Fishing<br />
: Prefer Zone Fishing<br />
Current Forbid Orders:<br />
: Forbid used ammunition<br />
: Claim used ammunition<br />
: Forbid your dead<br />
: Claim your dead<br />
: Forbid your death items<br />
: Claim your death items<br />
: Forbid other non-hunted dead<br />
: Claim other dead<br />
: Forbid other death items<br />
: Claim other death items<br />
Forbidding of death objects<br />
occurs at time of death.<br />
Current Standing Orders:<br />
Stay Indoors<br />
: Soldiers Can Go Outdoors<br />
Can Go Outdoors<br />
: Announce all job cancellations.<br />
: Announce most job cancellations.<br />
: Announce some job cancellations.<br />
: Announce no job cancellations.<br />
Gather Animals<br />
Ignore Animals<br />
Gather Food<br />
Ignore Food<br />
Gather Furniture<br />
Ignore Furniture<br />
Gather Bodies<br />
Ignore Bodies<br />
: Refuse<br />
Gather Minerals<br />
Ignore Minerals<br />
Gather Wood<br />
Ignore Wood<br />
All Harvest<br />
: Only Farmers Harvest<br />
: Mix Food<br />
: No Mix<br />
: Workshop Orders<br />
: Activity Zone Orders<br />
These orders are superceded<br />
by negative preferences.<br />
Hotkey <br />
Zoom<br />
: Change Name<br />
: Zoom Here<br />
: Is Pond<br />
: Is Pit<br />
(Half Full)<br />
(Not Full)<br />
Remove Activity Zone<br />
New Activity Zone<br />
Water Source (<br />
Fishing (<br />
Garbage Dump (<br />
Pit/Pond (<br />
Sand Collection (<br />
Meeting Area (<br />
Hot<br />
Cold<br />
Activity Zone #<br />
: Water Source (<br />
: Fishing (<br />
: Garbage Dump (<br />
: Pit/Pond (<br />
: Sand Collection (<br />
: Meeting Area (<br />
: Active<br />
: Set Pit/Pond Information<br />
: Stop Removing Zones<br />
: Remove Zones<br />
: Animal<br />
: Food<br />
: Furniture Storage<br />
: Graveyard<br />
: Wood<br />
: Stone<br />
: Gem<br />
: Bar/Block<br />
: Cloth<br />
: Leather<br />
: Ammo<br />
: Coins<br />
: Finished Goods<br />
: Weapons<br />
: Armor<br />
: Custom Stockpile<br />
: Custom Settings<br />
: Reserved Barrels - <br />
: Reserved Bins - <br />
: Remove Designation<br />
: Reclaim Items/Buildings<br />
: Forbid Items/Buildings<br />
: Melt Items<br />
: Remove Melt<br />
: Dump Items<br />
: Remove Dump<br />
: Hide Items/Buildings<br />
: Unhide Items/Buildings<br />
: High Traffic Area<br />
: Normal Traffic Area<br />
: Low Traffic Area<br />
: Restricted Traffic Area<br />
High Traffic Cost: <br />
Normal Traffic Cost: <br />
Low Traffic Cost: <br />
Restricted Traffic Cost: <br />
: Change Cost<br />
: Choose Area<br />
Wagon Access<br />
No Wagon Access<br />
Accessible Depot<br />
Inaccessible Depot<br />
Depot accessible<br />
Depot inaccessible<br />
All depots inaccessible<br />
All depots accessible<br />
depots accessible<br />
: View Announcements<br />
: Site a Building<br />
: View Civilizations<br />
: Designations<br />
: Unit List <br />
: Job List<br />
: Look Around<br />
: Note<br />
: Military <br />
: Squads<br />
: Set Orders and Options<br />
: Stockpiles<br />
: Zones<br />
: Set Building Tasks/Prefs<br />
: View Rooms/Buildings<br />
: View Items in Buildings<br />
: View Units<br />
: Hot Keys<br />
: Artifacts<br />
: Nobles and Administrators<br />
: Status<br />
: Visualize<br />
: Move this menu/map<br />
: Help<br />
: Options<br />
: Movies<br />
: Depot Access<br />
Resume<br />
: One-Step<br />
Warm <br />
Damp <br />
Muddy <br />
Snow-covered <br />
Mossy <br />
Sculpted<br />
Detailed<br />
Rough-hewn <br />
Straight <br />
Smooth <br />
Exposed <br />
Ice<br />
Pillar<br />
Cluster<br />
Burning <br />
Dead <br />
Tree<br />
Grass<br />
Dry Grass<br />
Dead Grass<br />
Level<br />
Ice Floor<br />
Floor<br />
Boulder<br />
Driftwood<br />
Pebbles<br />
Cavern Floor<br />
Wet <br />
Young <br />
Sapling<br />
Sapling<br />
Shrub<br />
Furrowed <br />
Ashes<br />
Waterfall<br />
River Source<br />
Chasm<br />
Eerie Glowing Pit<br />
Lava Flow<br />
Magma Flow<br />
Murky Pool<br />
River<br />
Brook<br />
Grassy Upward Stairway<br />
Grassy Up/Down Stairway<br />
Grassy Downward Stairway<br />
Up/Down Stairway<br />
Downward Stairway<br />
Upward Stairway<br />
Ice Up/Down Stairway<br />
Ice Downward Stairway<br />
Ice Upward Stairway<br />
Grassy Upward Slope<br />
Dry Grass Upward Slope<br />
Dead Grass Upward Slope<br />
Glacial Upward Slope<br />
Upward Slope<br />
Glacial Downward Slope<br />
Grassy Downward Slope<br />
Dry Grass Downward Slope<br />
Dead Grass Downward Slope<br />
Downward Slope<br />
Downward Slope<br />
Open Space<br />
Dabbling<br />
Novice<br />
Normal<br />
Competent<br />
Skilled<br />
Proficient<br />
Talented<br />
Adept<br />
Expert<br />
Professional<br />
Accomplished<br />
Great<br />
Master<br />
High Master<br />
Grand Master<br />
Legendary<br />
Miner<br />
Wood Cutter<br />
Carpenter<br />
Bowyer<br />
Engraver<br />
Mason<br />
Animal Trainer<br />
Animal Caretaker<br />
Fish Dissector<br />
Animal Dissector<br />
Fish Cleaner<br />
Butcher<br />
Trapper<br />
Grower<br />
Herbalist<br />
Ambusher<br />
Swimmer<br />
Persuader<br />
Negotiator<br />
Judge of Intent<br />
Appraiser<br />
Organizer<br />
Record Keeper<br />
Liar<br />
Intimidator<br />
Conversationalist<br />
Comedian<br />
Flatterer<br />
Consoler<br />
Pacifier<br />
Tracker<br />
Fisherman<br />
Furnace Operator<br />
Strand Extractor<br />
Soaper<br />
Potash Maker<br />
Lye Maker<br />
Wood Burner<br />
Weaponsmith<br />
Armorsmith<br />
Metalsmith<br />
Gem Cutter<br />
Gem Setter<br />
Wood Crafter<br />
Stone Crafter<br />
Metal Crafter<br />
Glassmaker<br />
Wrestler<br />
Axeman<br />
Swordsman<br />
Maceman<br />
Hammerman<br />
Spearman<br />
Crossbowman<br />
Shield User<br />
Armor User<br />
Siege Engineer<br />
Siege Operator<br />
Pump Operator<br />
Leatherworker<br />
Tanner<br />
Dyer<br />
Bone Carver<br />
Weaver<br />
Brewer<br />
Clothier<br />
Miller<br />
Thresher<br />
Pikeman<br />
Bowman<br />
Blowgunner<br />
Thrower<br />
Mechanic<br />
Druid<br />
Knife User<br />
Lasher<br />
Alchemist<br />
Building Designer<br />
Cheese Maker<br />
Milker<br />
SLATED FOR REMOVAL<br />
Waiting for construction...<br />
Waiting for architect...<br />
Designed...<br />
Construction initiated.<br />
Partially constructed.<br />
Construction nearly done.<br />
Construction suspended.<br />
Construction inactive.<br />
: Stop Removal<br />
: Suspend Construction<br />
No Special Profession<br />
Any Metalsmithing<br />
Or <br />
Any Workshop Farming<br />
Wood/Stone/Boneworking<br />
Any Fishing<br />
Null<br />
Here we have <br />
prone <br />
swimming <br />
lying<br />
standing<br />
own <br />
guts<br />
deep in <br />
various<br />
rotten<br />
guts<br />
many corpses<br />
some corpses<br />
a few corpses<br />
much gore<br />
some gore<br />
a few corpse chunks<br />
many skulls<br />
some skulls<br />
a few skulls<br />
many bones<br />
some bones<br />
a few bones<br />
many objects<br />
some objects<br />
a few objects<br />
stuck to <br />
warm <br />
damp <br />
vomit-covered <br />
blood-stained <br />
pus-spattered <br />
ichor-drenched <br />
mossy <br />
sculpted <br />
detailed <br />
rough-hewn <br />
straight <br />
smooth <br />
exposed <br />
pillar<br />
fortification<br />
cluster<br />
wall<br />
all<br />
amidst <br />
pus-spattered<br />
ichor-flecked<br />
a pool of <br />
chunky <br />
a slurry of <br />
a pile of <br />
vomit<br />
a spattering of <br />
a pile of vomit<br />
You slam<br />
into an obstacle and <br />
blow<br />
blows<br />
apart!<br />
into an obstacle!<br />
you<br />
struck by a ball of flames!<br />
<br />
Random Buffer Overload<br />
SMELTER<br />
FUEL<br />
REAGENT<br />
PRODUCT<br />
Unrecognized Reaction Token: <br />
Unrecognized Metal Ore Token <br />
In Reaction Reagent<br />
ore<br />
<br />
Set Region Information Overflow<br />
*START REGION SAVE*<br />
*START REGION DIM SAVE*<br />
*START REGION MAP SAVE*<br />
*START REGION GEOLOGY SAVE*<br />
*START REGION SUBREGION SAVE*<br />
Not enough peaks<br />
Not enough medium altitudes<br />
Not enough medium altitudes after shift down<br />
Not enough low altitudes after shift down<br />
Not enough medium altitudes after shift up<br />
Not enough high altitudes after shift up<br />
Not enough edge oceans<br />
Rainfall not evenly distributed: <br />
Flat/rough areas not evenly distributed: <br />
Savagery not evenly distributed<br />
Volcanism not evenly distributed<br />
Initial swamp square count fails by <br />
Initial desert square count fails by <br />
Initial forest square count fails by <br />
Initial mountain square count fails by <br />
Initial ocean square count fails by <br />
Initial glacier square count fails by <br />
Initial tundra square count fails by <br />
Initial grassland square count fails by <br />
Initial hill square count fails by <br />
Not enough volcanos<br />
Swamp region count fails by <br />
Desert region count fails by <br />
Forest region count fails by <br />
Mountain region count fails by <br />
Ocean region count fails by <br />
Glacier region count fails by <br />
Tundra region count fails by <br />
Grassland region count fails by <br />
Hill region count fails by <br />
Not enough river start points before erosion<br />
Not enough river start points after erosion<br />
Too many distinct subregions (over by <br />
will be logged after parameter dump.<br />
A world gen error from DF <br />
Error sorting rivers: working with <br />
ran into <br />
Not enough medium altitude locations after erosion<br />
Not enough low altitude locations after erosion<br />
Not enough high altitude locations after erosion<br />
Not enough mountain cave locations<br />
Not enough mountain cave locations after location check<br />
Not enough low-lying cave locations<br />
Not enough low-lying cave locations after location check<br />
Not enough entity placement locations<br />
No entity definitions available<br />
No controllable entity definitions available<br />
Did not place controllable entity<br />
Final swamp region count fails by <br />
Final desert region count fails by <br />
Final forest region count fails by <br />
Final mountain region count fails by <br />
Final ocean region count fails by <br />
Final glacier region count fails by <br />
Final tundra region count fails by <br />
Final grassland region count fails by <br />
Final hill region count fails by <br />
It is raining outside.<br />
It is snowing outside.<br />
There is thick fog outside.<br />
There is fog outside.<br />
There is a thin mist outside.<br />
You cannot see the sky clearly from here, but the available sunlight indicates <br />
the night<br />
the dawn<br />
the day<br />
the sunset<br />
It is raining.<br />
It is snowing.<br />
There is a heavy blanket of fog enveloping everything.<br />
Fog enshrouds the area.<br />
There is a thin mist here.<br />
The sky above you is nearly black, ripped through with towering clouds.<br />
The sky above you is completely gray, with dark pillars of pressing through it.<br />
A towering gray cloud descends from the white sky above you.<br />
The sky above you is a uniform and dark gray.<br />
The sky above you is gray.<br />
The sky above you is hazy and white.<br />
A dark, towering cloud rises into a striped sky.<br />
Mounds of clouds are clustered through a striped sky.<br />
There are scattered clouds underneath a striped sky.<br />
The sky is striped with thin clouds.<br />
A dark, menacing cloud towers above you, crowned by an anvil.<br />
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.<br />
There are scattered puffy clouds above you.<br />
The sky is clear above you.<br />
The sun is rising<br />
in the west<br />
in the east<br />
The sun is<br />
low<br />
high<br />
western<br />
eastern<br />
sky<br />
The sun is directly above you<br />
The sun is setting<br />
to the east<br />
to the west<br />
behind the clouds<br />
full moon<br />
waxing gibbous moon<br />
waxing half moon<br />
waxing crecent moon<br />
waning gibbous moon<br />
waning half moon<br />
waning crescent moon<br />
is rising<br />
is directly above you<br />
is setting<br />
bright behind the clouds<br />
pale behind the clouds<br />
hardly visible behind the clouds<br />
The stars are out.<br />
There is a strong breeze blowing from the <br />
There is a cool breeze blowing from the <br />
There is a gentle breeze blowing from the <br />
south<br />
north<br />
east<br />
west<br />
Loop Erase River Overflow<br />
Loop Erase River Placement Overflow<br />
Loop Erase River Temp River Placement Overflow<br />
territory_map-<br />
historical_map-<br />
world_map-<br />
-world_gen_param<br />
Inappropriate Waterlevel Biome Choice (2)<br />
Inappropriate Waterlevel Biome Choice (4)<br />
Midmap effective coordinate check out of bounds<br />
[WORLD_GEN]<br />
CUSTOM_NAME:<br />
SEED:<br />
HISTORY_SEED:<br />
NAME_SEED:<br />
DIM:<br />
END_YEAR:<br />
BEAST_END_YEAR:<br />
REVEAL_ALL_HISTORY:<br />
CULL_HISTORICAL_FIGURES:<br />
[ELEVATION_FREQUENCY:<br />
[RAIN_FREQUENCY:<br />
[DRAINAGE_FREQUENCY:<br />
[TEMPERATURE_FREQUENCY:<br />
[SAVAGERY_FREQUENCY:<br />
[VOLCANISM_FREQUENCY:<br />
GOOD_SQ_COUNTS:<br />
EVIL_SQ_COUNTS:<br />
PEAK_NUMBER_MIN:<br />
OCEAN_EDGE_MIN:<br />
VOLCANO_MIN:<br />
[REGION_COUNTS:<br />
EROSION_CYCLE_COUNT:<br />
RIVER_MINS:<br />
PERIODICALLY_ERODE_EXTREMES:<br />
OROGRAPHIC_PRECIPITATION:<br />
SUBREGION_MAX:<br />
CAVE_MIN_SIZE:<br />
CAVE_MAX_SIZE:<br />
MOUNTAIN_CAVE_MIN:<br />
NON_MOUNTAIN_CAVE_MIN:<br />
ALL_CAVES_VISIBLE:<br />
SHOW_EMBARK_RIVER:<br />
SHOW_EMBARK_POOL:<br />
SHOW_EMBARK_M_POOL:<br />
SHOW_EMBARK_M_PIPE:<br />
SHOW_EMBARK_CHASM:<br />
SHOW_EMBARK_PIT:<br />
SHOW_EMBARK_OTHER:<br />
SHOW_EMBARK_TUNNEL:<br />
TOTAL_CIV_NUMBER:<br />
TOTAL_CIV_POPULATION:<br />
PLAYABLE_CIVILIZATION_REQUIRED:<br />
ELEVATION_RANGES:<br />
RAIN_RANGES:<br />
DRAINAGE_RANGES:<br />
SAVAGERY_RANGES:<br />
VOLCANISM_RANGES:<br />
feature-<br />
data/save/current/feature-<br />
Mountain-Slope Overflow<br />
: Null Pop Num<br />
Non-feature related elevation hole<br />
You have located <br />
", a <br />
fortress<br />
dark tower<br />
ruin<br />
cave<br />
forest retreat<br />
town<br />
/site-<br />
, Region Pop: Null Square Count<br />
-world_history<br />
Worship List<br />
Ruler List<br />
[*] <br />
(b.<br />
???<br />
d. <br />
, Reign Began: <br />
, Inherited<br />
from mother<br />
from father<br />
from paternal grandmother<br />
from paternal grandfather<br />
from maternal grandmother<br />
from maternal grandfather<br />
, *** New Line<br />
, *** Original Line<br />
Married<br />
(d. <br />
Never Married<br />
No Children<br />
Child<br />
(out-lived)<br />
(out-lived <br />
of them)<br />
-- Ages<br />
at death<br />
(d. <br />
<br />
Worshipped <br />
Worships <br />
-world_sites_and_pops<br />
Parent Civ: <br />
Leader: <br />
Unnumbered <br />
Unnumbered<br />
Outdoor Animal Populations (Including Undead)<br />
data/save/current/region_snapshot-<br />
region_snapshot-<br />
Midmap creation failure on graphical map export: <br />
Elevation negative on graphical map export (main)<br />
Elevation negative on graphical map export (midmap)<br />
Empty biased index vector<br />
Biased index vector computation error<br />
==<br />
<<br />
!=<br />
>=<br />
<=<br />
DREAM<br />
UNDEAD_ARMY<br />
DIPEV<br />
MEETING<br />
DIPSCRIPT<br />
SETVAR<br />
UNIT<br />
LONG<br />
ACTION<br />
IF<br />
ELSE<br />
ENDIF<br />
TEXTVIEWER<br />
HISTORY_DIPEV<br />
DISCUSS<br />
TOPICDISCUSSION<br />
CONSTRUCTTOPICLIST<br />
DIPEVENT<br />
INVASION<br />
data/dipscript/text/<br />
FIRSTCONTACT<br />
<br />
Connectivity Overflow<br />
Connectivity Placement Overflow<br />
Update Connectivity Placement Overflow<br />
FLUX<br />
Choose Fortress Location <br />
Local<br />
Region<br />
World<br />
Temperate Conifer Forest<br />
Tropical Dry Brdlf Forest<br />
Tropical Moist Brdlf Forst<br />
Temperature: <br />
Freezing<br />
Temperate<br />
Warm<br />
Scorching<br />
Trees: <br />
Scarce<br />
Sparse<br />
Woodland<br />
Heavily Forested<br />
Other Vegetation: <br />
Moderate<br />
Thick<br />
Surroundings: <br />
Serene<br />
Calm<br />
Sinister<br />
Mirthful<br />
Wilderness<br />
Haunted<br />
Joyous Wilds<br />
Untamed Wilds<br />
Terrifying<br />
Multiple Constructions<br />
Major River: <br />
River: <br />
Minor River: <br />
Stream: <br />
Brook: <br />
Volcano: <br />
Mountain: <br />
Neighbors<br />
War<br />
--------<br />
No Trade<br />
Your Civilization<br />
Relative Elevation<br />
High<br />
Low<br />
Cliff Indicator<br />
Flat<br />
Slopes<br />
Low Cliffs<br />
Medium Cliffs<br />
High Cliffs<br />
Very High Cliffs (10+)<br />
Extreme Cliffs (20+)<br />
Reclaim <br />
Searching <br />
Find Desired Location<br />
No Suitable Site<br />
Partial Candidate<br />
Suitable Site<br />
X Dimension<br />
Y Dimension<br />
Rain<br />
Flux Stone<br />
Aquifer<br />
Underground River<br />
Underground Pool<br />
Magma Pool<br />
Magma Pipe<br />
Bottomless Pit<br />
Other Features<br />
Medium<br />
Reclaim a Fortress<br />
: Change Mode<br />
: Text Done<br />
: Enter Text<br />
: Move Local Area<br />
: Resize Local Area<br />
: Symbol Select<br />
: Adopt Symbol<br />
: List<br />
Movement keys control region cursor.<br />
: Add Note<br />
: View Note<br />
: Delete Note<br />
NOTICE: Notes are saved only when you save/lose your fort.<br />
: Change Selection<br />
: Do Search<br />
: Reclaim!<br />
: Cancel Reclaim<br />
: Embark!<br />
: Reclaim<br />
: Find Desired Location<br />
: Notes<br />
: View Biome<br />
Are you sure you want to embark here?<br />
This is your only warning!<br />
You have selected the largest possible area.<br />
You have selected a very large area.<br />
You have selected a large area.<br />
Choose a smaller area if you experience lags.<br />
You have selected an area with salt water.<br />
It might be very difficult to survive here.<br />
You have selected an area with an aquifer.<br />
It might be very difficult to obtain stone here.<br />
Choose Name <br />
Singular Noun<br />
Plural Noun<br />
Adjective<br />
Prefix<br />
Present (1st)<br />
Present (3rd)<br />
Preterite<br />
Past Participle<br />
Present Participle<br />
: Clear<br />
to move. <br />
to use selected word. You can also use the mouse.<br />
Front Compound<br />
Rear Compound<br />
First Adjective<br />
Second Adjective<br />
Hyphen Compound<br />
The X<br />
Of X<br />
Could not give dwarf <br />
skill: <br />
No dwarf in position <br />
Cannot afford <br />
No <br />
available<br />
Prepare for the Expedition to <br />
Prepare for the Journey to <br />
Play Now!<br />
Prepare for the journey carefully<br />
Use <br />
: Prepare to embark!<br />
: Change selection<br />
Profile <br />
: Change Mode <br />
: Embark! <br />
: Choose<br />
: Add <br />
: New<br />
: Customize<br />
Pts: <br />
: Save<br />
: Problems<br />
: Name Group<br />
: Items<br />
: Name Fortress<br />
: Add<br />
Warning! The following embark profile name is already in use:<br />
: Overwrite<br />
: Go back<br />
To save these settings, choose a name for this embark profile:<br />
Embark preparations were not completed.<br />
** Starting Reclaim **<br />
** Starting New Outpost **<br />
data/init/embark_profiles.txt<br />
PROFILE<br />
RECLAIM_SKILL<br />
Unrecognized Embark Profile Token: <br />
Unintelligible! <br />
This strange language cannot be translated.<br />
<br />
Report Death of <br />
Kill <br />
[INITIAL_LOAD]<br />
cancels <br />
Unscheduled<br />
Cannot reach site<br />
Getting married<br />
Interrupted by <br />
combat<br />
Inappropriate dig square<br />
Area became inappropriate<br />
Moved<br />
Need empty bucket<br />
Need empty trap<br />
Need empty bag<br />
Need empty cage<br />
Need valid, active sand collection zone<br />
Sand vanished<br />
Incapable of carrying<br />
Too injured<br />
Resting injury<br />
Animal inaccessible<br />
Patient inaccessible<br />
Infant inaccessible<br />
No partner<br />
Item inaccessible<br />
Drop-off inaccessible<br />
Building inaccessible<br />
Area inaccessible<br />
Nothing in cage<br />
Nothing to cage<br />
Nothing to catch<br />
No patient<br />
No infant<br />
Already leading creature<br />
No food available<br />
Water source vanished<br />
No water source<br />
Water source contaminated<br />
Creature occupying site<br />
No bucket at well<br />
Bucket full of extraneous material<br />
Well dry<br />
Need office<br />
No weapon<br />
Wrong ammunition<br />
Ammunition inaccessible<br />
No ammunition<br />
No item<br />
Item blocking site<br />
Building site submerged<br />
Animal not restrained<br />
No creature<br />
Inappropriate building<br />
No building<br />
No floor space<br />
No designated area<br />
No party<br />
Wrong justice state<br />
Nothing in building<br />
Relieved<br />
Water is frozen<br />
Too insane<br />
Taken by mood<br />
Went insane<br />
Throwing tantrum<br />
Could not find path<br />
Path blocked<br />
Seeking artifact<br />
Handling dangerous creature<br />
Going to bed<br />
Seeking Infant<br />
Dangerous terrain<br />
Forbidden area<br />
Job item misplaced<br />
Job item lost or destroyed<br />
Getting food<br />
Getting water<br />
Hunting vermin for food<br />
Target inaccessible<br />
Target too injured<br />
No target<br />
No mechanism for target<br />
No target building<br />
No mechanism for trigger<br />
No trigger<br />
Attacking building<br />
Lost pick<br />
Invalid officer<br />
"Farewell!" Leaving<br />
Removed from guard<br />
Equipment mismatch<br />
Caged<br />
Getting something to drink<br />
Using well<br />
Lost axe<br />
Not broker<br />
suspended the construction of <br />
suspended a linkage from <br />
) has been completed.<br />
OVERWROTE JOB: <br />
BY <br />
lose<br />
loses<br />
hold of the <br />
miner<br />
woodworker<br />
carpenter<br />
bowyer<br />
woodcutter<br />
stoneworker<br />
engraver<br />
mason<br />
ranger<br />
animal caretaker<br />
animal trainer<br />
hunter<br />
trapper<br />
animal dissector<br />
metalsmith<br />
furnace operator<br />
weaponsmith<br />
armorer<br />
blacksmith<br />
metalcrafter<br />
jeweler<br />
gem cutter<br />
gem setter<br />
woodcrafter<br />
stonecrafter<br />
leatherworker<br />
bone carver<br />
weaver<br />
clothier<br />
glassmaker<br />
strand extractor<br />
King<br />
Queen<br />
King Consort<br />
Queen Consort<br />
fishery worker<br />
fisherman<br />
fish dissector<br />
fish cleaner<br />
farmer<br />
cheese maker<br />
milker<br />
cook<br />
thresher<br />
miller<br />
butcher<br />
tanner<br />
dyer<br />
planter<br />
herbalist<br />
brewer<br />
soap maker<br />
potash maker<br />
lye maker<br />
wood burner<br />
engineer<br />
mechanic<br />
siege engineer<br />
siege operator<br />
pump operator<br />
clerk<br />
administrator<br />
trader<br />
architect<br />
tax collector<br />
hammerer<br />
Baron<br />
Baroness<br />
Count<br />
Countess<br />
Duke<br />
Duchess<br />
Baron Consort<br />
Baroness Consort<br />
Count Consort<br />
Countess Consort<br />
Duke Consort<br />
Duchess Consort<br />
philosopher<br />
advisor<br />
alchemist<br />
Dungeon Master<br />
merchant<br />
drunk<br />
guild representative<br />
merchant baron<br />
merchant baroness<br />
merchant prince<br />
merchant princess<br />
Liaison<br />
druid<br />
champion<br />
hammerman<br />
Hammer Lord<br />
spearman<br />
Spearmaster<br />
crossbowman<br />
Elite <br />
wrestler<br />
Elite Wrestler<br />
axeman<br />
Axe Lord<br />
swordsman<br />
Swordmaster<br />
maceman<br />
Mace Lord<br />
pikeman<br />
Pikemaster<br />
bowman<br />
blowgunner<br />
Master Blowgunner<br />
lasher<br />
Master Lasher<br />
recruit<br />
Master Thief<br />
thief<br />
babies<br />
baby<br />
Peasant<br />
peasant<br />
Guard<br />
Priestess<br />
Priest<br />
Shopkeeper<br />
High Priestess<br />
Stray <br />
Zombie<br />
Zombie <br />
Skeleton<br />
Skeletal <br />
(Tame)<br />
Woodworker<br />
Woodcutter<br />
Stoneworker<br />
Ranger<br />
Hunter<br />
Armorer<br />
Blacksmith<br />
Metalcrafter<br />
Jeweler<br />
Woodcrafter<br />
Stonecrafter<br />
Fishery Worker<br />
Farmer<br />
Planter<br />
Engineer<br />
Clerk<br />
Administrator<br />
Trader<br />
Architect<br />
Tax Collector<br />
Hammerer<br />
Wise<br />
Royal Advisor<br />
Drunk<br />
Guild Representative<br />
Merchant Baron<br />
Merchant Baroness<br />
Merchant Prince<br />
Merchant Princess<br />
Champion<br />
Recruit<br />
Thief<br />
Baby<br />
Zombie<br />
Skeleton<br />
COPPER<br />
SILVER<br />
ELECTRUM<br />
GOLD<br />
PLATINUM<br />
DIAMOND<br />
EMERALD<br />
RUBY<br />
SAPPHIRE<br />
DRAGON<br />
ITEM_WEAPON_SWORD_2H<br />
ITEM_ARMOR_PLATEMAIL<br />
ITEM_ARMOR_CLOAK<br />
CAVE WHEAT<br />
is more experienced.<br />
has become a legendary champion! Hail <br />
There is nothing to catch in the river.<br />
There is nothing to catch in the cave river.<br />
There is nothing to catch in the underground pool.<br />
There is nothing to catch in the magma pool.<br />
There is nothing to catch in the magma pipe.<br />
There is nothing to catch in the chasm.<br />
There is nothing to catch in the pit.<br />
There is nothing to catch in the underworld.<br />
There is nothing to catch in the <br />
northwestern<br />
southwestern<br />
northeastern<br />
southeastern<br />
northern<br />
southern<br />
central<br />
ocean<br />
lake<br />
swamps<br />
is stricken by melancholy!<br />
has gone stark raving mad!<br />
has gone berserk!<br />
has forgotten a demand.<br />
has a new demand.<br />
has imposed a ban on certain exports.<br />
has mandated the construction of certain goods.<br />
has altered the prices of goods.<br />
caught in a cloud of boiling <br />
caught in a lava mist!<br />
caught in dragonfire!<br />
caught in a pool of lava!<br />
caught in a pool of magma!<br />
over.<br />
regain<br />
regains<br />
consciousness.<br />
partially free of the web.<br />
completely free of the web.<br />
feel<br />
looks<br />
numb!<br />
have<br />
has<br />
fully overcome the paralysis.<br />
partially overcome the paralysis.<br />
completely paralyzed!<br />
feeling sluggish!<br />
partially paralyzed!<br />
vomits<br />
into the ocean wave<br />
into the boiling <br />
into the lava mist<br />
into the dragonfire<br />
into the flames<br />
and bits of it get stuck in the web<br />
into the sea foam<br />
The rest of the vomit burns away in the lava.<br />
The vomit burns away in the lava.<br />
The rest of the vomit burns away in the magma.<br />
The vomit burns away in the magma.<br />
The rest of the vomit disappears into the water.<br />
The vomit disappears into the water.<br />
The rest of the vomit falls away into the chasm.<br />
The vomit falls away into the chasm.<br />
The rest of the vomit falls away into the underworld.<br />
The vomit falls away into the underworld.<br />
The rest of the vomit splatters into the shallow puddle of water.<br />
The vomit splatters into the shallow puddle of water.<br />
stunned!<br />
no longer stunned.<br />
out from exhaustion.<br />
collapse and fall<br />
collapses and falls<br />
to the ground from over-exertion.<br />
give<br />
gives<br />
in to pain.<br />
is throwing a tantrum!<br />
have given a resident <br />
the name <br />
has grown to become a <br />
is no longer enraged.<br />
has left the martial trance.<br />
has calmed down.<br />
has given birth to <br />
are unable to break<br />
is unable to break<br />
flies off in an arc!<br />
flies off in a bloody arc!<br />
is torn away!<br />
smashed into the body, an unrecognizable mass<br />
split in half from the crown to the chin<br />
torn apart<br />
pierced through entirely<br />
incinerated<br />
is shattered<br />
collapses into a lump of gore<br />
is cloven asunder<br />
is torn into pieces<br />
is pierced through completely<br />
is incinerated<br />
explodes in gore<br />
is mostly cut away from the rest of the torso<br />
is ripped into loose shreds<br />
is run through<br />
damaged<br />
bruised<br />
cut<br />
torn<br />
pierced<br />
singed<br />
blistered<br />
chilled<br />
badly damaged<br />
battered<br />
badly gashed<br />
badly ripped<br />
badly pierced<br />
charred<br />
frostbitten<br />
very badly damaged!<br />
cracked by the heat!<br />
cracked by the cold!<br />
broken!<br />
nearly shattered!<br />
partially incinerated!<br />
frozen through!<br />
mangled!<br />
Horrors! Demons in the deep!<br />
An ambush! Drive them out!<br />
Thief! Protect the hoard from skulking filth!<br />
An ambush! Skulking vermin!<br />
An ambush! Curse all friends of nature!<br />
An ambush! Curse them!<br />
! Drive it away!<br />
Snatcher! Protect the children!<br />
An injured <br />
has sprung from ambush!<br />
hidden away here.<br />
You've spotted a <br />
You spring from ambush!<br />
You've been spotted!<br />
have been knocked unconscious!<br />
has been knocked unconscious!<br />
have been stunned!<br />
has been stunned!<br />
have been stunned again!<br />
has been stunned again!<br />
are having trouble breathing!<br />
is having trouble breathing!<br />
are having more trouble breathing!<br />
is having more trouble breathing!<br />
feel sick!<br />
looks sick!<br />
feel even more sick!<br />
looks even more sick!<br />
has been pierced<br />
entrails shoot out through the wound!<br />
has been <br />
charred to a cinder<br />
frozen completely<br />
smashed apart<br />
sprained<br />
burned again<br />
charred again<br />
frostbitten again<br />
sprained again<br />
badly burned<br />
badly charred<br />
badly frostbitten<br />
badly sprained<br />
badly burned again<br />
badly charred again<br />
badly frostbitten again<br />
badly sprained again<br />
cracked by the heat<br />
cracked by the cold<br />
broken<br />
broken again<br />
crippled<br />
crippled again<br />
badly cut<br />
badly torn<br />
badly bruised<br />
blackened by the heat<br />
blackened by the cold<br />
mangled<br />
mangled again<br />
You feel your blood being sucked through the wound!<br />
even more numb!<br />
light-headed!<br />
even more light-headed!<br />
blocks<br />
the dragonfire.<br />
the fire.<br />
breathe<br />
breathes<br />
fire!<br />
shoot<br />
shoots<br />
out thick strands of webbing!<br />
unit contained in unit<br />
Double Caged Unit<br />
Receive job pay: NULL JOB<br />
has taken a request from the <br />
has changed the guild wages.<br />
has mandated that certain jobs be completed.<br />
now commands <br />
renames <br />
They have organized a wedding reception<br />
has organized a party<br />
You are <br />
blistering<br />
being incinerated<br />
being frozen solid<br />
freezing to death<br />
on fire<br />
burning alive<br />
burning to death<br />
You are melting!<br />
You are boiling!<br />
ecstatic<br />
happy<br />
quite content<br />
fine<br />
unhappy<br />
very unhappy<br />
miserable<br />
lately. <br />
gave birth to <br />
recently<br />
got married recently<br />
became caught up in a new romance recently<br />
gained siblings<br />
gained a sibling<br />
became a parent<br />
slept uneasily due to noise lately<br />
slept very uneasily due to noise lately<br />
was woken by noise while sleeping lately<br />
has been evicted lately<br />
has been tired lately<br />
had a miscarriage recently<br />
has been exhausted lately<br />
has complained of hunger lately<br />
has complained of thirst lately<br />
has been starving lately<br />
has been dehydrated lately<br />
was worried by the scarcity of royal guards lately<br />
was worried by the scarcity of fortress guards lately<br />
was worried by the scarcity of cages and chains lately<br />
was unable to reach a room for tax collection lately<br />
was misinformed about a room for tax collection lately<br />
was upset that the tax collection didn't go smoothly lately<br />
has been taxed recently<br />
has lost property to the Royal Guard recently<br />
was upset to have disappointed a noble lately<br />
has been attacked lately<br />
has been attacked by a dead pet lately<br />
has been attacked by a dead spouse lately<br />
has been attacked by a dead lover lately<br />
has been attacked by a dead sibling lately<br />
has been attacked by own dead mother lately<br />
has been attacked by own dead father lately<br />
has been attacked by own dead child lately<br />
has been attacked by a dead friend lately<br />
has been attacked by a dead and still annoying acquaintance lately<br />
has been attacked by the dead lately<br />
was forced to eat vermin to survive lately<br />
was forced to eat a beloved creature to survive lately<br />
was forced to eat a treasured pet to survive lately<br />
has complained of the lack of chairs lately<br />
has complained of the crowded tables lately<br />
has complained of the lack of dining tables lately<br />
has complained of the lack of a well lately<br />
has complained of the nasty water lately<br />
was forced to drink <br />
water lately<br />
was forced to drink slime lately<br />
was forced to drink vomit lately<br />
has suffered the travesty of art defacement<br />
has been annoyed by flies<br />
has witnessed death<br />
has lost a pet recently<br />
is happy to be free<br />
had a satisfying sparring session recently<br />
killed somebody by accident while sparring recently<br />
enjoyed starting a fist fight recently<br />
enjoyed smashing up a building recently<br />
enjoyed toppling something over recently<br />
enjoyed throwing something recently<br />
accidentally killed somebody in a fit of rage recently<br />
has lost a spouse to tragedy recently<br />
has lost a lover to tragedy recently<br />
had a terrifying nightmare about an army of the dead<br />
has lost an annoying acquaintance to tragedy recently<br />
was just a little happy to lose an annoying acquaintance to tragedy recently<br />
was happy to lose an annoying acquaintance to tragedy recently<br />
was thrilled to lose an annoying acquaintance to tragedy recently<br />
has lost a friend to tragedy recently<br />
has lost a sibling to tragedy recently<br />
has lost a child to tragedy recently<br />
has lost a mother to tragedy recently<br />
has lost a father to tragedy recently<br />
was forced to endure the decay of a pet<br />
was forced to endure the decay of a spouse<br />
was forced to endure the decay of a lover<br />
was forced to endure the decay of a sibling<br />
was forced to endure the decay of a mother<br />
was forced to endure the decay of a father<br />
was forced to endure the decay of a child<br />
was forced to endure the decay of a friend<br />
was forced to endure the decay of an annoying acquaintance<br />
has been accosted by terrible vermin<br />
saw something unpleasant in a cage recently<br />
was comforted by a wonderful creature in a cage recently<br />
saw something unpleasant in a pond recently<br />
was comforted by a wonderful creature in a pond recently<br />
was able to rest and recuperate lately<br />
received water recently<br />
received food recently<br />
was rescued recently<br />
was overjoyed to be able to give somebody water lately<br />
was happy to have been able to give somebody water lately<br />
was pleased to have been able to give somebody water lately<br />
gave somebody water lately<br />
was irritated at having to give somebody water lately<br />
was unhappy at having to give somebody water lately<br />
has suffered the pain of having to give somebody water lately<br />
was overjoyed to be able to give somebody food lately<br />
was happy to have been able to give somebody food lately<br />
was pleased to have been able to give somebody food lately<br />
gave somebody food lately<br />
was irritated at having to give somebody food lately<br />
was unhappy at having to give somebody food lately<br />
has suffered the pain of having to give somebody food lately<br />
was overjoyed to be able to help somebody to bed lately<br />
was happy to have been able to help somebody to bed lately<br />
was pleased to have been able to help somebody to bed lately<br />
brought somebody to bed lately<br />
was irritated at having to haul somebody to bed lately<br />
was unhappy at having to haul somebody to bed lately<br />
has suffered the pain of having to haul somebody to bed lately<br />
has complained about the draft lately<br />
was worried not to have adequate protection lately<br />
was upset about being relieved from duty<br />
was honored to join the Royal Guard<br />
was upset about being expelled from the Royal Guard<br />
was honored to join the Fortress Guard<br />
was upset about being expelled from the Fortress Guard<br />
has been satisfied at work lately<br />
was happy to have pleased a noble lately<br />
was pleased that the tax collection went smoothly lately<br />
is quite pleased with making an artifact<br />
was upset that a criminal could not be properly punished<br />
was glad to have punishment reduced recently<br />
was upset by the delayed punishment of a criminal<br />
was glad to have punishment delayed recently<br />
beat somebody recently<br />
beat somebody with a hammer recently<br />
was beaten recently<br />
was beaten with a hammer recently<br />
is depressed about being confined<br />
made a satisfying acquisition lately<br />
talked with a pet lately<br />
talked with the spouse lately<br />
talked with a lover lately<br />
talked with a sibling lately<br />
talked with mother lately<br />
talked with father lately<br />
talked with a child lately<br />
talked with a friend lately<br />
was forced to talk to somebody annoying lately<br />
talked with somebody lately<br />
made a friend recently<br />
formed a grudge recently<br />
adopted a new pet recently<br />
was unhappy with the lack of work last season<br />
was caught in the rain recently<br />
was caught in a snow storm recently<br />
has been tired of eating the same old food lately<br />
has been tired of drinking the same old booze lately<br />
ate rotten food lately<br />
drank something spoiled lately<br />
took joy in slaughter lately<br />
ate a pretty decent meal lately<br />
ate a fine dish lately<br />
ate a wonderful dish lately<br />
ate a truly decadent dish lately<br />
ate a legendary meal lately<br />
had a pretty decent drink lately<br />
had a fine drink lately<br />
had a wonderful drink lately<br />
had a truly decadent drink lately<br />
had a legendary drink lately<br />
was comforted by a pet lately<br />
saw a beloved creature lately<br />
was pleased to have a mandate deadline met lately<br />
was angered that nobody could be punished for a recent failure<br />
was upset by having a request ignored lately<br />
was pleased by having a request approved lately<br />
was upset by having a mandate ignored lately<br />
was upset by having a mandate deadline missed lately<br />
was comforted by a lovely waterfall lately<br />
was disgusted by a bloody mist lately<br />
was disgusted by a miasma lately<br />
choked on dust underground lately<br />
choked on smoke underground lately<br />
was knocked out during a cave-in lately<br />
was embarrassed to have to conduct an official meeting in a dining room<br />
was very embarrassed to have to conduct an official meeting in a bedroom<br />
was incredibly embarrassed not to have any rooms lately<br />
was very happy to be elected mayor recently<br />
was very happy to be re-elected mayor recently<br />
was very satisfied to be chosen as the expedition leader recently<br />
was very pleased to receive a higher rank of nobility recently<br />
was proud to have become a mayor recently<br />
sustained major injuries recently<br />
sustained minor injuries recently<br />
slept in the mud recently<br />
slept in the grass recently<br />
slept in the dirt recently<br />
slept on rocks recently<br />
slept on ice recently<br />
slept on a pile of driftwood recently<br />
slept on a rough cave floor recently<br />
slept on the floor recently<br />
slept in a bedroom like a personal palace recently<br />
slept in a fantastic bedroom recently<br />
slept in a great bedroom recently<br />
slept in a very good bedroom recently<br />
slept in a good bedroom recently<br />
slept in a horribly substandard bedroom recently<br />
slept in a horrible bedroom recently<br />
slept in an awful bedroom recently<br />
slept in a very poor bedroom recently<br />
slept in a poor bedroom recently<br />
slept without a proper room recently<br />
conducted a meeting in a setting worthy of legends recently<br />
conducted a meeting in a fantastic setting recently<br />
conducted a meeting in a great setting recently<br />
conducted a meeting in a very good setting recently<br />
conducted a meeting in a good setting recently<br />
conducted a meeting in a horribly substandard setting recently<br />
conducted a meeting in a horrible setting recently<br />
conducted a meeting in an awful setting recently<br />
conducted a meeting in a very poor setting recently<br />
conducted a meeting in a poor setting recently<br />
dined in a legendary dining room recently<br />
dined in a fantastic dining room recently<br />
dined in a great dining room recently<br />
dined in a very good dining room recently<br />
dined in a good dining room recently<br />
dined in a horribly substandard dining room recently<br />
dined in a horrible dining room recently<br />
dined in an awful dining room recently<br />
dined in a very poor dining room recently<br />
dined in a poor dining room recently<br />
dined without a proper dining room recently<br />
worried greatly about not having a tomb after gaining another year<br />
celebrated having a legendary tomb after gaining another year<br />
celebrated having a fantastic tomb after gaining another year<br />
celebrated having a great tomb after gaining another year<br />
celebrated having a very good tomb after gaining another year<br />
celebrated having a good tomb after gaining another year<br />
worried about having a horribly substandard tomb after gaining another year<br />
worried about having a horrible tomb after gaining another year<br />
worried about having an awful tomb after gaining another year<br />
worried about having a very poor tomb after gaining another year<br />
worried about having a poor tomb after gaining another year<br />
was greatly pleased at the state of demands recently<br />
was very pleased at the state of demands recently<br />
was pleased at the state of demands recently<br />
was greatly angered at the state of demands recently<br />
was very angered at the state of demands recently<br />
was angered at the state of demands recently<br />
was upset by not having enough chests lately<br />
was upset by not having enough cabinets lately<br />
was upset by not having enough armor stands lately<br />
was upset by not having enough weapon racks lately<br />
was upset to be wearing old clothing lately<br />
was upset to be wearing tattered clothing lately<br />
was very upset to have worn clothes rot away lately<br />
was very embarrassed to be uncovered lately<br />
was embarrassed to have no shirt lately<br />
was embarrassed to have no shoes lately<br />
was very embarrassed to be uncloaked lately<br />
was unable to find an available hammer lately<br />
was nauseated by the sun lately<br />
was irritated by the sun lately<br />
was <br />
grumbling about<br />
depressed by<br />
angered by<br />
enraged by<br />
long patrol duty lately<br />
was yelled at by an unhappy citizen recently<br />
was cried on by an unhappy citizen recently<br />
was satisfied to bring up job scarcity in a meeting lately<br />
was able to make suggestions about work allocations lately<br />
was glad to request weapon production lately<br />
had a cathartic experience yelling at somebody in charge lately<br />
yelled at somebody in charge lately and felt fantastic afterward<br />
yelled at somebody in charge lately and felt great afterward<br />
yelled at somebody in charge lately and felt a lot better afterward<br />
yelled at somebody in charge lately and felt better afterward<br />
yelled at somebody in charge lately and felt a little better afterward<br />
yelled at somebody in charge lately<br />
yelled at somebody in charge lately but only got angrier<br />
had a cathartic experience crying on somebody in charge lately<br />
cried on somebody in charge lately and felt fantastic afterward<br />
cried on somebody in charge lately and felt great afterward<br />
cried on somebody in charge lately and felt a lot better afterward<br />
cried on somebody in charge lately and felt better afterward<br />
cried on somebody in charge lately and felt a little better afterward<br />
cried on somebody in charge lately<br />
cried on somebody in charge lately but only felt more depressed<br />
was unable to find somebody to complain to about job scarcity lately<br />
was unable to make suggestions about work allocations lately<br />
was unable to request weapon production lately<br />
was unable to find somebody in charge to yell at lately<br />
was unable to find somebody in charge to cry on lately<br />
put off<br />
flustered<br />
upset<br />
very upset<br />
greatly upset<br />
angered<br />
enraged<br />
traumatized<br />
utterly traumatized<br />
by a lesser's pretentious <br />
burial<br />
office<br />
dining<br />
sleeping<br />
arrangements lately<br />
admired <br />
own<br />
very fine<br />
splendid<br />
wonderful<br />
completely sublime<br />
tastefully arranged <br />
lately<br />
[C:3:0:1]<br />
is married to <br />
is romantically involved with <br />
an ardent worshipper<br />
a faithful worshipper<br />
a worshipper<br />
a casual worshipper<br />
a dubious worshipper<br />
[C:1:0:1]<br />
the leader<br />
the high priest<br />
the mayor<br />
a guard<br />
a royal guard<br />
a mercenary<br />
a former mercenary<br />
an enemy<br />
a criminal to<br />
a citizen<br />
a member<br />
a former member<br />
the manager<br />
the bookkeeper<br />
the broker<br />
the sheriff<br />
the captain of the guard<br />
a member of the merchant nobility<br />
the outpost liaison<br />
a diplomat<br />
a slave<br />
a former slave<br />
a prisoner<br />
a former prisoner<br />
[C:2:0:1]<br />
likes <br />
Fabric<br />
for their <br />
trees for their <br />
the color <br />
When possible, <br />
prefers to consume <br />
absolutely detests <br />
needs alcohol to get through the working day<br />
and can't even remember the last time <br />
had some<br />
and has gone without a drink for far, far too long<br />
and really wants a drink<br />
and is starting to work slowly due to its scarcity<br />
does not mind being outdoors, at least for a time. <br />
likes working outdoors and grumbles only mildly at inclement weather. <br />
doesn't really care about anything anymore. <br />
is a hardened individual. <br />
is getting used to tragedy. <br />
poked out<br />
frozen solid<br />
smashed again!<br />
blackened!<br />
Conduct Meeting<br />
Attend Meeting<br />
On Break<br />
Soldier<br />
Noble<br />
No Job<br />
Null Precise Civ Equipment Link: <br />
Null Precise Civ Equipment Priest Link: <br />
In Mouth<br />
Hauled<br />
Multigrasp<br />
Stuck in <br />
Right shoulder<br />
Left shoulder<br />
On head<br />
pulls out and <br />
releases<br />
drops<br />
NULL inventory item on load: id #<br />
NULL inventory pointer on load: slot #<br />
stands up.<br />
, has decided to leave.<br />
Your miners have defaced a <br />
has entered a martial trance!<br />
Acceptable Liquid Flood Overflow<br />
Acceptable Fish Liquid Flood Overflow<br />
is a nervous wreck<br />
is always tense and jittery<br />
is often nervous<br />
has a calm demeanor<br />
has a very calm demeanor<br />
has an incredibly calm demeanor<br />
is in a constant state of internal rage<br />
is very quick to anger<br />
is quick to anger<br />
is slow to anger<br />
is very slow to anger<br />
never becomes angry<br />
is frequently depressed<br />
is often sad and dejected<br />
often feels discouraged<br />
rarely feels discouraged<br />
almost never feels discouraged<br />
never feels discouraged<br />
is socially crippled by thoughts that everyone is watching and judging <br />
is concerned about rejection and ridicule<br />
is self-conscious<br />
is comfortable in social situations<br />
is very comfortable in social situations<br />
is absolutely unfazed by the opinions of others<br />
is ruled by irresistible cravings and urges<br />
feels strong urges and seeks short-term rewards<br />
occasionally overindulges<br />
doesn't often experience strong cravings or urges<br />
only rarely feels strong cravings or urges<br />
never feels tempted to overindulge in anything<br />
becomes completely helpless in stressful situations<br />
cracks easily under pressure<br />
doesn't handle stress well<br />
can handle stress<br />
is confident under pressure<br />
is impervious to the effects of stress<br />
genuinely likes others and openly expresses positive feelings toward them<br />
makes friends quickly<br />
is very friendly<br />
is somewhat reserved<br />
is very distant and reserved<br />
does not actively seek friendships and is incredibly distant and reserved<br />
truly treasures the company of others<br />
enjoys being in crowds<br />
enjoys the company of others<br />
tends to avoid crowds<br />
prefers to be alone<br />
considers spending time alone much more important than associating with others<br />
loves to take charge and direct activities<br />
is very assertive<br />
is assertive<br />
is unassertive<br />
prefers that others handle the leadership roles<br />
never speaks out or attempts to direct activities<br />
is constantly active and energetic<br />
is very energetic and active<br />
is very active<br />
is relaxed<br />
lives life at a leisurely pace<br />
can't be bothered with frantic, fast-paced living<br />
lives for risk and excitement<br />
is a risk-taker and a thrill-seeker<br />
loves a good thrill<br />
is not a risk-taker<br />
doesn't need thrills or risks in life<br />
is entirely averse to risk and excitement<br />
often feels filled with joy<br />
can be very happy and optimistic<br />
is often cheerful<br />
is rarely happy or enthusiastic<br />
is a pessimist<br />
is never optimistic or enthusiastic about anything<br />
is bored by reality and has a wonderful imagination<br />
is incredibly creative<br />
has a fertile imagination<br />
isn't given to flights of fancy<br />
is grounded in reality<br />
is interested only in facts and the real world<br />
can easily become absorbed in art and the beauty of the natural world<br />
greatly appreciates art and natural beauty<br />
appreciates art and natural beauty<br />
does not have a great aesthetic sensitivity<br />
is not interested in art<br />
is completely uninterested in art<br />
own feelings<br />
has a profound understanding of <br />
own emotions<br />
has a great awareness of <br />
has a good awareness of <br />
tends not to openly express emotions<br />
own emotions and rarely expresses them<br />
is mostly unaware of <br />
own emotions and has no awareness of them<br />
does not display <br />
is highly adventurous and loves fresh experiences<br />
is eager for new experiences<br />
likes to try new things<br />
prefers familiar routines<br />
is uncomfortable with change<br />
is resistant to change<br />
is entranced by riddles and puzzles and loves to debate issues and ideas<br />
loves new and fresh ideas<br />
is open-minded to new ideas<br />
dislikes intellectual discussions<br />
regards intellectual exercises as a waste of energy<br />
is completely uninterested in ideas and debates over intellectual issues<br />
revels in chaos and disorder<br />
loves to defy convention<br />
is put off by authority and tradition<br />
admires tradition<br />
prefers stability and security to ambiguity and disorder<br />
is an ardent believer in convention and traditional society<br />
is naturally trustful of everybody<br />
is very trusting<br />
is trusting<br />
is slow to trust others<br />
does not trust others<br />
sees others as selfish and conniving<br />
is incredibly frank and candid in dealings with others<br />
is very straightforward with others<br />
is candid and sincere in dealings with others<br />
is guarded in relationships with others<br />
is not straightforward when dealing with others<br />
believes that some deception is necessary in relationships with others<br />
is truly fulfilled by assisting those in need<br />
finds helping others very rewarding<br />
finds helping others rewarding<br />
way to help others<br />
does not go out of <br />
dislikes helping others<br />
time<br />
views helping others as an imposition on <br />
own needs to get along with others<br />
sacrifices <br />
dislikes confrontations<br />
is willing to compromise with others<br />
doesn't like to compromise with others<br />
would rather intimidate others than compromise with them<br />
own needs just to compromise with somebody else<br />
would never deny <br />
would never claim to be better than somebody else<br />
finds immodesty distasteful<br />
is modest<br />
is immodest<br />
favorably with others<br />
is very willing to compare <br />
is better than somebody else<br />
would never shy away from an opportunity to say <br />
is incredibly compassionate and feels the pain of others<br />
is easily moved to pity<br />
is compassionate<br />
is not easily moved to pity<br />
is not affected by the suffering of others<br />
would never let an objective judgement be tempered by mercy or pity<br />
is incredibly confident<br />
is very confident<br />
is confident<br />
lacks confidence<br />
does not feel effective in life<br />
life<br />
is not in control of <br />
always feels as if <br />
loves to make lists and keep schedules<br />
tries to live a well-organized life<br />
is organized<br />
is disorganized<br />
is very disorganized<br />
is completely disorganized<br />
has a profound sense of duty and obligation<br />
has a strong sense of duty<br />
has a sense of duty<br />
finds rules confining<br />
dislikes contracts and regulations<br />
hates rules, contracts and other confining elements in <br />
constantly strives for perfection<br />
thinks it is incredibly important to strive for excellence<br />
strives for excellence<br />
way to do more work than necessary<br />
doesn't go out of <br />
very rarely does more work than necessary<br />
does the bare minimum necessary to accomplish the task at hand<br />
will persist in the face of any difficulty until the task is complete<br />
possesses great willpower<br />
is self-disciplined<br />
is occasionally given to procrastination<br />
has very little self-discipline<br />
rarely completes tasks and is often overcome by distractions<br />
thinks through every alternative and its consequences before acting<br />
is extremely cautious<br />
takes time when making decisions<br />
often does the first thing that comes to mind<br />
acts impulsively<br />
always acts without considering alternatives or thinking through possibilities<br />
's mandate has ended.<br />
's mandates have ended.<br />
path fail: <br />
data/save/current/unit-<br />
unit-<br />
Duplicate Object: <br />
matgloss_wood<br />
matgloss_stone<br />
matgloss_metal<br />
matgloss_plant<br />
creaturebody<br />
creaturebodygloss<br />
entity<br />
word<br />
symbol<br />
translation<br />
color<br />
shape<br />
reaction<br />
failed vermin colony deletion<br />
Generating world using parameter set <br />
Seed: <br />
History Seed: <br />
Name Seed: <br />
Null unit chunk on export<br />
The wet season has arrived!<br />
Spring has arrived!<br />
Spring has arrived on the calendar.<br />
It is now summer.<br />
Summer has arrived on the calendar.<br />
The dry season has come.<br />
Autumn has come.<br />
Autumn has arrived on the calendar.<br />
Winter is upon you.<br />
Winter has arrived on the calendar.<br />
This artwork appears on <br />
.[B]<br />
This artwork appears on a <br />
and was crafted in <br />
This artwork appears <br />
on the front of <br />
on the back of <br />
This engraving appears on a floor <br />
This engraving appears on a wall <br />
somewhere<br />
This artwork is a<br />
It is a<br />
On the item <br />
On the front of the coin <br />
On the coin's back <br />
Engraved <br />
on the floor <br />
on the wall <br />
is a<br />
fine<br />
superior<br />
n exceptional<br />
rendition of a<br />
well-designed <br />
finely-designed <br />
superiorly designed <br />
n exceptionally designed <br />
masterfully designed <br />
n <br />
image<br />
The artwork relates to <br />
during <br />
The image is <br />
the symbol of<br />
migrating <br />
nomadic <br />
local <br />
civilization<br />
group<br />
government<br />
vessel<br />
religion<br />
data/objects/matgloss_*.*<br />
data/objects/language_*.*<br />
data/objects/descriptor_*.*<br />
data/objects/item_*.*<br />
data/objects/body_*.*<br />
data/objects/creature_*.*<br />
data/objects/entity_*.*<br />
data/objects/reaction_*.*<br />
data/objects/<br />
Missing Wood Gloss: <br />
Missing Stone Gloss: <br />
Missing Metal Gloss: <br />
Missing Plant Gloss: <br />
Missing Item Definition: <br />
Missing Creature Body Definition: <br />
Missing Creature Body Gloss Definition<br />
Missing Creature Definition: <br />
Missing Entity Definition<br />
Missing Word Definition<br />
Missing Symbol Definition<br />
Missing Translation Definition<br />
Missing Color Definition<br />
Missing Shape Definition<br />
Missing Reaction Definition<br />
: NULL job on building load<br />
: NULL master on building load<br />
: NULL subord on building load<br />
Site Map: Extra Item Occupancy <br />
A section of the cavern has collapsed!<br />
very near<br />
far<br />
a day's travel<br />
nearly a day's travel<br />
a half day's travel<br />
a short walk<br />
inaccessible from here<br />
to the <br />
northwest<br />
northeast<br />
southwest<br />
southeast<br />
The weather has cleared.<br />
A snow storm has come.<br />
It has started raining.<br />
Load Game: Invalid Job ID Number, <br />
Load Game: Invalid Unit ID Number, <br />
Load Game: Invalid Item ID Number, <br />
Load Game: Invalid Entity ID Number<br />
Load Game: Invalid Nemesis ID Number, <br />
Load Game: Invalid Building ID Number, <br />
Load Game: Invalid Machine ID Number<br />
Load Game: Invalid Artifact ID Number, <br />
Unloaded<br />
Load Game: Invalid Proj ID Number<br />
Load Game: Invalid Schedule ID Number<br />
Load Game: Invalid Task ID Number<br />
Load Game: Invalid Unit Chunk ID Number<br />
Load Game: Invalid Art Image Chunk ID Number<br />
Load Game: Invalid Hist Figure ID Number<br />
Load Game: Invalid Hist Event ID Number<br />
Load Game: Invalid Hist Event Collection ID Number<br />
has engraved a masterpiece!<br />
data/save/current/site-<br />
site-<br />
You have discovered a river.<br />
You have discovered an underground river.<br />
You have discovered an underground pool.<br />
You have discovered a magma pool.<br />
You have discovered a magma pipe.<br />
You have discovered a large chasm cleft through the mountain.<br />
You have discovered a deep pit in the mountain.<br />
You have broken into a peculiar chamber through the base of the mountain.<br />
You have struck <br />
! Praise the miners!<br />
Evaluate Wagon Edge Access Overflow<br />
The falling debris has defaced a <br />
Sizing Flow... Overflow<br />
Dungeon Floodfill Overflow<br />
Dungeon Floodfill Overflow 3<br />
Dungeon Floodfill Overflow 4<br />
Dungeon Flood Fill Overflow 2<br />
The impertinent vegetation has defaced a <br />
A careless farmer has defaced a <br />
A foolish builder defaced a <br />
have married. Congratulations!<br />
They have decided to forego any formal celebrations.<br />
<br />
e+000<br />
KERNEL32<br />
1#QNAN<br />
1#INF<br />
1#IND<br />
1#SNAN<br />
_nextafter<br />
_logb<br />
_yn<br />
_y1<br />
_y0<br />
frexp<br />
fmod<br />
_hypot<br />
_cabs<br />
ldexp<br />
modf<br />
fabs<br />
floor<br />
ceil<br />
tan<br />
cos<br />
sin<br />
sqrt<br />
atan2<br />
atan<br />
acos<br />
asin<br />
tanh<br />
cosh<br />
sinh<br />
log10<br />
log<br />
pow<br />
exp<br />
<br />
_FSOUND_GetCurrentSample@4<br />
_FSOUND_Sample_Load@20<br />
_FSOUND_Sample_SetDefaults@20<br />
_FSOUND_StopSound@4<br />
_FSOUND_Sample_GetDefaults@20<br />
_FSOUND_Sample_Free@4<br />
_FSOUND_Init@12<br />
_FSOUND_SetSFXMasterVolume@4<br />
_FSOUND_SetOutput@4<br />
_FSOUND_SetDriver@4<br />
_FSOUND_Close@0<br />
_FSOUND_PlaySound@8<br />
_FSOUND_GetNumHWChannels@12<br />
_FSOUND_SetPriority@8<br />
_FSOUND_Sample_SetMode@8<br />
fmod.dll<br />
CreateDirectoryA<br />
GetTickCount<br />
QueryPerformanceCounter<br />
QueryPerformanceFrequency<br />
Sleep<br />
FindFirstFileA<br />
FindClose<br />
FindNextFileA<br />
SetPriorityClass<br />
GetCurrentProcess<br />
KERNEL32.dll<br />
MessageBoxA<br />
GetWindowLongA<br />
LoadCursorA<br />
ShowWindow<br />
UnregisterClassA<br />
GetDC<br />
WaitMessage<br />
DestroyWindow<br />
CloseWindow<br />
LoadImageA<br />
RegisterClassExA<br />
DefWindowProcA<br />
SetWindowLongA<br />
TrackMouseEvent<br />
ReleaseDC<br />
PeekMessageA<br />
AdjustWindowRectEx<br />
CreateWindowExA<br />
DispatchMessageA<br />
ChangeDisplaySettingsA<br />
GetKeyState<br />
PostMessageA<br />
ShowCursor<br />
USER32.dll<br />
SetPixelFormat<br />
ChoosePixelFormat<br />
SwapBuffers<br />
GDI32.dll<br />
glVertex3fv<br />
glGenTextures<br />
glEnd<br />
glColor3f<br />
glTranslatef<br />
glAlphaFunc<br />
glGetString<br />
glVertex2f<br />
glColor4fv<br />
glBegin<br />
glShadeModel<br />
glVertex3f<br />
glReadBuffer<br />
wglDeleteContext<br />
glBindTexture<br />
glPushMatrix<br />
glEnable<br />
glLoadIdentity<br />
wglGetProcAddress<br />
glOrtho<br />
glMatrixMode<br />
glFogfv<br />
glViewport<br />
glTexImage2D<br />
glColor4f<br />
wglMakeCurrent<br />
glBlendFunc<br />
glPixelTransferi<br />
glFogf<br />
glTexCoord2f<br />
glTexParameteri<br />
glPopMatrix<br />
glDeleteTextures<br />
glDisable<br />
wglCreateContext<br />
glReadPixels<br />
glClearColor<br />
glClear<br />
OPENGL32.dll<br />
gluPerspective<br />
gluLookAt<br />
GLU32.dll<br />
GetLastError<br />
HeapFree<br />
HeapAlloc<br />
TerminateProcess<br />
UnhandledExceptionFilter<br />
SetUnhandledExceptionFilter<br />
IsDebuggerPresent<br />
GetProcAddress<br />
GetModuleHandleA<br />
ExitProcess<br />
GetCommandLineA<br />
GetVersionExA<br />
GetProcessHeap<br />
GetStartupInfoA<br />
EnterCriticalSection<br />
LeaveCriticalSection<br />
SetHandleCount<br />
GetStdHandle<br />
GetFileType<br />
DeleteCriticalSection<br />
HeapDestroy<br />
HeapCreate<br />
VirtualFree<br />
VirtualAlloc<br />
HeapReAlloc<br />
WriteFile<br />
GetModuleFileNameA<br />
WideCharToMultiByte<br />
GetConsoleCP<br />
GetConsoleMode<br />
FlushFileBuffers<br />
TlsGetValue<br />
TlsAlloc<br />
TlsSetValue<br />
TlsFree<br />
InterlockedIncrement<br />
SetLastError<br />
GetCurrentThreadId<br />
InterlockedDecrement<br />
RtlUnwind<br />
MultiByteToWideChar<br />
ReadFile<br />
SetFilePointer<br />
<br />
CloseHandle<br />
RaiseException<br />
GetCPInfo<br />
<br />
GetACP<br />
GetOEMCP<br />
IsValidCodePage<br />
InterlockedExchange<br />
LoadLibraryA<br />
InitializeCriticalSection<br />
HeapSize<br />
<br />
FreeEnvironmentStringsA<br />
GetEnvironmentStrings<br />
<br />
FreeEnvironmentStringsW<br />
GetEnvironmentStringsW<br />
GetCurrentProcessId<br />
GetSystemTimeAsFileTime<br />
WriteConsoleA<br />
GetConsoleOutputCP<br />
WriteConsoleW<br />
SetStdHandle<br />
<br />
CreateFileA<br />
GetUserDefaultLCID<br />
GetLocaleInfoA<br />
<br />
EnumSystemLocalesA<br />
IsValidLocale<br />
GetStringTypeA<br />
GetStringTypeW<br />
LCMapStringA<br />
LCMapStringW<br />
GetLocaleInfoW<br />
SetEndOfFile<br />
<br />
DeleteFileA<br />
<br />
CreateFileW<br />
<br />
.?AVtype_info@@<br />
<br />
<br />
abcdefghijklmnopqrstuvwxyz<br />
ABCDEFGHIJKLMNOPQRSTUVWXYZ<br />
<br />
abcdefghijklmnopqrstuvwxyz<br />
ABCDEFGHIJKLMNOPQRSTUVWXYZ<br />
<br />
.?AVout_of_range@std@@<br />
.?AV_Locimp@locale@std@@<br />
<br />
Copyright (c) 1992-2004 by P.J. Plauger, licensed by Dinkumware, Ltd. ALL RIGHTS RESERVED.<br />
<br />
.?AVbad_exception@std@@<br />
.?AVabstract_building_templest@@<br />
.?AVabstract_building_dark_towerst@@<br />
.?AVabstract_building_home_apartment_roomst@@<br />
.?AVabstract_building_home_apartmentst@@<br />
.?AVabstract_building_home_singlest@@<br />
.?AVabstract_building_keepst@@<br />
.?AVabstract_building_mead_hallst@@<br />
.?AVabstract_building_storest@@<br />
.?AVabstract_buildingst@@<br />
.?AVexception@std@@<br />
.?AVlogic_error@std@@<br />
.?AVlength_error@std@@<br />
.?AVbad_alloc@std@@<br />
.?AVart_image_property_intransitive_verbst@@<br />
.?AVart_image_property_transitive_verbst@@<br />
.?AVart_image_propertyst@@<br />
.?AVart_image_element_shapest@@<br />
.?AVart_image_element_treest@@<br />
.?AVart_image_element_plantst@@<br />
.?AVart_image_element_itemst@@<br />
.?AVart_image_element_creaturest@@<br />
.?AVart_image_elementst@@<br />
.?AV?$codecvt@DDH@std@@<br />
.?AVcodecvt_base@std@@<br />
.?AVfacet@locale@std@@<br />
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@<br />
.?AV?$_Iosb@H@std@@<br />
.?AVios_base@std@@<br />
.?AVruntime_error@std@@<br />
.?AVbad_cast@std@@<br />
.?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@<br />
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.?AV?$ctype@D@std@@<br />
.?AUctype_base@std@@<br />
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@<br />
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@<br />
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@<br />
.?AVfailure@ios_base@std@@<br />
.?AVhistory_eventst@@<br />
.?AVhistory_event_masterpiece_lostst@@<br />
.?AUcave_column_rectanglest@@<br />
.?AUcave_columnst@@<br />
.?AVblock_square_event_world_constructionst@@<br />
.?AVblock_square_event_frozen_liquidst@@<br />
.?AVblock_square_event_mineralst@@<br />
.?AVblock_square_eventst@@<br />
.?AVhistory_event_masterpiece_created_arch_constructst@@<br />
.?AVhistory_event_masterpiece_created_arch_designst@@<br />
.?AVhistory_event_masterpiece_createdst@@<br />
.?AVbuilding_constructionst@@<br />
.?AVbuilding_road_pavedst@@<br />
.?AVbuilding_road_dirtst@@<br />
.?AVbuilding_roadst@@<br />
.?AVbuilding_wagonst@@<br />
.?AVbuilding_tradedepotst@@<br />
.?AVbuilding_workshopst@@<br />
.?AVbuilding_furnacest@@<br />
.?AVbuilding_animaltrapst@@<br />
.?AVbuilding_farmplotst@@<br />
.?AVbuilding_window_glassst@@<br />
.?AVbuilding_window_gemst@@<br />
.?AVbuilding_windowst@@<br />
.?AVbuilding_statuest@@<br />
.?AVbuilding_coffinst@@<br />
.?AVbuilding_shopst@@<br />
.?AVbuilding_chairst@@<br />
.?AVbuilding_tablest@@<br />
.?AVbuilding_bedst@@<br />
.?AVbuilding_siegeenginest@@<br />
.?AVbuilding_cagest@@<br />
.?AVbuilding_chainst@@<br />
.?AVbuilding_windmillst@@<br />
.?AVbuilding_water_wheelst@@<br />
.?AVbuilding_screw_pumpst@@<br />
.?AVbuilding_archerytargetst@@<br />
.?AVbuilding_weaponst@@<br />
.?AVbuilding_supportst@@<br />
.?AVbuilding_axle_verticalst@@<br />
.?AVbuilding_axle_horizontalst@@<br />
.?AVbuilding_gear_assemblyst@@<br />
.?AVbuilding_trapst@@<br />
.?AVbuilding_bars_floorst@@<br />
.?AVbuilding_bars_verticalst@@<br />
.?AVbuilding_grate_floorst@@<br />
.?AVbuilding_grate_wallst@@<br />
.?AVbuilding_floodgatest@@<br />
.?AVbuilding_bridgest@@<br />
.?AVbuilding_hatchst@@<br />
.?AVbuilding_doorst@@<br />
.?AVbuilding_armorstandst@@<br />
.?AVbuilding_weaponrackst@@<br />
.?AVbuilding_cabinetst@@<br />
.?AVbuilding_boxst@@<br />
.?AVproj_itemst@@<br />
.?AVitem_plantst@@<br />
.?AVitem_verminst@@<br />
.?AVitem_critterst@@<br />
.?AVitem_remainsst@@<br />
.?AVitem_liquid_miscst@@<br />
.?AVitem_liquidst@@<br />
.?AVitem_liquipowderst@@<br />
.?AVitemst@@<br />
.?AVitem_actualst@@<br />
.?AVbuilding_stockpilest@@<br />
.?AVbuilding_wellst@@<br />
.?AVbuilding_civzonest@@<br />
.?AVbuilding_actualst@@<br />
.?AVbuildingst@@<br />
.?AVprojst@@<br />
.?AVproj_unitst@@<br />
.?AVtask_kill_nemesisst@@<br />
.?AVtaskst@@<br />
.?AVviewscreenst@@<br />
.?AVviewscreen_conversationst@@<br />
.?AVviewscreen_setupadventurest@@<br />
.?AVviewscreen_dungeon_announcest@@<br />
.?AVviewscreen_dungeon_monsterstatusst@@<br />
.?AVviewscreen_dungeon_wrestlest@@<br />
.?AVviewscreen_adventure_logst@@<br />
.?AVviewscreen_adventure_travelst@@<br />
.?AVviewscreen_dungeonmodest@@<br />
.?AVadventure_movement_movest@@<br />
.?AVadventure_movement_building_interactst@@<br />
.?AVadventure_movement_attack_creaturest@@<br />
.?AVadventure_movement_optionst@@<br />
.?AVadventure_environment_pickup_ignite_vegst@@<br />
.?AVadventure_environment_pickup_vermin_eventst@@<br />
.?AVadventure_environment_eat_vomitst@@<br />
.?AVadventure_environment_drink_bloodst@@<br />
.?AVadventure_environment_eat_slimest@@<br />
.?AVadventure_environment_drink_waterst@@<br />
.?AVadventure_environment_eat_mudst@@<br />
.?AVadventure_environment_optionst@@<br />
.?AVadventure_option_view_contaminantst@@<br />
.?AVadventure_option_eat_item_contaminantst@@<br />
.?AVadventure_option_eat_unit_contaminantst@@<br />
.?AVadventure_optionst@@<br />
.?AVadventure_item_interact_fill_with_slimest@@<br />
.?AVadventure_item_interact_fill_with_mudst@@<br />
.?AVadventure_item_interact_fill_with_vomitst@@<br />
.?AVadventure_item_interact_fill_with_bloodst@@<br />
.?AVadventure_item_interact_fill_with_waterst@@<br />
.?AVadventure_item_interact_fillst@@<br />
.?AVadventure_item_interact_pull_outst@@<br />
.?AVadventure_item_interact_strugglest@@<br />
.?AVadventure_item_interact_choicest@@<br />
.?AVhistory_event_hist_figure_reach_summitst@@<br />
.?AVitem_globst@@<br />
.?AVviewscreen_selectitemst@@<br />
.?AVviewscreen_dwarfmodest@@<br />
.?AVinterface_button_building_permit_foreign_armorst@@<br />
.?AVinterface_button_building_permit_itemst@@<br />
.?AVinterface_button_building_permit_foreign_siegeammost@@<br />
.?AVinterface_button_building_permit_foreign_weaponst@@<br />
.?AVinterface_button_building_permit_trapcompst@@<br />
.?AVinterface_button_building_new_jobst@@<br />
.?AVinterface_button_building_category_selectorst@@<br />
.?AVinterface_button_buildingst@@<br />
.?AVinterface_button_building_material_selectorst@@<br />
.?AVinterface_buttonst@@<br />
.?AVhistory_event_hist_figure_diedst@@<br />
.?AVbuild_req_choice_specst@@<br />
.?AVbuild_req_choice_genst@@<br />
.?AVbuild_req_choicest@@<br />
.?AVtext_info_element_longst@@<br />
.?AVtext_info_element_stringst@@<br />
.?AVtext_info_elementst@@<br />
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@<br />
.?AVhistory_event_entity_incorporatedst@@<br />
.?AVhistory_event_entity_createdst@@<br />
.?AVhistory_event_war_peace_rejectedst@@<br />
.?AVhistory_event_war_peace_acceptedst@@<br />
.?AVhistory_event_reclaim_sitest@@<br />
.?AVhistory_event_created_world_constructionst@@<br />
.?AVhistory_event_entity_razed_buildingst@@<br />
.?AVhistory_event_replaced_buildingst@@<br />
.?AVhistory_event_created_buildingst@@<br />
.?AVhistory_event_created_sitest@@<br />
.?AVitem_coinst@@<br />
.?AVitem_quiverst@@<br />
.?AVitem_backpackst@@<br />
.?AVitem_pantsst@@<br />
.?AVitem_ammost@@<br />
.?AVitem_boxst@@<br />
.?AVitem_glovesst@@<br />
.?AVitem_helmst@@<br />
.?AVitem_shieldst@@<br />
.?AVitem_shoesst@@<br />
.?AVitem_armorst@@<br />
.?AVitem_weaponst@@<br />
.?AVitem_tablest@@<br />
.?AVitem_barrelst@@<br />
.?AVitem_flaskst@@<br />
.?AVitem_chairst@@<br />
.?AVitem_bedst@@<br />
.?AVitem_doorst@@<br />
.?AVitem_constructedst@@<br />
.?AVitem_craftedst@@<br />
.?AVitem_fishst@@<br />
.?AVitem_meatst@@<br />
.?AVgeneral_ref_entity_art_imagest@@<br />
.?AVgeneral_ref_mapsquarest@@<br />
.?AVgeneral_refst@@<br />
.?AVhistory_event_collection_theftst@@<br />
.?AVhistory_event_collection_abductionst@@<br />
.?AVhistory_event_collectionst@@<br />
.?AVhistory_event_collection_warst@@<br />
.?AVitem_powder_miscst@@<br />
.?AVitem_powderst@@<br />
.?AVgeneral_ref_building_well_tagst@@<br />
.?AVgeneral_ref_buildingst@@<br />
.?AVhistory_event_demon_releasedst@@<br />
.?AVfeature_specinfo_cave_lava_shaftst@@<br />
.?AVfeature_specinfo_cave_underworld_spikest@@<br />
.?AVfeature_specinfost@@<br />
.?AVfeature_alteration_spec_info_underworld_spike_level_infost@@<br />
.?AVfeature_alteration_spec_infost@@<br />
.?AVitem_cagest@@<br />
.?AVitem_chainst@@<br />
.?AVitem_corpsepiecest@@<br />
.?AVitem_corpsest@@<br />
.?AVviewscreen_layer_currencyst@@<br />
.?AVviewscreen_layer_reactionst@@<br />
.?AVviewscreen_layer_stone_restrictionst@@<br />
.?AVviewscreen_layer_noblelistst@@<br />
.?AVviewscreen_layerst@@<br />
.?AVlayer_object_listst@@<br />
.?AVlayer_object_buttonst@@<br />
.?AVlayer_objectst@@<br />
.?AVviewscreen_jobst@@<br />
.?AVviewscreen_buildingst@@<br />
.?AVviewscreen_itemst@@<br />
.?AVviewscreen_noblest@@<br />
.?AVviewscreen_buildinglistst@@<br />
.?AVviewscreen_commandchainst@@<br />
.?AVviewscreen_squadst@@<br />
.?AVviewscreen_civlistst@@<br />
.?AVviewscreen_entityst@@<br />
.?AVviewscreen_treasurelistst@@<br />
.?AVviewscreen_unitjobsst@@<br />
.?AVviewscreen_createquotast@@<br />
.?AVviewscreen_jobmanagementst@@<br />
.?AVviewscreen_wagesst@@<br />
.?AVviewscreen_storesst@@<br />
.?AVviewscreen_overallstatusst@@<br />
.?AVviewscreen_justicest@@<br />
.?AVviewscreen_pricest@@<br />
.?AVviewscreen_petst@@<br />
.?AVviewscreen_kitchenprefst@@<br />
.?AVviewscreen_announcelistst@@<br />
.?AVviewscreen_game_cleanerst@@<br />
.?AVviewscreen_titlest@@<br />
.?AVviewscreen_legendsst@@<br />
.?AVviewscreen_new_regionst@@<br />
.?AVviewscreen_export_regionst@@<br />
.?AVviewscreen_export_graphical_mapst@@<br />
.?AVhistory_event_item_stolenst@@<br />
.?AVhistory_event_artifact_lostst@@<br />
.?AVhistory_event_artifact_createdst@@<br />
.?AVhistory_event_agreements_voidedst@@<br />
.?AVhistory_event_diplomat_lostst@@<br />
.?AVhistory_event_topicagreement_madest@@<br />
.?AVhistory_event_topicagreement_rejectedst@@<br />
.?AVhistory_event_topicagreement_concludedst@@<br />
.?AVhistory_event_first_contact_failedst@@<br />
.?AVhistory_event_first_contactst@@<br />
.?AVhistory_event_hist_figure_abductedst@@<br />
.?AVitem_threadst@@<br />
.?AVitem_skullst@@<br />
.?AVitem_bonesst@@<br />
.?AVitem_skin_rawst@@<br />
.?AVitem_seedsst@@<br />
.?AVhistory_event_masterpiece_created_engravingst@@<br />
.?AVhistory_event_masterpiece_created_foodst@@<br />
.?AVhistory_event_masterpiece_created_item_improvementst@@<br />
.?AVhistory_event_masterpiece_created_dye_itemst@@<br />
.?AVhistory_event_masterpiece_created_itemst@@<br />
.?AVhistory_event_demon_encasedst@@<br />
.?AVhistory_event_artifact_droppedst@@<br />
.?AVhistory_event_artifact_recoveredst@@<br />
.?AVhistory_event_artifact_foundst@@<br />
.?AVhistory_event_artifact_possessedst@@<br />
.?AVhistory_event_artifact_hiddenst@@<br />
.?AVhistory_event_merchantst@@<br />
.?AVhistory_event_body_abusedst@@<br />
.?AVhistory_event_remove_hf_site_linkst@@<br />
.?AVhistory_event_add_hf_site_linkst@@<br />
.?AVhistory_event_remove_hf_hf_linkst@@<br />
.?AVhistory_event_add_hf_hf_linkst@@<br />
.?AVhistory_event_change_hf_jobst@@<br />
.?AVhistory_event_change_hf_statest@@<br />
.?AVhistory_event_remove_hf_entity_linkst@@<br />
.?AVhistory_event_add_hf_entity_linkst@@<br />
.?AVhistory_event_hist_figure_reunionst@@<br />
.?AVhistory_event_hist_figure_simple_battle_eventst@@<br />
.?AVhistory_event_hist_figure_woundedst@@<br />
.?AVhistory_event_creature_devouredst@@<br />
.?AVhistory_event_hf_razed_buildingst@@<br />
.?AVhistory_event_site_abandonedst@@<br />
.?AVhistory_event_site_diedst@@<br />
.?AVhistory_event_hf_destroyed_sitest@@<br />
.?AVhistory_event_war_site_taken_overst@@<br />
.?AVhistory_event_war_site_new_leaderst@@<br />
.?AVhistory_event_war_site_tribute_forcedst@@<br />
.?AVhistory_event_war_plundered_sitest@@<br />
.?AVhistory_event_war_destroyed_sitest@@<br />
.?AVhistory_event_war_attacked_sitest@@<br />
.?AVhistory_event_war_field_battlest@@<br />
.?AVhistory_event_collection_beast_attackst@@<br />
.?AVhistory_event_collection_site_conqueredst@@<br />
.?AVhistory_event_collection_duelst@@<br />
.?AVhistory_event_collection_battlest@@<br />
.?AV?$interface_button_button_light_up_selectorst@F@@<br />
.?AVviewscreen_movieplayerst@@<br />
.?AVviewscreen_layer_stockpilest@@<br />
.?AVviewscreen_layer_world_gen_param_presetst@@<br />
.?AVviewscreen_layer_world_gen_paramst@@<br />
.?AUworld_gen_param_seedst@@<br />
.?AUworld_gen_param_charst@@<br />
.?AUworld_gen_param_memberst@@<br />
.?AUworld_gen_param_valuest@@<br />
.?AUworld_gen_param_basest@@<br />
.?AVviewscreen_layer_export_play_mapst@@<br />
.?AVviewscreen_layer_musicsoundst@@<br />
.?AVviewscreen_layer_unit_relationshipst@@<br />
.?AVviewscreen_layer_workshop_profilest@@<br />
.?AVviewscreen_unitst@@<br />
.?AVviewscreen_customize_unitst@@<br />
.?AVviewscreen_keybindingsst@@<br />
.?AVviewscreen_savegamest@@<br />
.?AVviewscreen_loadgamest@@<br />
.?AVviewscreen_optionst@@<br />
.?AVinterface_button_button_open_traffic_designationst@@<br />
.?AVinterface_button_button_open_bitem_designationst@@<br />
.?AVinterface_button_button_donest@@<br />
.?AVinterface_button_button_designate_selectst@@<br />
.?AVinterface_button_buttonst@@<br />
.?AVinterface_button_construction_donest@@<br />
.?AVinterface_button_construction_building_selectorst@@<br />
.?AVinterface_button_construction_category_selectorst@@<br />
.?AVinterface_button_constructionst@@<br />
.?AVactive_script_var_longst@@<br />
.?AVactive_script_var_unitst@@<br />
.?AVactive_script_varst@@<br />
.?AVitem_trapcompst@@<br />
.?AVitem_trappartsst@@<br />
.?AVitem_pipe_sectionst@@<br />
.?AVitem_siegeammost@@<br />
.?AVitem_ballistapartsst@@<br />
.?AVitem_catapultpartsst@@<br />
.?AVitem_totemst@@<br />
.?AVitem_anvilst@@<br />
.?AVitem_gemst@@<br />
.?AVitem_braceletst@@<br />
.?AVitem_earringst@@<br />
.?AVitem_ringst@@<br />
.?AVitem_crownst@@<br />
.?AVitem_scepterst@@<br />
.?AVitem_amuletst@@<br />
.?AVitem_figurinest@@<br />
.?AVitem_cabinetst@@<br />
.?AVitem_weaponrackst@@<br />
.?AVitem_armorstandst@@<br />
.?AVitem_binst@@<br />
.?AVitem_millstonest@@<br />
.?AVitem_quernst@@<br />
.?AVitem_statuest@@<br />
.?AVitem_coffinst@@<br />
.?AVitem_animaltrapst@@<br />
.?AVitem_bucketst@@<br />
.?AVitem_windowst@@<br />
.?AVitem_toyst@@<br />
.?AVitem_instrumentst@@<br />
.?AVitem_gobletst@@<br />
.?AVitem_gratest@@<br />
.?AVitem_hatch_coverst@@<br />
.?AVitem_floodgatest@@<br />
.?AVitem_clothst@@<br />
.?AVitem_foodst@@<br />
.?AVitem_cheesest@@<br />
.?AVitem_ballistaarrowheadst@@<br />
.?AVitem_leavesst@@<br />
.?AVitem_shellst@@<br />
.?AVitem_skin_tannedst@@<br />
.?AVitem_petst@@<br />
.?AVitem_fish_rawst@@<br />
.?AVitem_drinkst@@<br />
.?AVitem_potionst@@<br />
.?AVitem_extractst@@<br />
.?AVitem_woodst@@<br />
.?AVitem_rockst@@<br />
.?AVitem_stonest@@<br />
.?AVitem_roughst@@<br />
.?AVitem_blocksst@@<br />
.?AVitem_smallgemst@@<br />
.?AVitem_barst@@<br />
.?AVitemimprovement_sewn_imagest@@<br />
.?AVitemimprovement_clothst@@<br />
.?AVitemimprovement_threadst@@<br />
.?AVitemimprovement_itemspecificst@@<br />
.?AVitemimprovement_spikesst@@<br />
.?AVitemimprovement_bandsst@@<br />
.?AVitemimprovement_rings_hangingst@@<br />
.?AVitemimprovement_coveredst@@<br />
.?AVitemimprovement_art_imagest@@<br />
.?AVitemimprovementst@@<br />
.?AVgeneral_ref_coinbatchst@@<br />
.?AVitemdef_foodst@@<br />
.?AVitemdef_pantsst@@<br />
.?AVitemdef_helmst@@<br />
.?AVitemdef_shieldst@@<br />
.?AVitemdef_shoesst@@<br />
.?AVitemdef_glovesst@@<br />
.?AVitemdef_siegeammost@@<br />
.?AVitemdef_ammost@@<br />
.?AVitemdef_armorst@@<br />
.?AVitemdef_instrumentst@@<br />
.?AVitemdef_toyst@@<br />
.?AVitemdef_trapcompst@@<br />
.?AVitemdef_weaponst@@<br />
.?AVitemdefst@@<br />
.?AVmachine_standardst@@<br />
.?AVmachinest@@<br />
.?AVgeneral_ref_item_typest@@<br />
.?AVgeneral_ref_artifactst@@<br />
.?AVviewscreen_layer_assigntradest@@<br />
.?AVviewscreen_requestagreementst@@<br />
.?AVviewscreen_tradeagreementst@@<br />
.?AVviewscreen_topicmeeting_takerequestsst@@<br />
.?AVviewscreen_topicmeetingst@@<br />
.?AVviewscreen_meetingst@@<br />
.?AVviewscreen_barterst@@<br />
.?AVviewscreen_tradegoodsst@@<br />
.?AVviewscreen_tradelistst@@<br />
.?AVviewscreen_textviewerst@@<br />
.?AVproj_magicst@@<br />
.?AVreaction_product_itemst@@<br />
.?AVreaction_productst@@<br />
.?AVreaction_reagent_classst@@<br />
.?AVreaction_reagent_metal_orest@@<br />
.?AVreaction_reagent_itemst@@<br />
.?AVreaction_reagentst@@<br />
.?AVgeneral_ref_entity_itemownerst@@<br />
.?AVgeneral_ref_entity_offeredst@@<br />
.?AVgeneral_ref_entity_stolenst@@<br />
.?AVgeneral_ref_entityst@@<br />
.?AVgeneral_ref_building_holderst@@<br />
.?AVgeneral_ref_building_cagedst@@<br />
.?AVgeneral_ref_building_chainst@@<br />
.?AVgeneral_ref_building_triggertargetst@@<br />
.?AVgeneral_ref_building_triggerst@@<br />
.?AVgeneral_ref_building_civzone_assignedst@@<br />
.?AVgeneral_ref_projectilest@@<br />
.?AVgeneral_ref_contained_in_itemst@@<br />
.?AVgeneral_ref_contains_itemst@@<br />
.?AVgeneral_ref_itemst@@<br />
.?AVgeneral_ref_unit_workerst@@<br />
.?AVgeneral_ref_unit_holderst@@<br />
.?AVgeneral_ref_unit_tradebringerst@@<br />
.?AVgeneral_ref_unit_itemownerst@@<br />
.?AVgeneral_ref_unit_slaughtereest@@<br />
.?AVgeneral_ref_unit_infantst@@<br />
.?AVgeneral_ref_unit_patientst@@<br />
.?AVgeneral_ref_unit_kidnapeest@@<br />
.?AVgeneral_ref_unit_foodreceiverst@@<br />
.?AVgeneral_ref_unit_beateest@@<br />
.?AVgeneral_ref_unit_cageest@@<br />
.?AVgeneral_ref_unit_traineest@@<br />
.?AVgeneral_ref_contains_unitst@@<br />
.?AVgeneral_ref_unitst@@<br />
.?AVgeneral_ref_is_nemesisst@@<br />
.?AVgeneral_ref_nemesisst@@<br />
.?AVgeneral_ref_is_artifactst@@<br />
.?AVscript_step_invasionst@@<br />
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sqrt<br />
sin<br />
cos<br />
atan2</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&diff=4346140d:Stupid dwarf trick2008-12-25T07:27:16Z<p>Maximus: /* Booze Bomb */ fire snakes, the dwarven tinderbox.</p>
<hr />
<div>{{D for Dwarf}}<br />
<br />
A '''stupid dwarf trick''' is any project that that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. <br />
<br />
==Monumental Statue==<br />
<br />
'''Difficulty:''' Depends on how big you want the statue to be.<br />
<br />
'''Usefulness:''' None. <br />
<br />
==Artificial Waterfall==<br />
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. <br />
<br />
'''Difficulty:''' Moderate. <br />
<br />
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.<br />
<br />
==Execution Tower==<br />
Just a tall tower to chuck your captives to their deaths. <br />
<br />
'''Difficulty:''' Easy.<br />
<br />
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones.<br />
<br />
<br />
==Bridge-a-pult==<br />
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. <br />
<br />
'''Difficulty:''' The hard part is the nasty place they get flung to. <br />
<br />
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.<br />
<br />
==Dam==<br />
Build a wall across a riverbed to stop the flow of water. Floodgates optional. <br />
<br />
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. <br />
<br />
'''Usefulness:''' Dubious. <br />
<br />
<br />
==[[Tower-cap]] Farm==<br />
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. <br />
<br />
'''Difficulty:''' Moderate. <br />
<br />
'''Usefulness:''' Yes, if it's big enough. <br />
<br />
<br />
==Magma Pumping==<br />
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. <br />
<br />
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. <br />
<br />
'''Usefulness:''' Magma is fun, but impractical.<br />
<br />
==Booze Bomb==<br />
If you set barrels of booze on fire they explode. Can possibly be used as a complex trap. About the only way to start a fire on demand is magma. Possibly caged fire imps, magma men, or fire snakes. <br />
<br />
'''Difficulty:''' High. <br />
<br />
'''Usefulness:''' There are many easier ways to kill goblins, but so very few that also set them on fire.<br />
<br />
==Greenhouse==<br />
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe. <br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Surface plants are not so much more useful than underground crops. [[Rope reed]] can be grown year round. <br />
<br />
<br />
==Gladiator Arena==<br />
'''Difficulty:''' Moderate, but time consuming. <br />
<br />
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience. <br />
<br />
==Self Destruct Lever==<br />
'''Difficulty:''' Very high. Extremely dangerous. <br />
<br />
'''Usefulness:''' None. By definition. <br />
<br />
<br />
==Flood the World==<br />
'''Difficulty:''' High danger. Will kill your frame rate. <br />
<br />
'''Usefulness:''' Will prevent any sieges, at least. Or anything else. <br />
<br />
<br />
==[[Ballista]] Battery==<br />
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. <br />
<br />
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. <br />
<br />
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. <br />
<br />
<br />
==[[Swimming]] pool==<br />
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. <br />
<br />
'''Difficulty:''' Low. It's just a pair of reservoirs. <br />
<br />
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.<br />
<br />
==[[Ice]] tower==<br />
'''Difficulty:''' Low. You need to be on a freezing map to pull it off. <br />
<br />
'''Usefulness:''' None. <br />
<br />
<br />
==[[Obsidian]] factory==<br />
You need one reservoir of water, and one of magma. Mix, cool and mine. <br />
<br />
'''Difficulty:''' Medium. <br />
<br />
'''Usefulness:''' High. <br />
<br />
==Drowning Chamber==<br />
'''Difficulty:''' Moderate. <br />
<br />
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.<br />
<br />
==Magma Chamber==<br />
'''Difficulty:''' Dangerous as any magma project. <br />
<br />
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff. <br />
<br />
==Labyrinth==<br />
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. <br />
<br />
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. <br />
<br />
<br />
==[[Adventure Mode]] Fortress==<br />
'''Difficulty:''' The sky's the limit. <br />
<br />
'''Usefulness:''' Not applicable. <br />
<br />
==Vomitorium==<br />
It's like the greenhouse, only instead of a farm, it's meeting hall. Prevents [[cave adaption]]. <br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Low. <br />
<br />
==Pit o' Doom==<br />
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.<br />
<br />
'''Difficulty:''' Low. You want it nice and deep though.<br />
<br />
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.<br />
<br />
==Underground Perpetual Motion Power Plant==<br />
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.<br />
<br />
'''Difficulty:''' High. Maintaining the correct water level is annoying difficult at times.<br />
<br />
'''Usefulness:''' Depends on size of plant and what it's connected to. Also useful as a puzzle for adventurers.<br />
<br />
==[[Computing|Dwarfputer]] Complex==<br />
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps.<br />
<br />
'''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates.<br />
<br />
'''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do and makes them stronger. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes.<br />
<br />
==Alarm Clock==<br />
Are your soldiers all sound asleep while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!<br />
<br />
'''Difficulty:''' Low.<br />
<br />
'''Usefulness:''' Low.<br />
<br />
==Hammer of [[Armok]]==<br />
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.<br />
<br />
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.<br />
<br />
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles lenght from your entrance actually works against sieges.<br />
<br />
<!-- <br />
'''Difficulty:''' <br />
<br />
'''Usefulness:''' <br />
<br />
--></div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&diff=4595140d Talk:String dump2008-12-25T07:25:03Z<p>Maximus: Raw! Unh! What is it good for?</p>
<hr />
<div>What is this? [[User:Gairabad|Gairabad]] 20:22, 11 November 2008 (EST)<br />
<br />
I agree, is this even useful? it has three pages linking to it, and no one(did I spell that right?) would ever search for it. I found it because it had been edited recently, but only recently realized how unimportant it was, and then I had internet problems for a week or so. Anyway, whoever made this can tel us why it is useful, or else it should probably be deleted.--[[User:Destor|Destor]] 20:06, 24 December 2008 (EST)<br />
<br />
:It provides clues into what is hard-coded into the game. It's mostly of use to this wiki's editors, not to the game's players.--[[User:Maximus|Maximus]] 02:25, 25 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Farming&diff=217540d:Farming2008-12-24T04:31:49Z<p>Maximus: Restore greenhouse info. The wiki's better with this info than without, though it might be better put on a different page than this one. Or maybe not</p>
<hr />
<div>[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]<br />
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].<br />
<br />
== Finding farmland ==<br />
<br />
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps). If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.<br />
<br />
== Aboveground or underground? ==<br />
<br />
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also sometimes bring additional bags of seeds.<br />
<br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.<br />
=== Greenhouses ===<br />
If you want a secure way to farm outdoor plants indoors build a greenhouse!<br><br />
[[Channel]] out a square area, you can also use the remains of a dried up pond.<br><br />
Now build [[floor]]s out of [[Glass]] [[block]]s, this will allow light to pass through, but not invaders. This can in fact be done with any kind of floor, including raw [[stone]], since the area beneath the floor will still receive light and while still being indoors. This may be an exploit. Though to legitimately get some of the security benefit if you have no access to glass or sand, you could consider using grates<br><br />
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.<br><br />
CAUTION,<br />
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.<br />
<br />
== Defining the farm plot ==<br />
<br />
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.<br />
<br />
Enter the {{K|b}}uild menu and place farm {{K|p}}lots. Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{K|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.<br />
<br />
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there is rubble in the room, leave a little extra space; otherwise, the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which if you're not careful can lead to flooding the next time the field is irrigated. You can also avoid putting doors right next to the farm.<br />
<br />
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrub]]s of the same type as your [[crops]].<br />
<br />
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress.<br />
<br />
== Planting ==<br />
<br />
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.<br />
<br />
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~). Once a square has been planted, it will look like a double line. Once the square has been harvested, it will return to the previous state (double tilde).<br />
<br />
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.<br />
<br />
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}<br />
<br />
Should you wish to plant nothing for a season, you can select {{K|z}} "fallow" from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).<br />
<br />
== Increasing yield ==<br />
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one "stack" at a time &ndash; if (for example) a brewer has "sweet pod [5]" to work with, he will produce "dwarven rum [25]" and somehow squeeze it all into a single barrel. <br />
<br />
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.<br />
<br />
* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce "plant name [5]" and rarely even "plant name [6]" stacks from a single seed on a non fertilized field.<br />
<br />
*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size and whether it is indoor or outdoor. Outdoor farms require much more fertilizer. Using {{K|q}} to view the farm plot, look for the field that looks like "''n''/''N'' ft." ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{K|f}}'''ertilize''' command. The {{K|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize some farming set ups: muddy farm plots, [[irrigation]]-enhanced farms, plots bordered by damp walls on multiple sides. The exact parameters are unknown.{{verify}}<br />
<br />
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:<br />
Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. <br />
I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).<br />
<br />
== Harvesting ==<br />
<br />
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.<br />
<br />
Harvesting plants earns dwarves [[experience]] in the "growing" [[skill]], so do not be surprised if all your dwarves soon become "dabbling" (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual "labor" menu.<br />
<br />
If you chose to turn off "All dwarves harvest" in your {{K|o}}rders menu, only dwarves with the "Farming (Fields)" labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have "Dwarves ignore food" set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.<br />
<br />
== Caveats (warnings) ==<br />
<br />
"''They eat your caves!''" <br />
<br />
=== Food hauling ===<br />
<br />
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.<br />
<br />
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with "Store in Barrel" type jobs. You can also increase the number of dedicated food haulers.<br />
<br />
=== Storage === <br />
<br />
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{K|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!<br />
<br />
== See also ==<br />
<br />
* [[Crops]]<br />
* [[Irrigation]]<br />
* [[Skills#Growing|Farmers]]<br />
<br />
[[Category:Agriculture]]<br />
[[Category:Jobs]]<br />
[[Category:Food]]<br />
[[Category:Guides]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Farming&diff=217440d:Farming2008-12-24T04:18:23Z<p>Maximus: Restore greenhouse info. The wiki's better with this info than without, though it might be better put on a different page than this one. Or maybe not.</p>
<hr />
<div>[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]<br />
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].<br />
<br />
== Finding farmland ==<br />
<br />
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps). If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.<br />
<br />
== Aboveground or underground? ==<br />
<br />
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also sometimes bring additional bags of seeds.<br />
<br />
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.<br />
<br />
== Defining the farm plot ==<br />
<br />
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.<br />
<br />
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.<br />
<br />
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling farmers will provide enough food to feed and water 30 dwarves. The use of [[Exploits#Cooking_alcohol|boozecooking]] will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods.<br />
<br />
== Planting ==<br />
<br />
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. Some plants are only available during certain seasons.<br />
<br />
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~). Once a square has been planted, it will look like a double line. Once the square has been harvested, it will return to the previous state (double tilde).<br />
<br />
In the first year, you may want to focus your production on berries aboveground, or fast growing [[plump helmets]] underground, because they can be brewed and eaten raw or cooked. [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.<br />
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You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}<br />
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Should you wish to plant nothing for a season, you can select {{k|z}} "fallow" from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).<br />
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== Increasing yield ==<br />
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Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one "stack" at a time &ndash; if (for example) a brewer has "sweet pod [5]" to work with, he will produce "dwarven rum [25]" and somehow squeeze it all into a single barrel. <br />
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The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.<br />
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* '''skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce "plant name [5]" and rarely even "plant name [6]" stacks from a single seed on a non fertilized field.<br />
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*'''fertilization''': Fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size and whether it is indoor or outdoor. Outdoor farms require much more fertilizer. Using {{k|q}} to view the farm plot, look for the field that looks like "''n''/''N'' ft." ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. You can only fertilize some farming set ups: muddy farm plots, [[irrigation]]-enhanced farms, plots bordered by damp walls on multiple sides. The exact parameters are unknown.{{verify}}<br />
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In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:<br />
Yeah, even a novice farmer will get 6 of them once out of every 12000000 attempts. <br />
I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).<br />
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== Harvesting ==<br />
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A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.<br />
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Harvesting plants earns dwarves [[experience]] in the "growing" [[skill]], so do not be surprised if all your dwarves soon become "dabbling" (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual "labor" menu.<br />
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If you chose to turn off "All dwarves harvest" in your {{k|o}}rders menu, only dwarves with the "Farming (Fields)" labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have "Dwarves ignore food" set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.<br />
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== Caveats (warnings) ==<br />
"''They eat your caves!''"<br />
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=== Food hauling ===<br />
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If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.<br />
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One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with "Store in Barrel" type jobs. You can also increase the number of dedicated food haulers.<br />
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=== Storage === <br />
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It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!<br />
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== See also ==<br />
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* [[Crops]]<br />
* [[Irrigation]]<br />
* [[Skills#Growing|Farmers]]<br />
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[[Category:Agriculture]]<br />
[[Category:Jobs]]<br />
[[Category:Food]]<br />
[[Category:Guides]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=Greenhouse&diff=37865Greenhouse2008-12-24T04:12:02Z<p>Maximus: Undo. There are two incoming links (check "what links here"), and there is really no downside to having redirects of only modest utility.</p>
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<div>#REDIRECT [[Farming#Greenhouses]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Children&diff=2396240d Talk:Children2008-12-23T03:25:32Z<p>Maximus: /* The bones of the young */ speculation</p>
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<div>Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?<br />
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<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]</small><br />
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Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)<br />
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:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)<br />
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)<br />
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== out of date ==<br />
<br />
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.<br />
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== How many children again? ==<br />
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.<br />
:You think that's bad? 241 dwarves, 70 children. I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants. It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)<br />
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== kids and alcohol ==<br />
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gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)<br />
:The newborns in my fortress "need alcohol to get through the working day". Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of "alcohol production" so far is trading in "narrow giant cave spider silk socks (600)" for sly grog!09:07, 29 June 2008 (EDT)<br />
::Actually the quote from the (I guess toddler) is "She needs alcohol to get through the working day and has gone without a drink for far, far too long"![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)<br />
<br />
==child abuse?==<br />
<br />
my child has a broken upper leg... idk how it happened :( my guess is one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)<br />
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<nowiki>:(</nowiki> nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)<br />
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== Noble children don't become nobles right? ==<br />
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I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)<br />
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)<br />
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== Happy to be free ==<br />
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I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: "She is happy to be free.". Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)<br />
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: Maybe it's just a "joke" from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).<br />
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:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)<br />
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:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something. Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail. By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)<br />
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::I noticed the "happy to be free" thought in a baby that was actually freed after its kidnapper was taken down by dogs. (It happened automatically once the bag was dropped.) Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)<br />
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== Child production ==<br />
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Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)<br />
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children. She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)<br />
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items. My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids. However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)<br />
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== Triplets... ==<br />
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Small fortress, 50 dwarves and suddenly "Tirist Dwarfeddwarves has given birth to triplets"... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)<br />
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== Unusual Family Structures ==<br />
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Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, "She is also my aunt." o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)<br />
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== Children strenght ? ==<br />
<br />
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)<br />
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:The only way I can think to test it is to have your dwarves haul some heavy things (>2000Γ) to the depot and see if the children do it slower than the adults. My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)<br />
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:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)<br />
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:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat. So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)<br />
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives. I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught. Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)<br />
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== "abandoned" baby ==<br />
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Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)<br />
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:I don't believe babies receive food or drink at all (this leads to the "has not had a drink in far too long" message by the end of their infancy). It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)<br />
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== No Profession? ==<br />
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One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)<br />
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:Hm. I remember in older versions my harvesting children, upon reaching adulthood, became farmers. Does he have Proficient or higher [[broker skills]]? Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)<br />
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)<br />
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer. He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)<br />
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level... I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)<br />
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== The bones of the young ==<br />
<br />
How many bones do you get from a dwarven baby? This seems odd and I find no page for the "baby" dwarf here on the wiki so.. it's like this:<br />
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?<br />
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)<br />
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults. Babies might be distinct from children, however -- 1/3 size? That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&diff=3773040d Talk:Fortress defense2008-12-23T03:00:17Z<p>Maximus: /* Use of User Names in Defense Designs */ agree with the point if not the tone</p>
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<div>i ve seen discussions bout "moats/pits" here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)<br />
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Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)<br />
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== Planning for building destroyers ==<br />
<br />
So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)<br />
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:I've seen them destroy ballistas, statues and hatch covers. They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)<br />
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I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)<br />
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Things destroyed:<br />
*iron/steel/stone doors (gone)<br />
*stone wall grate (gone)<br />
*trade depot (deconstructed into rough stones)<br />
*glass statues (deconstructed only, they were sitting next to where they were installed; game says "toppled")<br />
*vertical steel bars (deconstructed only; "toppled")<br />
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Things not destroyed:<br />
*constructed or carved walls and fortifications (ignored)<br />
*rope (for holding guard dogs; it walked right over)<br />
*drawbridge (walked across; ignored while up)<br />
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Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)<br />
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: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)<br />
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== Armed Civilians ==<br />
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)<br />
:I'd add that it's possible to be mistaken about having no wildlife to hunt! Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map. It doesn't have to be MUCH wildlife to be disruptive to this plan, either. Ever see 13 dwarves hunting one alligator, with maces? Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!<br />
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==Use of User Names in Defense Designs==<br />
May I suggest we not use them. Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it. <br />
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Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them. A lot of it has to do with understanding how the game works and the solutions proceed logically from that. <br />
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As such, I am removing usernames from the subsection titles. I don't feel they're appropriate. If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't. Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)<br />
:I wouldn't have put my name if others weren't already there for ages. Nor did I ever think <em>any</em> of the names were really laying claim to <em>inventing</em> these things. I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)<br />
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::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages. It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says "I wrote and/or designed this".--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&diff=525340d Talk:Strange mood2008-12-22T19:34:33Z<p>Maximus: /* Craftdwarf's Workshop */ 'tis odd</p>
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<div>Does the new version still have the strange mood? It wouldnt be complete without it!<br />
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.<br />
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)<br />
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]<br />
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I know, I was a huge fan of that little strange aspect of the old one.<br />
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor<br />
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)<br />
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)<br />
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)<br />
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)<br />
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:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)<br />
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Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]<br />
:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]<br />
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)<br />
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It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)<br />
:This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)<br />
<br />
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)<br />
<br />
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)<br />
<br />
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason ....<br />
Is it normal ? [[user:Feydreva|Feydreva]]<br />
<br />
<br />
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}</small><br />
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)<br />
<br />
<br />
Aargh! One of my dwarves went secretive and is demanding a huge list of stuff. He seems to be demanding two types of stone because the "sketches quarry" message stays on twice as long as the others. I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)<br />
<br />
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace. Seems like they will only use a specific kind. Not sure yet if it's random. Might be they won't take the Magma Glass Furnace in version 38a. Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)<br />
<br />
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)<br />
:: I just had the same problem. I had a glass maker who wouldn't take over a magma glass furnace. Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces. No dice, he didn't want them. After reading this page I decided to create a normal glass furnace. He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)<br />
<br />
==Maximum number of artifacts==<br />
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)<br />
<br />
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small><br />
<br />
== clarification on "trade" skills ==<br />
<br />
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.<br />
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]<br />
<br />
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)<br />
<br />
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a "fey-able" skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)<br />
<br />
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)<br />
<br />
List of non-trade skills:<br />
<br />
* [[Brewer]]<br />
* [[Grower]]<br />
* [[Miller]]<br />
* [[Wood Cutter]]<br />
<br />
Skills that may be used and gained by dwarves with no trade skills:<br />
<br />
* [[Wood crafter]]<br />
* [[Stone crafter]]<br />
<br />
Skills that use a different skill(See list above), but give correct skill:<br />
<br />
* [[Miner]]<br />
* [[Engraver]]<br />
* [[Furnace Operator]]<br />
* [[Weaver]]<br />
<br />
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far. (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)<br />
<br />
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)<br />
<br />
:::And I can confirm that Wood Cutter does not contribute -- I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)<br />
<br />
== mood condition ==<br />
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)<br />
<br />
<br />
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)<br />
:<su<b></b>p>2</su<b></b>p> --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)<br />
<br />
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)<br />
<br />
== Random Workshop Seizure ==<br />
<br />
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)<br />
<br />
:nonsense. Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)<br />
<br />
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)<br />
<br />
<br />
<br />
== forbidden items ==<br />
<br />
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)<br />
<br />
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)<br />
<br />
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)<br />
<br />
== Impossible Requests? ==<br />
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)<br />
:Yeah, impossible stuff is all my dwarves ever want. :-P Right now mine appears to want stone I don't have, and no traders have come by with any stone.... So my guys are frantically mining in various directions.... [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)<br />
<br />
::As far as i can tell they never request anything it is truly impossible for you to get. Available by trade seems to imply possible for the game engine though. Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course). But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand. (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this). So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)<br />
<br />
== Procastinator! ==<br />
<br />
I just had a moody dwarf demand bones, wood, rocks, and cloth. <br />
<br />
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...<br />
<br />
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)<br />
:i think so, not that it matters, he wont start unless he has ALL the ingridents.<br />
<br />
== gems ==<br />
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i "printed out" all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either<br />
<br />
* random/pure luck (don't think so)<br />
* they only ask what they "see"<br />
* they only ask what is somehow on the map<br />
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)<br />
<br />
<br />
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)<br />
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)<br />
<br />
== Just standing around? ==<br />
<br />
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?<br />
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)<br />
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more "exotic" ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)<br />
<br />
== stark raving suicide ==<br />
<br />
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane ("stark raving mad" to be precise).<br />
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).<br />
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.<br />
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)<br />
<br />
:Perhaps it ''was'' an accident -- I seem to recall that "stark raving mad" ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)<br />
<br />
::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)<br />
<br />
== Glassmaker with no glass ==<br />
<br />
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.<br />
<br />
== Rewrite ==<br />
<br />
I think I got most of the old information and then some into the new article. Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)<br />
<br />
== Silk Cloth ==<br />
<br />
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.<br />
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)<br />
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.<br>Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)<br />
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) <br />
Probably they may specifically require GCS silk or specifically require CS silk. &mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)<br />
I figured it out - the silk was outside and I had accidentally left "Dwarves Stay Inside" on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)<br />
<br />
== Engineer taken by secretive mood, and creates... ==<br />
<br />
Evidently engineers who are taken by a secretive mood ("withdraws from society", in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)<br />
<br />
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)<br />
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.<br />
A dwarf will claim a workshop according to their highest applicable skill<br />
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)<br />
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)<br />
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)<br />
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)<br />
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)<br />
:::::::That would follow if we knew for certain that the proposition "items with visible quality modifiers are eligible to artifacts" is necessarily true. We don't. For instance, siege engine components are <i>not</i> verified as artifact eligible. Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)<br />
<br />
i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)<br />
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)<br />
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)<br />
::: Actually, artifact equipment can be used, it just requires a "hero" level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)<br />
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)<br />
<br />
== Tanner fixed ==<br />
<br />
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.<br />
<br />
:I wonder if Tanners even claim Tanner's shops? Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to produce an artifact from one, aye? That information came from an older version of the page, I wonder if it was inaccurate. Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)<br />
<br />
== Cooks ==<br />
<br />
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)<br />
<br />
mmmm. . . . artifact roast. [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)<br />
<br />
== Soapers etc. ==<br />
<br />
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash. --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)<br />
<br />
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)<br />
<br />
== Not all demands need to be met ==<br />
<br />
I just had a dwarf taken by a secretive mood and collect a huge variety of things: 4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather. He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass. The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items. <br />
<br />
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass. When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience? [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)<br />
<br />
:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)<br />
<br />
::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)<br />
<br />
== Possession ==<br />
<br />
I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)<br />
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)<br />
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)<br />
<br />
== Furnace Operator ==<br />
<br />
Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)<br />
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)<br />
<br />
::Back when furnace operator was moodable, they'd turn out metal crafts. But taking over a mason's workshop is surprising. Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce? And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)<br />
:::He went crazy looking for some kind of rough gem, so we'll never know. It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever. I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though. I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)<br />
<br />
== Chunk Butchery? ==<br />
<br />
Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum <br />
: ^_^ "This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78" -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)<br />
<br />
:Oh, ''do'' post the description of the artifact when the dwarf completes it. ("Menaces with spikes of dwarf chunk?" I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)<br />
<br />
== What Workshop? ==<br />
<br />
Is there <em>any</em> way to discover what workshop a dwarf in a secretive mood requires? I had nearly everything. I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)<br />
<br />
:You have to look at what skills he has first and rule out the obvious. If he has no mood-able skills then it's going to be a craftsdwarf's workshop. If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop. Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point. If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)<br />
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)<br />
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)<br />
<br />
:::Ah. In older versions, they'd insist on a magma workshop, when possible. Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)<br />
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)<br />
<br />
== Possessed Child ==<br />
<br />
I have a child that has become possessed and taken over one of my craft workshops (of course). He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell. He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite. I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items. That leaves the thread. I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts. I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5). What I don't have is giant spider silk. I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop. Still he doesn't start construction.<br />
<br />
Can any help? Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk? ---[[User:Frewfrux|Frewfrux]]<br />
<br />
:Do you have both silk and plant cloth available? (Not just thread.) And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)<br />
<br />
::Argh. I bet that's it. No silk cloth, just thread. I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread. Oh well, the child is now melancholy. I can re-load and see what would happen if I make the thread into cloth. Maybe I'll test that out. ---[[User:Frewfrux|Frewfrux]]<br />
<br />
::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)<br />
<br />
::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)<br />
<br />
== Getting More Strange Moods ==<br />
<br />
According to the article, the number of artifacts is limited by "The number of items created divided by 200." This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods. Does that sound accurate?<br />
<br />
It also states that the number of revealed subterranean tiles is a limit. Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?<br />
<br />
Also, does anyone know whether the division rounds up or down? [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)<br />
<br />
:I'd be willing to bet all stacks count as only one "item" for this kind of calculation. 200 sounds like a paltry number, however. If rocks are counted as items, most fortresses have thousands of them in just a few years. The other number is what is most significant (I wonder where the heck it comes from?) I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones. Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact. I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)<br />
<br />
::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items. Also, "revealed tiles" is ambiguous. For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out. Do you suppose that seeing whats inside is enough?<br />
<br />
::Where do you think these numbers came from anyway? I'm gonna take a look through the edit history and try to track them down. [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)<br />
<br />
:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&diff=25038&oldid=24936 this edit]. They're so specific I've got to think the author did some poking around with a disassembler. Again, though, 200 is such a paltry number. If underground "open space" counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles. If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)<br />
<br />
::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made. He seemed fairly certain that all you had to do to "reveal" a tile was to have a passable square next to it, so I edited the article to reflect that. He did not, however, know anything about how bolts or stones would affect things. Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition. I'm not sure if he's a very active user though.<br />
<br />
::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only "dabbling" in a single strange mood skill to gain maximum benefit from the moods. Any ideas for fortress strategies that will go well with this? [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)<br />
<br />
:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]]. What he says about "reveal" is correct, as far as I know. I still wonder about "open space" tiles. If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.<br />
<br />
:::::I've done the dabbling strategy in the past. It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc. It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)<br />
<br />
== Two missing labors ==<br />
<br />
Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category. I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong. [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)<br />
<br />
:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it. It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)<br />
<br />
== Order of stuff ==<br />
<br />
I'm wondering if dwarves always claim items in a certain order. For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood. So are types ALWAYS in a certain order? My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell. Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants). This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)<br />
<br />
:<s>This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.</s> It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)<br />
<br />
::fail. Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick. I saw: Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell. If anyone sees bones before wood or something, that means there's no guaranteed order. But no harm done. :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)<br />
<br />
:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.<br />
<br />
:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)<br />
<br />
::::Ah! So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying "This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image"? That makes a ton of sense, and answers my question. Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)<br />
<br />
:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)<br />
<br />
== Fell Mood Demands ==<br />
<br />
It looks like when a brooding dwarf sits in the tanner's shop and says he needs "Things..." what he's looking for is vermin remains. Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)<br />
<br />
== Confusing macabre mood ==<br />
<br />
My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)<br />
<br />
:Carpenter? Or wood crafter? Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?). And what is roach rock? Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)<br />
<br />
::Carpenter. It's still a smelter, yes. "This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach chitin and dwarf bone. This object menaces with spikes of rat leather."--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)<br />
<br />
:::Hmm. Post that one on the forums, find out if it's an actual bug. Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)<br />
<br />
:::: :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)<br />
<br />
:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)<br />
<br />
::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.<br />
<br />
== Rough Gems ==<br />
<br />
EVERY Fey Mood that has happened for the last 3 years has required Rough Gems! Argh! Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it. I do not have Rough Gems. You cannot buy Rough Gems. My fortress will die slowly and painfully without Rough Gems. Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems? Can it be made good enough with a mod? --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)<br />
<br />
:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)<br />
<br />
::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called "legendary" dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)<br />
<br />
==Trapper?==<br />
Has anyone seen a dwarf get trapper experience from a mood? I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material. (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom). I know I made a similar comment on the Trapper talk page. From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods. But I've seen zero evidence that Trapper is actually a moodable skill. --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)<br />
<br />
==Craftdwarf's Workshop==<br />
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter. I think that "Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop..." might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop. Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)<br />
<br />
:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)<br />
<br />
:Yes, the lyemaker had no other (non-social) skills. He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)<br />
<br />
::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&diff=373Dwarf Fortress Wiki:Community Portal2008-12-22T19:28:08Z<p>Maximus: /* L */ this what you were going for?</p>
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[[category:wikiprojects]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Strange_mood&diff=983440d:Strange mood2008-12-19T03:02:25Z<p>Maximus: Undo revision 37818 by Blarg (Talk) That is generally what 'may' means.</p>
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<div>Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. <br />
==Overview==<br />
The entire process can be summarised as follows:<br />
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.<br />
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood. The [[#Types|types of mood]] are listed below. While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).<br />
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.<br />
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact. If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.<br />
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction. Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.<br />
<br />
<br />
== Conditions ==<br />
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met. If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.<br />
<br />
=== Eligibility ===<br />
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have. Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.<br />
<br />
=== Maximum number of artifacts ===<br />
The maximum number of artifacts in any one fortress is limited by the lower of:<br />
* The number of items created divided by 200. It is unknown whether mined-out rock counts as an "item created", or whether bolts and units of drink are counted individually.<br />
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square). Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.<br />
<br />
=== Frequency ===<br />
When a fortress is started, an internal counter is set to 1000. Around 11 or 12 times per day, this counter is decremented by 1. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.<br />
<br />
== Types ==<br />
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* ''Taken by a fey mood!''<br />
* ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
=== Secretive ===<br />
* ''Withdraws from society...''<br />
* ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.<br />
<br />
=== Possessed ===<br />
* ''Has been possessed!''<br />
* ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.<br />
<br />
=== Fell ===<br />
* ''Looses a roaring laughter, fell and terrible!''<br />
* ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* ''Begins to stalk and brood...''<br />
* ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
<br />
== Skills and workshops ==<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Armorsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bonecarver]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bowyer]]<br />
| [[Bowyer's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Carpenter]]<br />
| [[Carpenter's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Clothier]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Engraver]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem cutter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem setter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Glassmaker]]<br />
| [[Glass furnace]] or [[Magma glass furnace]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Leatherworker]]<br />
| [[Leatherworks]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mason]]<br />
| [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mechanic]]<br />
| [[Mechanic's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metal crafter]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metalsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Miner]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Stone crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Tanner]]<br />
| [[Tanner's shop]] or [[Leather works]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaponsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaver]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Wood crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains. The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills. <br />
<br />
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:<br />
<br />
{|<br />
|- style="vertical-align:top;"<br />
| style="padding-right:30px;" |<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Building designer|Architect]]<br />
* [[Brewer]]<br />
* [[Butcher]]{{Verify}}<br />
* [[Cheese maker]]{{Verify}}<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
* [[Furnace Operator]]<br />
* [[Grower]]<br />
|<br />
* [[Herbalist]]{{Verify}}<br />
* [[Lye maker]]{{Verify}}<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]{{Verify}}<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
* [[Soaper]]{{Verify}}<br />
* [[Strand extractor]]{{Verify}}<br />
* [[Thresher]]<br />
* [[Wood cutter]]<br />
* [[Wood burner]]<br />
* All [[military]] skills<br />
* All [[social skills]]<br />
<br />
|}<br />
<br />
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Demands ==<br />
Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require between one and ten materials to complete. If the moody dwarf remains idle, then the necessary materials are not available. [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs. Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with "TSK" next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.<br />
<br />
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required, <!-- (verified by Mephansteras 9/30/2008) -->such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]]. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.<br />
<br />
The various demands are translated here:<br />
<br />
{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| [[Stone]]<br />
| rock{{verify}}<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone [[block]]<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| [[Wood]]<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal [[bar]]<br />
| metal bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| [[Gem]]s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| [[Gem]]s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| [[Glass]] (green)<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| [[Glass]] (clear)<br />
| ?<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| [[Glass]] (crystal)<br />
| ?<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| [[Bone]]<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| [[Shell]]<br />
| shells<br />
| a shell<br />
| a shell...<br />
|-<br />
| [[Leather]]<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| [[Cloth]] (plant)<br />
| plant fiber cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Cloth]] (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|}<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].<br />
<br />
Once created, the [[artifact]] will be available for use just like a normal item of its type. Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.<br />
<br />
== Failure ==<br />
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This [[insanity]] can take several forms:<br />
<br />
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.<br />
* Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.<br />
* Go on a murderous rampage.<br />
<br />
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.<br />
<br />
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&diff=2784040d Talk:Currency2008-12-19T03:01:23Z<p>Maximus: /* Monies? */ fix link</p>
<hr />
<div>== Copper makes silver coins? ==<br />
<br />
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)<br />
<br />
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)<br />
<br />
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)<br />
<br />
== Monies? ==<br />
<br />
Who coined this term, anyway? It bugs me every time I see it. I personally use "currency" (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)<br />
<br />
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)<br />
<br />
::Monies is the correct English plural of money.--[[User:Niaba|Niaba]] 07:09, 28 April 2008 (EDT)<br />
<br />
::: And 'correct english plural' is actually kind of confusing, since its a mass noun. If you have a lot of one type of money its all just money. But if you have multiple types (gold, silver, copper) then it is both money (its all currency) and monies (multiple types of coins) depending on whether you're desiring to refer to them as one type of thing or care about there being multiple types of things. Similarly, 'fish' and 'sheep' are also words whose normal plural is the same as the singular (many fish or many sheep), but if you have multiple species (types) you could use either 'fish' or 'fishes' depending on whether you were interested in in the subdivisions in the group. Both of 'There are many fish in the sea' and 'These are the fishes of the amazon' are correct and necessarily include multiple species. Note, fishes as a plural simply signifies number of species, there is no number of actual physical fish implied by that sentence. Similarly, monies merely signifies number of coin types with no reference to a number of coins. Ie, these plurals are conceptual plurals - they are only grammatically appropriate when talking about the conceptual organization of 'money' or 'fish'. --[[User:Squirrelloid|Squirrelloid]] 13:15, 28 April 2008 (EDT) (I hope that isn't too complicated.)<br />
<br />
::::I can't see the need for 'monies' when DF has a single, universal currency. You wouldn't refer pounds and pence as different 'monies' even if it may be strictly correct. [[User:Extar|Extar]] 19:05, 4 June 2008 (EDT)<br />
<br />
:::::Not ''quite'' true &ndash; a dwarven economy uses coins of different values, although such is unnecessary and can be worked around.<br />
:::::At least, I'm pretty sure they did in 2D. --[[User:Savok|Savok]] 22:52, 4 June 2008 (EDT)<br />
<br />
Monies is a joke term used for comedic effect. Such as "I NEEDED THE MONIES!!". --[[User:AlexFili|AlexFili]] 04:29, 9 June 2008 (EDT)<br />
<br />
:Possibly it is used for comedic effect. However, it is actually the plural of "money."<br />
<br />
::That in itself, is a joke. There is no plural of money. Just like there is no plural of Sheep or Deer. --[[User:AlexFili|AlexFili]] 09:26, 9 June 2008 (EDT)<br />
<br />
:::Reading is fundamental. --[[User:Mattmoss|Mattmoss]] 21:18, 8 August 2008 (EDT)<br />
<br />
:::Dictionary time! [http://dictionary.reference.com/search?r=73&q=monies Monies] [http://dictionary.reference.com/dic?q=deers&search=search Deers]<br />
:::Yep, they be words. --[[User:Savok|Savok]] 15:31, 29 November 2008 (EST)<br />
<br />
<br />
For what it's worth, I'm fairly certain this was popularized by the [http://durbutter.com/ bio force ape hoax]. --[[User:ThunderClaw|ThunderClaw]] 10:25, 18 December 2008 (EST)<br />
<br />
== Monetary value NOT affecting their value to you as the fortress deity? ==<br />
<br />
What does this mean?--[[User:Richards|Richards]] 02:21, 21 April 2008 (EDT)<br />
<br />
:Coins have both an [[item value]] and a (higher) money value - the question is which of the 2 is added to your created [[wealth]] totals. (deity refers to the player but i guess thats obvious)--[[User:Koltom|Koltom]] 08:12, 28 April 2008 (EDT)<br />
<br />
::I will change this. This nickname for the player is confusing since the dwarves already have their own deities. In fact, I'll comment it out. It is a bit redundant since the page already says the monetary and item values are independent. --[[User:RustyMcloon|Rusty Mcloon]] 05:54, 29 May 2008 (EDT)--<br />
<br />
:::Speaking of Deities, is it possible that a dwarf does not believe in any god at all? (ie. an atheist?). --[[User:AlexFili|AlexFili]] 04:30, 9 June 2008 (EDT)<br />
<br />
::::Not sure about dwarves. It is possible for powers. The correct term, according to Toady, is "godless." --[[User:Savok|Savok]] 09:03, 9 June 2008 (EDT)<br />
<br />
== Vault ==<br />
<br />
One of the ideas presented was to mint coins but keep the dwarves from getting them. I've tried ordering the coins dumped, but they seem to be claimed immediately and the Dwarves walk off with them instead of taking them to the vault. Is there some easy way to get my coins into the vault and out of dwarven hands? [[User:Rkyeun|Rkyeun]] 01:30, 21 May 2008 (EDT)<br />
<br />
:If I recall correctly you pretty much have to do it before the economy starts up to achieve that. However apparently not building coins at all works too. Personally, and much to my shame/annoyance I've never actually got that far into a game, I keep meaning to but then get bored when everything is just working after a year or so. --[[User:Shades|Shades]] 05:26, 21 May 2008 (EDT)<br />
<br />
== Other coins ==<br />
<br />
I'm not quite to the point of economy and tax collection yet. I have noticed that more than gold, silver, and copper can be minted. In particular, iron, steel, and platinum have sprung out at me (probably because of the number of RPG systems I've played who use one of those. Ah, and then there's electrum... halfway between silver and gold. :) But that's ''really'' telling my age.) So, does anyone know if these coins have any worth in this economy thingy? -[[User:Fuzzy|Fuzzy]] 15:41, 1 September 2008 (EDT)<br><br />
Just to follow up, the game does indeed ignore all other coins. I currently have Iron Pieces and Electrum Pieces, but I think the only thing I can do with them is either melt them down or trade them away. Bummer. -[[User:Fuzzy|Fuzzy]] 11:53, 8 September 2008 (EDT)<br />
<br />
:I made a bunch of nickel coins before the economy started, since I have loads of the stuff, and it seemed to make sense. They don't show up in the economy screen, but I see them in dwarven rooms all the time. --[[User:Pyrite|Pyrite]] 20:08, 17 December 2008 (EST)<br />
<br />
::The following tokens [[string dump|appear in the exe]], and therefore likely have some sort of hard-coded behavior: COPPER SILVER ELECTRUM GOLD PLATINUM DIAMOND EMERALD RUBY SAPPHIRE DRAGON ITEM_WEAPON_SWORD_2H ITEM_ARMOR_PLATEMAIL ITEM_ARMOR_CLOAK CAVE WHEAT. [[User:Random832|Random832]] 20:29, 17 December 2008 (EST)<br />
<br />
::there us a section in the entity raw:<br />
[CURRENCY_BY_YEAR]<br />
[CURRENCY:COPPER:1]<br />
[CURRENCY:SILVER:5]<br />
[CURRENCY:GOLD:15]<br />
maybe only the currency listed there will be counted as such<br />
--[[User:Rhenaya|Rhenaya]] 21:36, 17 December 2008 (EST)<br />
<br />
:::In the process of testing this, but I added another [CURRENCY] tag with a different metal to my civ, and am now attempting to induce the economy so that I can see if it gets listed as legal tender. I'm fairly sure it'll work, though.--[[User:Quil|Quil]] 22:27, 17 December 2008 (EST)<br />
<br />
==Why no coins==<br />
The wiki is full of ominous rumblings about why you shouldn't make coins ever, and it will destroy your economy, and the dwarven gods will weep, and so on, but no one ever explains it. Could someone please either explain it, or link to somewhere where it has been explained. I would like to have more coins in my economy, but I want to know the effects before I doom my fortress to a hundred and seventy dwarves sitting in their rooms polishing their gold.--[[User:Pyrite|Pyrite]] 20:11, 17 December 2008 (EST)<br />
<br />
:I the problem you've heard about is about how you have a very hard time dealing with the hundreds of coin-stacks that tend to get spread throughout the fortress over time, and the only solution to it is to make a room for every dwarf and include '''MANY''' chests, in order to contain them. Then, you run into the problem of all the chests now costing the dwarf more in rent than they make, so you end up with all your non-legendary dwarves being evicted. The only alternatives to this cycle of doom are not minting/allowing access to coins ever, or having hundreds of coin-stacks scattered around, and more often than not, preventing you from building something where you want. I don't know if it's documented, but it's something I've personally dealt with, to include once making tens of thousands of coins and then locking them in a coin stockpile behind forbidden doors. That didn't go over too well, for the same reasons locking anything behind doors never goes well. (Things still try to pathfind to them.) --[[User:N9103|Edward]] 22:00, 17 December 2008 (EST)<br />
<br />
:The problem is that dwarves currently handle their hard assets so poorly that they spend an obscene amount of time stacking coins (it's a lot worse than the random "check chest" job that shows up on unowned chests), and they have a bad habit of leaving them lying around. Since they're owned, coins that are just lying around cannot be moved by another dwarf who wants to build something.<br />
<br />
:Besides, the economy works 100% flawlessly on credit. --[[User:ThunderClaw|ThunderClaw]] 10:29, 18 December 2008 (EST)<br />
<br />
:There are two main problems with the economy, as far as I can tell. The first is as people have said; coins cause the infrastructure to grind to a halt. Dwarves get paid each time they finish a job, which causes them to go and get more coins to match their account, even if it's just a single copper piece from completing a hauling job. The second is that currency is magically conjured out of thin air. When the economy begins, nobody has any money, and if you've not been minting coins, the fortress as a whole has no actual money either unless it's giving credit against its own material value. Then, when someone completes a job, credit is added to their account, seemingly from thin air. Similarly, shopkeepers don't actually overheads beyond the initial purchase of the shop, because all the goods in the shop are simply appropriated from the fortress stocks with no apparent need to pay for them (unless they're there before the shop is purchased by someone). Similarly, rent is seemingly collected by a black hole, since the money is paid to nowhere and simply vanishes (or the coins become unowned).<br />
:What I'd like to see is some kind of "bank" building that held the fortress' money and everyone's accounts. If there's not enough currency to pay everyone for their jobs, they get an unhappy thought until their back-pay comes through. It would be similar to the current credit system, except that the money would actually exist somewhere and the entity that pays people wouldn't be able to spin unlimited amounts of credit from thin air, meaning the player would have to ensure they had enough money to cover everyone's accounts rather than it being an interesting mechanism for evicting poor dwarves.--[[User:Quil|Quil]] 14:01, 18 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&diff=3549340d Talk:Decoration2008-12-18T18:53:28Z<p>Maximus: /* Base Item Material */ yep.</p>
<hr />
<div>== Disappearing Ecrusted Goods ==<br />
<br />
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)<br />
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)<br />
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)<br />
<br />
<br />
<br />
== Encrusting Ammo ==<br />
<br />
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)<br />
<br />
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be. [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)<br />
<br />
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)<br />
<br />
== Multiple gem decorations? ==<br />
<br />
Can I decorate an item with more than one type of gem? [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)<br />
:Yes. Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)<br />
<br />
== Base Item Material ==<br />
<br />
Can I decorate an item made of <Material> with decorations made of <Same Material>? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)<br />
<br />
:<Yes>.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=User_talk:Savok&diff=16999User talk:Savok2008-12-18T04:49:57Z<p>Maximus: /* Indenting */ sig heil!</p>
<hr />
<div>Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)<br />
<br />
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].<br />
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)<br />
<br />
----<br />
<br />
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...<br><br />
...because I did several previews and then clicked save "oops that didn't work", and re-saved the page (like this one :P ). Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)<br />
<br />
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)<br />
__NOTOC__<br />
== Welcome template ==<br />
<br />
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)<br />
<br />
== G'Day ==<br />
<br />
Thanks for the {{tl|welcome}}. If you don't want the text to change, use <nowiki>{{subst:welcome}}</nowiki> instead of <nowiki>{{welcome}}</nowiki>.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)<br />
<br />
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)<br />
<br />
== RE:N9103's page ==<br />
<br />
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)<br />
<br />
== Article requesting ==<br />
<br />
Any idea how to request an article? I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles. Wondering if there's any use for them. --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)<br />
<br />
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)<br />
<br />
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==<br />
<br />
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}<!--<br />
-->{{Gametext|<!--<br />
-->Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.<br><!--<br />
-->He absolutely detests all vermin, especially insects.<br><!--<br />
-->He dislikes working outdoors but enjoys inclement weather.<br><!--<br />
-->|#0f0}}<br />
--[[User:VengefulDonut|VengefulDonut]]<br />
<br />
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)<br />
<br />
== Unsectioned comments ==<br />
<br />
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)<br />
<br />
:No problem, we all were newbies once. Though, that post does remind me to add something: "If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section." --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)<br />
<br />
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)<br />
<br />
== Question about population ==<br />
<br />
I couldn't find any other place to ask this so I'll ask here.<br><br />
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)<br />
<br />
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)<br />
<br />
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)<br />
<br />
:::Yes, you may ask.<br />
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.<br />
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)<br />
<br />
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; <br />
::::<code>[FPS_CAP:75]</code><br />
::::<code>[G_FPS_CAP:40]</code><br />
::::<code>[POPULATION_CAP:150]</code><br />
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)<br />
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)<br />
<br />
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.<br />
:::::I use <code>[FPS_CAP:9999]</code>. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.<br />
:::::I haven't noticed any problems with <code>[G_FPS_CAP:20]</code> and it might speed me up a little.<br />
:::::Aargh! *winces* It's "try to survive" I tell you, "try to survive"!<br />
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.<br />
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.<br />
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)<br />
<br />
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; "I get around three thousand FPS". Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!<br />
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.<br />
::::::At the moment, i've put the entire population into a military force of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)<br />
<br />
:::::::We're talking about different frames here. FPS means "frames per second." Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.<br />
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.<br />
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)<br />
<br />
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)<br />
<br />
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...<br />
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)<br />
<br />
== Castle Defense ==<br />
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)<br />
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the "STAY THE HELL INSIDE" setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)<br />
<br />
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)<br />
<br />
== Promotion ==<br />
<br />
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)<br />
<br />
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)<br />
<br />
== XKCD ==<br />
<br />
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&t=19469&start=680<br />
<br />
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)<br />
<br />
== KoL ==<br />
<br />
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]<br />
<br />
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)<br />
<br />
::Is that why you mentioned a sabre toothed lime in the "New Creatures" page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)<br />
<br />
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)<br />
<br />
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)<br />
<br />
== Quotes ==<br />
<br />
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)<br />
<br />
== Indenting ==<br />
<br />
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)<br />
<br />
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)<br />
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::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&diff=4065240d Talk:Exploit2008-12-18T04:47:55Z<p>Maximus: /* Infinite Power Not An Exploit */ wtf.</p>
<hr />
<div>== Deadly bridges ==<br />
<br />
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)<br />
<br />
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)<br />
== Quantum stockpiles ==<br />
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)<br />
<br />
You fire the stone into the wall, which then falls into the trench. As the trench is limited in space, stones start piling up. (Apparently, catapults are no good at doing what they were historically used for - destroying walls... And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...). Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim. --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)<br />
<br />
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)<br />
<br />
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)<br />
<br />
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)<br />
<br />
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled "Dwarves ignore Refuse from outside" by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)<br />
<br />
== Ideological point of views ==<br />
<br />
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].<br />
<br />
Exploits are distinct from cheating because ...<br />
<br />
Some would say<br />
<br />
Exploits are a distinct form of cheating because ...<br />
<br />
Plus, the justification<br />
Whether a player chooses to make use of an exploit or not depends on their personal taste;<br />
given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.<br />
<br />
equally applies to all forms of cheating (or non-cheating).<br />
<br />
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.<br />
<br />
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)<br />
<br />
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)<br />
:I would say that it's indeed true that exploits are distinct from cheating. Cheating in a game involves breaking the rules; in a computer game, the program itself is "the rules" that one plays by. In fact, in some cases the "exploits" are unavoidable (such as children being legendary in six or more skills before they reach adulthood).<br />
<br />
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops. This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)<br />
<br />
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)<br />
<br />
== Legendary Wrestler (Adventure) ==<br />
<br />
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.<br />
<br />
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.<br />
<br />
For reference, I use Windows XP. Don't know if that helps at all.<br />
<br />
Thanks, Doom.<br />
<br />
==Infinite Power Not An Exploit==<br />
No really. I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible. I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries. Doesn't work like reality does not imply it isn't intended or its exploitive of the system. The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit. --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)<br />
<br />
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like "exploit" in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)<br />
<br />
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.<br />This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go "hey, look, I built an entire fortress out of adamantine" without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the "right" way, others want to challenge themselves and do it the "weird" way, and both are equally valid approaches. After all, there are plenty of people who make "anti-walkthroughs" for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.<br /><sub>The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]</sub>--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)<br />
::Productive underground farming is a violation of the laws of physics. Specifically conservation of energy. Farming generally works because plants turn sunlight into energy. You're right, fungi don't do this. However, fungi turn dead stuff into energy - a rather inefficient process. Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer. (Its not like people don't farm mushrooms today). I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet. <br />
::Regardless, underground farming in the game produces energy from nothing. I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.<br />
::Finally, exploit technically means its not intended to occur. Violating the laws of physics does not imply game exploit if those violations are intended. Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit. Similarly, arbitrary power seems perfectly intended by the way power works in the game. Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.<br />
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)<br />
:::''should require massive amounts of fertilizer''<br />
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)<br />
<br />
::::This should have diminishing returns. Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used. If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem). Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production. Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input. --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)<br />
<br />
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)<br />
<br />
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise? Its the same thing - both violate conservation of energy. --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)<br />
<br />
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become "muddy" when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?<br />
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)<br />
<br />
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)<br />
<br />
::''Why'' does any of this matter? Perpetual motion can be done, we document it. Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&diff=4064740d Talk:Exploit2008-12-17T22:21:34Z<p>Maximus: /* Infinite Power Not An Exploit */ on the other hand</p>
<hr />
<div>== Deadly bridges ==<br />
<br />
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)<br />
<br />
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)<br />
== Quantum stockpiles ==<br />
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)<br />
<br />
You fire the stone into the wall, which then falls into the trench. As the trench is limited in space, stones start piling up. (Apparently, catapults are no good at doing what they were historically used for - destroying walls... And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...). Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim. --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)<br />
<br />
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)<br />
<br />
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)<br />
<br />
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)<br />
<br />
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled "Dwarves ignore Refuse from outside" by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)<br />
<br />
== Ideological point of views ==<br />
<br />
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].<br />
<br />
Exploits are distinct from cheating because ...<br />
<br />
Some would say<br />
<br />
Exploits are a distinct form of cheating because ...<br />
<br />
Plus, the justification<br />
Whether a player chooses to make use of an exploit or not depends on their personal taste;<br />
given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.<br />
<br />
equally applies to all forms of cheating (or non-cheating).<br />
<br />
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.<br />
<br />
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)<br />
<br />
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)<br />
:I would say that it's indeed true that exploits are distinct from cheating. Cheating in a game involves breaking the rules; in a computer game, the program itself is "the rules" that one plays by. In fact, in some cases the "exploits" are unavoidable (such as children being legendary in six or more skills before they reach adulthood).<br />
<br />
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops. This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)<br />
<br />
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)<br />
<br />
== Legendary Wrestler (Adventure) ==<br />
<br />
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.<br />
<br />
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.<br />
<br />
For reference, I use Windows XP. Don't know if that helps at all.<br />
<br />
Thanks, Doom.<br />
<br />
==Infinite Power Not An Exploit==<br />
No really. I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible. I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries. Doesn't work like reality does not imply it isn't intended or its exploitive of the system. The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit. --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)<br />
<br />
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like "exploit" in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)<br />
<br />
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.<br />This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go "hey, look, I built an entire fortress out of adamantine" without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the "right" way, others want to challenge themselves and do it the "weird" way, and both are equally valid approaches. After all, there are plenty of people who make "anti-walkthroughs" for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.<br /><sub>The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]</sub>--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)<br />
::Productive underground farming is a violation of the laws of physics. Specifically conservation of energy. Farming generally works because plants turn sunlight into energy. You're right, fungi don't do this. However, fungi turn dead stuff into energy - a rather inefficient process. Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer. (Its not like people don't farm mushrooms today). I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet. <br />
::Regardless, underground farming in the game produces energy from nothing. I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.<br />
::Finally, exploit technically means its not intended to occur. Violating the laws of physics does not imply game exploit if those violations are intended. Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit. Similarly, arbitrary power seems perfectly intended by the way power works in the game. Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.<br />
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)<br />
:::''should require massive amounts of fertilizer''<br />
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)<br />
::::This should have diminishing returns. Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used. If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem). Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production. Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input. --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)<br />
<br />
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Island&diff=2628240d Talk:Island2008-12-17T22:06:22Z<p>Maximus: /* Deletion */ mokay</p>
<hr />
<div>Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle<br />
<br />
This should be added to the <nowiki>{{world}}</nowiki> categories.<br />
<br />
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)<br />
<br />
Oh wait. I figured out how to do it.<br />
<br />
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)<br />
<br />
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)<br />
<br />
== Complete nonsense ==<br />
<br />
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.<br />
<br />
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:<br />
<br />
# Often has a volcano <br />
<br />
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)<br />
<br />
I agree. Delete this page. [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)<br />
<br />
== Rewrote the page. ==<br />
<br />
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?<br />
<br />
"Your first fortress" says that goblins will settle nearby you at a certain point if there weren't any to begin with. --[[User:Xonara|Xonara]] 00:22, 20 November 2008 (EST)<br />
<br />
:Is that true? I'm not aware of a mechanism by which this happens. They don't siege until you have 80 dwarves -- maybe that's what the author of that line had in mind?--[[User:Maximus|Maximus]] 02:29, 20 November 2008 (EST)<br />
<br />
::I've built in a remote corner of the map with my fortress population approaching 400 and no hostiles have ever showed up, haha. It's been eight years, so if there's a trigger, it has to be pretty obscure. --[[User:Navian|Navian]] 09:46, 20 November 2008 (EST)<br />
<br />
== Deletion ==<br />
<br />
This page appears to have been deleted once already with the reason that it was useless and unimportant. I still don't see why it should be kept. Anyone? --[[User:Savok|Savok]] 17:41, 11 December 2008 (EST)<br />
<br />
:Doesn't seem that bad to me in its current form.--[[User:Maximus|Maximus]] 19:23, 11 December 2008 (EST)<br />
<br />
:It's got info about the volcanoes and about how civs have a hard time trading over the seas. It's well-written enough, notes the general salinity of the aquifer and provides a place to gather info for new players who want to build on an island. I don't see a reason -to- delete it. --[[User:LucienSadi|LucienSadi]] 19:31, 11 December 2008 (EST)<br />
<br />
:Voting to keep. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:39, 17 December 2008 (EST)<br />
<br />
:I'm of the opinion that some of this info is worthy of mention, but it's not really enough to fill an entire article. Perhaps it could be included in, say, [[Location]] or similar?--[[User:Quil|Quil]] 06:51, 17 December 2008 (EST)<br />
<br />
I really should've clarified. Since an island differs from a beach in only two ways, one insignificant, I don't think that we need to have a separate page for island.<br><br />
The two ways are:<br />
# If you choose a large embark area, you can have ocean on both sides of your fort. Insignificant.<br />
# Most civs cannot reach you.<br />
I think that this page should be made a small subsection in [[beach|Life next to an ocean]] in [[ocean]]. --[[User:Savok|Savok]] 14:39, 17 December 2008 (EST)<br />
<br />
:I believe I concur. Just a sentence or two there and possibly in [[lake]], too? --[[User:Quil|Quil]] 15:50, 17 December 2008 (EST)<br />
<br />
:I'm fine with that.--[[User:Maximus|Maximus]] 17:06, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&diff=13518Dwarf Fortress Wiki talk:Community Portal2008-12-17T21:30:46Z<p>Maximus: /* I */ my general stance</p>
<hr />
<div>Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.<br />
<br />
==Account Problems==<br />
I can't log in, but it says my username is already in use. --[[User:64.22.68.4|64.22.68.4]] 14:55, 29 October 2007 (EDT) (Peristarkawan)<br />
:Are you sure? The new wiki cleaned out all the old accounts so you have to reregister. --[[User:Hamelin|Hamelin]] 15:02, 29 October 2007 (EDT)<br />
::Unfortunately, I was unable to import all the user accounts, please recreate. --[[User:Senso|Senso]] 15:22, 29 October 2007 (EDT)<br />
<br />
==AdBlock==<br />
Could you move all the files in the graphics directory with the word "ad" in it? For those using AdBlock or similar add-ons it will block the display of the graphics in those directories. Thanks!!! :) [[User:Schm0|Schm0]] 10:26, 5 November 2007 (EST)<br />
<br />
:It doesn't look possible - re-uploading the file keeps putting it in the 'ad' folder and I cannot edit the link in the DB as it is stored inside a BLOB. I suggest you whitelist this site anyways, it's not like you need to block anything here (and blocking /*ad*/ may cause problems elsewhere too). --[[User:Senso|Senso]] 10:49, 5 November 2007 (EST)<br />
<br />
::Well after the fact, I know, but saw a related discussion elsewhere about disabling AdBlock to support fansites worth supporting, and I think it wouldn't be a bad idea if nearly everything got placed into an as-like folder to encourage whitelisting... but that's me. --[[User:N9103|Edward]] 03:59, 7 November 2008 (EST)<br />
<br />
== Rule discussion == <br />
<br />
Z is pretty horrible, but not much point taking it out unless its to replace it with something better. (This whole setup is horrible, but that's irrelevant?) --[[User:Jackard|Jackard]] 21:23, 16 February 2008 (EST)<br />
<br />
=== A ===<br />
<br />
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)<br />
<br />
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.<br />
<br />
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
<br />
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)<br />
<br />
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)<br />
<br />
:::I like rule A, it introduces the page, please keep it --[[User:Markavian|Markavian]] 16:32, 13 November 2007 (EST)<br />
<br />
=== B and E ===<br />
<br />
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)<br />
<br />
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)<br />
<br />
::Well, the Alphabet rule does describe them as rules. But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)<br />
<br />
:They will simply be replaced by "real" rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)<br />
<br />
:I think of them more as "guidelines" ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)<br />
<br />
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me<br />
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]<br />
<br />
:The be bold rule makes it's dramatic return! Victory! [[User:VengefulDonut|VengefulDonut]] 19:39, 24 March 2008 (EDT)<br />
<br />
=== I ===<br />
<br />
Personally, I find that when the default tilesets are stretched (like [[:Image:Qs01.JPG]]), they become substantially uglier and less easy to follow than many of the user tilesets. Should they be disallowed under {{rule|I}}? --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
<br />
:If it displays that way on a computer with no alterations of settings, its by definition default. That's exactly the kind of display I see on my computer in fullscreen mode (although I do usually play with the 800x600 in windowed mode, but I wouldn't take a screenshot from that, i'd F11 over to fullscreen - and its aspect ratio is pretty close to my windowed mode ratio). It seems wrong to not allow what the game typically displays.<br />
:I'm curious what you think the non-stretched aspect ratio is? I mean, I can't imagine settings which would actually make tiles look square. <br />
:--[[User:Squirrelloid|Squirrelloid]] 16:10, 16 December 2008 (EST)<br />
<br />
::Non-stretched, the 800x600 tileset is half that size (10x12). Stretched to 800x600, it's 10x24. This is the ratio of the tiles if you actually view the bmp. To put an end to this bickering, how about an "officially approved screenshot tileset" that is *gasp* NOT one of the two default tilesets, but matches their visual style while being less cramped. How about something in a... 10x16? [80x25 = 800x400] [[User:Random832|Random832]] 23:47, 16 December 2008 (EST)<br />
<br />
:::I'm against anything that creates unnecessary impediments to uploading useful images. If you use an extremely nonstandard tileset, that'll impair the usefulness of your images. However, as long as someone familiar with the standard tileset can look at an image and understand what is being illustrated, I would suggest the image is acceptable.--[[User:Maximus|Maximus]] 16:30, 17 December 2008 (EST)<br />
<br />
=== Serious Rules ===<br />
<br />
Would it be possible for us to come up with some *real* rules that are more ... serious? --[[User:Geofferic|Geofferic]] 08:59, 10 December 2007 (EST)<br />
<br />
:The alphabet rules concept is senseless. Maybe remove the fluff? --[[User:Jackard|Jackard]] 11:09, 10 December 2007 (EST)<br />
<br />
::Hey now, with a couple of exceptions, the rules are serious. The point of the alphabet framework wasn't random silliness; it was to inspire creativity and make rule-writing fun. It's hard to come up with good rules out of thin air. It's easier to think up a topic of concern that starts with a particular letter and then write a rule about it.<br />
<br />
::Of course, the rules have been pretty stable for a while now, so rule A hasn't been too useful lately. There was a brief discussion a while back about dropping rule A under [[DwarfFortressWiki:Community Portal#Rule discussion]], and everybody seemed to want to keep it at the time. If you want to reopen that discussion, then I'm okay with either keeping it or dropping it (besides which, I haven't been too active around here lately anyway). --[[User:Peristarkawan|Peristarkawan]] 11:54, 10 December 2007 (EST)<br />
<br />
:::I support the Alphabet ruleset, I don't see why it should change. It's clean and clear. --[[User:Senso|Senso]] 16:56, 10 December 2007 (EST)<br />
<br />
::::It's childish, incomplete, unprofessional and silly. The rules are not grouped logically and there is no table of contents. There's not room for clarification or expounding and little opportunity to expand. It should be scrapped for something that makes sense. --[[User:Geofferic|Geofferic]] 03:25, 12 December 2007 (EST)<br />
<br />
:::::It would be trivial to change it from an unordered list to use section headings, which would allow a table of contents and plenty of room for clarification. I don't think "little opportunity to expand" is valid; there's no reason we can't have multiple rules for the same letter, or rules that fall outside the alphabet rubric entirely.<br />
<br />
:::::If you want to improve the organization, then just go for it. Let me suggest that you create the new version on a subpage at first, so that others can view two presentations side by side when discussing it. --[[User:Peristarkawan|Peristarkawan]] 12:06, 12 December 2007 (EST)<br />
<br />
:::::While I agree with some of your points, I'd like to say that this is not a "professional" wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself. If you want to create a Whole Complex and Indexed Body of Rules About Everything, go for it and as [[User:Peristarkawan|Peristarkawan]] said, editors should be able to choose between the two. I just don't see the need. --[[User:Senso|Senso]] 14:47, 12 December 2007 (EST)<br />
<br />
=== Ack! The ToC! The ToC with a "1.26"! ===<br />
<br />
...why do we need section headers for each of the rules? --[[User:Savok|Savok]] 22:52, 28 May 2008 (EDT)<br />
<br />
:I've fixed the TOC. [[User:Random832|Random832]] 17:17, 14 October 2008 (EDT)<br />
<br />
::Out of curiousity - how? --[[User:Juckto|Juckto]] 08:40, 20 November 2008 (EST)<br />
<br />
:::Smoke and mirrors: He removed the ToC and created a sim-ToC. --[[User:Savok|Savok]] 15:59, 16 December 2008 (EST)<br />
<br />
=== W ===<br />
<br />
Word-of-mouth: If you hear someone saying something new about the game, don't post it without trying it out yourself. You might have misunderstood something or your friend might have expressed him/herself wrongly.<br><br />
Something like that.--[[User:Karpatius|Karppa]] 10:33, 3 June 2008 (EDT)<br />
<br />
:That goes in the "Rule discussion" section. *ka-move* Also, remember to not put blank lines in a comment by a single user.</offtopic><br />
:I don't like the rule. It discourages participation in the wiki. If they add something of questionable merit, they're supposed to use the verify template, as stated in rule V. --[[User:Savok|Savok]] 11:39, 3 June 2008 (EDT)<br />
<br />
::Will remember that in the future.<br />
::--[[User:Karpatius|Karppa]] 02:16, 4 June 2008 (EDT)<br />
<br />
=== W 2 ===<br />
<br />
There are no rules about humorous content yet. I notice that references to the '''Dwarf pensioners club''' instead of '''(fortress) Guard''' have been taken out of "fact-based" articles so maybe rule W could be:<br />
<br />
:'''Wit''' can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]].<br />
<br />
This puts it "on the table" that your humour is appreciated in certain places but not in every article you contribute to. I'm not happy with my own wording but I think the intent should be there somewhere.<br />
<br />
It could go at '''Zany''' instead because Z will be harder letter to use up!<br />
(having said all that I personally don't object to "well done" humour even in straight-cut articles like [[Screw pump]] - the issue is my humour is incomprehensible to a lot of people and can just sound rude!)<br />
[[User:GarrieIrons|GarrieIrons]] 02:51, 6 July 2008 (EDT)<br />
<br />
:I like it as '''Wit'''. --[[User:Savok|Savok]] 15:09, 10 July 2008 (EDT)<br />
<br />
::With no against comments I put in in there with a reference to {{tl|D for Dwarf}}.[[User:GarrieIrons|GarrieIrons]] 01:01, 12 July 2008 (EDT)<br />
<br />
=== Other letters ===<br />
<br />
Historically English had a number of letters missing from this list, namely edh (Ð/ð), thorn (Þ/þ), and yogh (Ȝ/ȝ). Do we need rules for them?--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 20:49, 14 November 2008 (EST)<br />
<br />
:No. They do NOT exist in today's English, thus they don't belong in the list. --[[User:GreyMario|GreyMaria]] 22:07, 14 November 2008 (EST)<br />
<br />
::Of course not, that's just silly. We do need one rule for each positive integer in existence, however. --[[User:Maximus|Maximus]] 23:16, 14 November 2008 (EST)<br />
<br />
== Enforcing consistency in screenshots? ==<br />
<br />
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)<br />
<br />
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)<br />
<br />
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)<br />
<br />
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]<br />
<br />
::::The rule as written already exempts bloodline games. The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)<br />
<br />
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)<br />
<br />
How about this?<br />
<br />
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]<br />
<br />
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)<br />
<br />
== Redirects and article titles ==<br />
<br />
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)<br />
<br />
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you. Otherwise, just edit [[Elephants]] to read: <nowiki>#REDIRECT [[Elephant]]</nowiki> --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)<br />
<br />
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)<br />
<br />
:::Just FYI, if at all possible, ''do not create pages as plurals''. Use the following syntax: <nowiki>[[Elephant]]s</nowiki>: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)<br />
<br />
What about titles that are verbs? Should they be in "base-form"? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Based on the Wikipedia style, titles should be nouns. So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)<br />
<br />
::What about skills and professions? Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant? I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form. Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)<br />
<br />
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)<br />
<br />
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)<br />
<br />
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)<br />
<br />
== Tutorials ==<br />
<br />
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some "getting started" or "surviving your first winter" type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)<br />
<br />
:[[Your first fortress]] will do just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT) <!-- changed GS to YFF on 2 June 2008 --><br />
<br />
== Categories ==<br />
<br />
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)<br />
<br />
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.<br />
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)<br />
<br />
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)<br />
<br />
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change. However, MediaWikis aggressively cache pages. It's also possible you're looking a client-side cached page of it. Finally, I don't see any content in that category so it's possible it's being ignored. See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)<br />
<br />
== Deletion ==<br />
<br />
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)<br />
<br />
:Anyone can mark a page for deletion using the <nowiki>{{del}}</nowiki> tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The <nowiki>{{del}}</nowiki> tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
== Water level style ==<br />
<br />
I think we should have a standard style for talking about water level. We could say it various ways, such as "6/7 water," "water with a depth of 6," "a depth of 6 pool," or "water with a depth of six." It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)<br />
<br />
:I'm not sure. The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)? If not "Water 6" and "Magma 5" seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)<br />
<br />
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)<br />
<br />
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)<br />
<br />
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)<br />
<br />
:I think "depth of 7" works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; "a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3". --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)<br />
<br />
== Templates? ==<br />
<br />
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)<br />
<br />
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)<br />
<br />
== Forum references ==<br />
<br />
Where there is a bit saying "Toady said this", what is the best way to link to the forum? Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504] (not ''too'' bad). Is there a better way of doing it akin to Wikipedia with <ref>something</ref>? Maybe something like [[Template:version]] for future (but that doesn't cover the "this is how it works now" type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)<br />
<br />
: IIRC the <ref> system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)<br />
::I know this is late but try this:<br />
::<nowiki>[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]</nowiki> <br />
::which shows as <br />
::[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 Caption]<br />
::I would use it like this:<br />
:::"According to a [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001504 forum post]..."<br />
::[[User:GarrieIrons|GarrieIrons]] 02:41, 6 July 2008 (EDT)<br />
<br />
Links of this form fail - is this forum totally gone/replaced, or can the links somehow be translated to the current forum? [[User:Random832|Random832]] 17:23, 14 October 2008 (EDT)<br />
<br />
== Crops categories ==<br />
<br />
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.<br />
<br />
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)<br />
<br />
== Wealth page... ==<br />
<br />
I've been looking for tips on building fortress wealth, and haven't really been able to find anything. Can someone who knows something about it start a [[Wealth]] page? I know that mining out areas, making things, and artifacts contribute to wealth, but that's all I know. How much does mining a square contribute? Are there other ways to build wealth? Do mined out areas have to be populated, or can I go mine away a random hill and have it count? What are the best things to make to increase value? Do items have to be placed, or just made? and so on... --[[User:Bobson|Bobson]] 16:22, 11 March 2008 (EDT)<br />
<br />
== Formatting standards ==<br />
<br />
=== Category tags ===<br />
<br />
On this wiki, the standard for capitalization in category tags is <tt><nowiki>[[Category:Stub]]</nowiki></tt>. I asked what it should be, and nobody answered for two and a half months, so I feel entitled to decide it. --[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
=== Headers ===<br />
<br />
At the current time, the standard for a header is <code>=== Headers ===</code>. <code>===Headers===</code> is slightly easier to type, is typed more often by newbies, and works just as well, but has less white space. Input?<br>--[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)<br />
<br />
:I like <code>=== Header ===</code> better, because it's easier to read, and the extra whitespace helps call your attention to the name of the section, whereas you might glance over it as an "unrecognized token" if you didn't manage to filter out the immediately surrounding markup. I think the 2 bytes saved on whitespace is negligible and I certainly don't mind correcting them when I find 'em, if necessary. A similar question (if it's not been asked) would be whether or not to include a newline in between a heading and its text. I think for big sections of text, an extra line looks nice, but for multiple, smaller, less important sections, it's easier to manage the headings if there's no blank line separating them from the section they head. --[[User:Marble Dice|Marble Dice]] 14:18, 2 June 2008 (EDT)<br />
<br />
::I always put a blank line above and below a header (unless it's the first line in the page), except in rare situations, like the current List of Twenty-Six Rules. --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
=== Talk pages ===<br />
<br />
The current standard seems to be to never put a blank line in a comment by a single users, except in highly lengthy comments, and to always put exactly one blank line between comments by different users, because that's what I say in [[Template:Newbie]], but is that correct? --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)<br />
<br />
== Italian Wiki ==<br />
<br />
Hi!<br><br />
I've just ask to Tarn to open an italian guide on this wiki.. so can i do it? --[[User:Marte]]<br />
<br />
:No, this wiki is english only. You're free, however, to make an Italian DF wiki... I'm not sure how that works, though, so don't ask me. --[[User:Savok|Savok]] 22:29, 11 August 2008 (EDT)<br />
<br />
i need an answer about this.. who can help me?<br />
<br />
== Wikprojects ==<br />
<br />
Do we have wikiprojects like Wikipedia? I want to start one on making sure answers to the [http://www.bay12games.com/forum/index.php?PHPSESSID=ff2b3eb60775033d8509fa42a227db08&board=7.0 DF gameplay questions] in the forum are in the wiki. [[User:DanielLC|DanielLC]] 15:18, 4 October 2008 (EDT)<br />
<br />
== footnotes ==<br />
<br />
Before Wikipedia had <ref>, there were some templates they used to get about the same effect with a little more awkwardness - I can find them and get it working here if anyone wants. [[User:Random832|Random832]] 13:11, 15 October 2008 (EDT)<br />
<br />
== Pictures ==<br />
<br />
How about RL pictures of things like minerals, etc, that people may not be able to easily visualize? [[User:Random832|Random832]] 00:09, 30 October 2008 (EDT)<br />
<br />
:I agree. Can someone edit [[Template:Stone layer]] to allow pictures of the actual stone? I'd be happy to contribute pictures after that. I suggest using the pictures on [http://commons.wikimedia.org/wiki/Main_Page Wikimedia Commons]. [[User:DanielLC|DanielLC]] 23:39, 30 October 2008 (EDT)<br />
<br />
::We already link to the relevant Wikipedia article on all the stone and ore pages (at the bottom of that template). No need to bring all the pictures over here when they're just a click away. --[[User:Turgid Bolk|Turgid Bolk]] 14:43, 31 October 2008 (EDT)<br />
<br />
== {<b></b>{[[Template:a|a]]|anchor|name}} ==<br />
<br />
<s>Can someone make that using my [[Template:Sandbox|quick mockup of the concept]] of anchor tags without the anchor tags? I'm busy trying to not get caught using the computer. --[[User:GreyMario|GreyMaria]] 23:14, 6 November 2008 (EST)</s><br />
<br />
:Nevermind, I just did it. :V --[[User:GreyMario|GreyMaria]] 17:01, 19 November 2008 (EST)<br />
<br />
== Worldgen artificial features ==<br />
<br />
I.e. sites, roads, etc.<br />
<br />
Right now, we have [[site]] which covers pretty much everything about buildings, [[road]] which has a section covering roads and bridges, and dwarf/goblin tunnels are briefly mentioned in both.<br />
<br />
So, gathering opinions time - do you think we should have one article encompassing everything, one about sites and one about road/bridge/tunnel, or a different article about each map feature. And how do adventure-mode caravans fit in?<br />
<br />
[[User:Random832|Random832]] 13:09, 19 November 2008 (EST)<br />
<br />
== Redirects with potential ==<br />
<br />
I recently saw a link changed on the grounds of "when you can, don't link to a redirect" - I disagree with this - I think that when there is potential for a topic to eventually get an article of its own, links relating to that topic should go to that title so that they don't have to be altered when that article is created. [[User:Random832|Random832]] 08:34, 20 November 2008 (EST)<br />
<br />
:In general I agree with you. I also advocate the use of sensible synonym and alternate word form redirects, such as [[architect]] for [[building designer]], or [[reveal]] for [[revealed tile]] -- this makes it much easier to link things that need linking without having to pipe all the time. (For the uninitiated, a piped link is like so: <nowiki>[[what it points to|what is displayed]]</nowiki>.) The cost to the server for handling a redirect is negligible, according to the devs of the MediaWiki software, so we should take advantage of them, where it makes sense to do so.<br />
<br />
:In the particular case, I didn't contradict the poster because a) the redirect linked to didn't have much potential ("shore", was it?) and b) it was a piped link anyway. By the time you're going to pipe a link, at least use one that makes sense. A subsequent editor addressed that issue.--[[User:Maximus|Maximus]] 12:36, 20 November 2008 (EST)<br />
<br />
Right, I just meant as a general principle. [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
== Creature articles of little significance ==<br />
<br />
I just stumbled on [[Whale shark]] - there are numerous articles like this - and while there are plenty of creatures that are "notable" (either due to historical notoriety like the [[carp]] or [[elephant]], or due to some unique aspect of their behavior like the [[rhesus macaque]]), there's lots that are pretty much just name/tile/stats. Anyone have any thoughts on merging them into sensible categories? [[User:Random832|Random832]] 16:25, 24 November 2008 (EST)<br />
<br />
:An article with just stats is unimpressive, but I'd rather have the stats than not. Merging them would be ugly unless the stats were removed, so I don't think there's any benefit to merging them.--[[User:Maximus|Maximus]] 20:00, 24 November 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&diff=4650040d Talk:Weaver2008-12-17T21:20:17Z<p>Maximus: /* Silk Collecting and web immunity */ reply</p>
<hr />
<div>==Silk Collecting and web immunity==<br />
I've just noticed, that while all other dwarves will get stuck in the GCS webs, my weaver with collect silk job will happily run through it to collect the distant pieces of it. Does activating this job makes the dwarves immune to webbing? --[[User:Dorten|Dorten]] 01:01, 15 December 2008 (EST)<br />
<br />
:It may just be that a dwarf actively doing a "collect webs" task won't get caught in webs. If they did get caught in a web they intended to collect, they would destroy it instead.--[[User:Maximus|Maximus]] 11:07, 15 December 2008 (EST)<br />
<br />
::And there is the question: is it active job preference or an actively doing a "collect webs" task? I have no idea how to check this properly --[[User:Dorten|Dorten]] 23:36, 16 December 2008 (EST)<br />
<br />
:::They won't do the "collect webs" task if they don't have the weaving [[labor]] enabled. But I assume they have to be doing the actual task to be web-immune. You can test this by, say, having a miner with weaving enabled mine out a square on the far side of a web. (Turn off auto-loom in [[orders]] first.)--[[User:Maximus|Maximus]] 16:20, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&diff=4637040d Talk:Quickstart guide2008-12-17T21:09:29Z<p>Maximus: /* Images */ general comments</p>
<hr />
<div>So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.<br><br />
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)<br />
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:<br />
:*Bedrooms complete<br />
:*Dining hall setup<br />
:*All dwarves idle in meeting hall<br />
:**Miners just about to dig out a new passage<br />
:**Other dwarves about to bring food to a new stockpile<br />
:*???<br />
:*Profit<br />
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)<br />
<br />
== Catsplosion advisable? ==<br />
<br />
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem? By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do. I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)<br />
<br />
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)<br />
<br />
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)<br />
<br />
== Images ==<br />
<br />
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.<br><br />
<br />
::...I'm pretty sure that's the standard 800x600 tileset. It looks neither stretched nor blurred to me. They should be made .pngs, but that didn't sound like your only problem. --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)<br />
<br />
:::I think "standard tileset" may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].<br />
:::Examples of images:<br />
:::*[[:Image:Tunnel_in_local_view.png]]<br />
:::**is blurred<br />
:::**uses the default/standard tileset<br />
:::**is not stretched<br />
:::**is a .png<br />
:::*[[:Image:Qs02.JPG]]<br />
:::**is not blurred<br />
:::**uses the default/standard tileset<br />
:::**is stretched<br />
:::**is not a .png<br />
:::*[[:Image:Human_roads.png]]<br />
:::**is blurred<br />
:::**does not use the default/standard tileset<br />
:::**is stretched<br />
:::**is a .png<br />
:::Note that the default "800x600" tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.<br />
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)<br />
<br />
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings. I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file. --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)<br />
<br />
::Squirreloid is correct, I took the screenshots in full-screen "stretched" mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~<br />
<br />
My general stance on images in general is that they be:<br />
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated. It also means standard color set, generally. I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.<br />
* As small, byte-wise, as possible. Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like. However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.<br />
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)<br />
<br />
==and init.txt==<br />
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)<br />
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)<br />
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)<br />
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~</div>Maximushttp://dwarffortresswiki.org/index.php?title=User_talk:Savok&diff=16997User talk:Savok2008-12-17T20:33:30Z<p>Maximus: Indenting</p>
<hr />
<div>Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)<br />
<br />
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].<br />
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)<br />
<br />
----<br />
<br />
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...<br><br />
...because I did several previews and then clicked save "oops that didn't work", and re-saved the page (like this one :P ). Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)<br />
<br />
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)<br />
__NOTOC__<br />
== Welcome template ==<br />
<br />
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)<br />
<br />
== G'Day ==<br />
<br />
Thanks for the {{tl|welcome}}. If you don't want the text to change, use <nowiki>{{subst:welcome}}</nowiki> instead of <nowiki>{{welcome}}</nowiki>.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)<br />
<br />
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)<br />
<br />
== RE:N9103's page ==<br />
<br />
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)<br />
<br />
== Article requesting ==<br />
<br />
Any idea how to request an article? I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles. Wondering if there's any use for them. --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)<br />
<br />
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)<br />
<br />
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==<br />
<br />
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}<!--<br />
-->{{Gametext|<!--<br />
-->Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.<br><!--<br />
-->He absolutely detests all vermin, especially insects.<br><!--<br />
-->He dislikes working outdoors but enjoys inclement weather.<br><!--<br />
-->|#0f0}}<br />
--[[User:VengefulDonut|VengefulDonut]]<br />
<br />
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)<br />
<br />
== Unsectioned comments ==<br />
<br />
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)<br />
<br />
:No problem, we all were newbies once. Though, that post does remind me to add something: "If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section." --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)<br />
<br />
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)<br />
<br />
== Question about population ==<br />
<br />
I couldn't find any other place to ask this so I'll ask here.<br><br />
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)<br />
<br />
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)<br />
<br />
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)<br />
<br />
:::Yes, you may ask.<br />
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.<br />
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)<br />
<br />
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; <br />
::::<code>[FPS_CAP:75]</code><br />
::::<code>[G_FPS_CAP:40]</code><br />
::::<code>[POPULATION_CAP:150]</code><br />
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)<br />
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)<br />
<br />
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.<br />
:::::I use <code>[FPS_CAP:9999]</code>. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.<br />
:::::I haven't noticed any problems with <code>[G_FPS_CAP:20]</code> and it might speed me up a little.<br />
:::::Aargh! *winces* It's "try to survive" I tell you, "try to survive"!<br />
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.<br />
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.<br />
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)<br />
<br />
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; "I get around three thousand FPS". Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!<br />
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.<br />
::::::At the moment, i've put the entire population into a military force of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)<br />
<br />
:::::::We're talking about different frames here. FPS means "frames per second." Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.<br />
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.<br />
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)<br />
<br />
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)<br />
<br />
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...<br />
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)<br />
<br />
== Castle Defense ==<br />
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)<br />
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the "STAY THE HELL INSIDE" setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)<br />
<br />
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)<br />
<br />
== Promotion ==<br />
<br />
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)<br />
<br />
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)<br />
<br />
== XKCD ==<br />
<br />
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&t=19469&start=680<br />
<br />
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)<br />
<br />
== KoL ==<br />
<br />
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]<br />
<br />
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)<br />
<br />
::Is that why you mentioned a sabre toothed lime in the "New Creatures" page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)<br />
<br />
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)<br />
<br />
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)<br />
<br />
== Quotes ==<br />
<br />
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)<br />
<br />
== Indenting ==<br />
<br />
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&diff=1035540d Talk:Stockpile2008-12-17T20:29:53Z<p>Maximus: /* Armor bin capacity */ a good question in general</p>
<hr />
<div>=== Stockpile categories ===<br />
'''[[Ore]]'''<br><br />
Ore will be brought here. This is one of the simpler stockpiles.<br />
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.<br />
<br />
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar<br />
<br />
Should this page be retitled "Stockpile" to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)<br />
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)<br />
<br />
==Custom Catastrophe==<br />
<br />
According to the forums, and my own experiences, the "Custom" category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).<br />
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)<br />
<br />
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)<br />
<br />
:Custom stockpiles work perfectly for me, and have for a logn time. Maybe the original poster overlooked the "prepared food" option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)<br />
<br />
== Bins ==<br />
<br />
how do I make my bins get to the "right" stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a "finished goods" stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)<br />
<br />
:Raw objects generally can't be put in bins, only "processed" goods. For instance, [[block]]s can be put in bins, but not raw stone. The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)<br />
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)<br />
<br />
== Usable/Unusable Weapons/Armour? ==<br />
<br />
Anyone knows exactly what this does? It seems that stockpiles set to "unusable" will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)<br />
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They sell pretty well.<br />
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)<br />
<br />
== my dear cook ==<br />
<br />
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size? --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)<br />
<br />
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?<br />
:It seems to be, "forbid" everything but make sure "Prepared food" is turned on. But "prepared food" seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)<br />
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)<br />
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)<br />
<br />
== Stone Stockpiles ==<br />
<br />
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)<br />
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)<br />
<br />
== Take From Stockpile ==<br />
<br />
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)<br />
<br />
== Clear stone to replace with stockpile? ==<br />
<br />
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. <br />
<br />
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)<br />
<br />
:[[Stone management]]. As for the road, when constructing a building, it shows you how distant the materials are, but only "as the crow flies". If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it. Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)<br />
<br />
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)<br />
<br />
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)<br />
<br />
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)<br />
<br />
==Armor bin capacity==<br />
<br />
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)<br />
<br />
:It depends on the size of the items. An armor bin can hold a lot more boots and gauntlets than it can suits of platemail. It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)<br />
<br />
::I've long been curious about what the formula is for bin capacity. A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Pick&diff=1187040d:Pick2008-12-17T20:18:48Z<p>Maximus: partly redundant, partly... weird.</p>
<hr />
<div>A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining. Dwarves without picks cannot mine. Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]] or [[adamantine]]. The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected.<br />
<br />
[[Miner]]s can use picks as [[weapon]]s using their mining skill. Only a dwarf who is set to fight "unarmed" and who is holding a pick at the time he or she is drafted will use it in combat. Picks are somewhat weaker than actual weapons like spears, but are still very effective in the hands of a skilled miner.<br />
<br />
Picks can be obtained through [[trade]] with [[Dwarves]] or [[Humans]], can be created at a [[Metalsmith's Forge]], and are also available on the Fortress Mode embarkation screen.<br />
<br />
[[Category:Weapons]]<br />
[[Category:Items]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Tanner&diff=4650640d Talk:Tanner2008-12-16T04:31:04Z<p>Maximus: miner too</p>
<hr />
<div>Is tanning the only strange mood labor that doesn't have quality levels? How annoying. [[User:Gairabad|Gairabad]] 15:46, 15 December 2008 (EST)<br />
<br />
:Miner too. I think that's it.--[[User:Maximus|Maximus]] 23:31, 15 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Strange_mood&diff=983240d:Strange mood2008-12-16T04:20:27Z<p>Maximus: /* Skills and workshops */ removing trapper for now; it's not confirmed that trapper skill is gained when making animal traps.</p>
<hr />
<div>Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. <br />
==Overview==<br />
The entire process can be summarised as follows:<br />
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.<br />
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood. The [[#Types|types of mood]] are listed below. While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).<br />
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.<br />
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact. If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.<br />
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction. Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.<br />
<br />
<br />
== Conditions ==<br />
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met. If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.<br />
<br />
=== Eligibility ===<br />
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have. Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.<br />
<br />
=== Maximum number of artifacts ===<br />
The maximum number of artifacts in any one fortress is limited by the lower of:<br />
* The number of items created divided by 200. It is unknown whether mined-out rock counts as an "item created", or whether bolts and units of drink are counted individually.<br />
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square). Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.<br />
<br />
=== Frequency ===<br />
When a fortress is started, an internal counter is set to 1000. Around 11 or 12 times per day, this counter is decremented by 1. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.<br />
<br />
== Types ==<br />
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* ''Taken by a fey mood!''<br />
* ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
=== Secretive ===<br />
* ''Withdraws from society...''<br />
* ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.<br />
<br />
=== Possessed ===<br />
* ''Has been possessed!''<br />
* ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.<br />
<br />
=== Fell ===<br />
* ''Looses a roaring laughter, fell and terrible!''<br />
* ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* ''Begins to stalk and brood...''<br />
* ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
<br />
== Skills and workshops ==<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Armorsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bonecarver]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bowyer]]<br />
| [[Bowyer's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Carpenter]]<br />
| [[Carpenter's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Clothier]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Engraver]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem cutter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem setter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Glassmaker]]<br />
| [[Glass furnace]] or [[Magma glass furnace]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Leatherworker]]<br />
| [[Leatherworks]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mason]]<br />
| [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mechanic]]<br />
| [[Mechanic's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metal crafter]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metalsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Miner]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Stone crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Tanner]]<br />
| [[Tanner's shop]] or [[Leather works]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaponsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaver]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Wood crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains. The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills. <br />
<br />
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:<br />
<br />
{|<br />
|- style="vertical-align:top;"<br />
| style="padding-right:30px;" |<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Building designer|Architect]]<br />
* [[Brewer]]<br />
* [[Butcher]]{{Verify}}<br />
* [[Cheese maker]]{{Verify}}<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
* [[Furnace Operator]]<br />
* [[Grower]]<br />
|<br />
* [[Herbalist]]{{Verify}}<br />
* [[Lye maker]]{{Verify}}<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]{{Verify}}<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
* [[Soaper]]{{Verify}}<br />
* [[Strand extractor]]{{Verify}}<br />
* [[Thresher]]<br />
* [[Wood cutter]]<br />
* [[Wood burner]]<br />
* All [[military]] skills<br />
* All [[social skills]]<br />
<br />
|}<br />
<br />
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Demands ==<br />
Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require between one and ten materials to complete. If the moody dwarf remains idle, then the necessary materials are not available. [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs. Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with "TSK" next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.<br />
<br />
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required, <!-- (verified by Mephansteras 9/30/2008) -->such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]]. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.<br />
<br />
The various demands are translated here:<br />
<br />
{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| [[Stone]]<br />
| rock{{verify}}<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone [[block]]<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| [[Wood]]<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal [[bar]]<br />
| metal bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| [[Gem]]s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| [[Gem]]s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| [[Glass]] (green)<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| [[Glass]] (clear)<br />
| ?<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| [[Glass]] (crystal)<br />
| ?<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| [[Bone]]<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| [[Shell]]<br />
| shells<br />
| a shell<br />
| a shell...<br />
|-<br />
| [[Leather]]<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| [[Cloth]] (plant)<br />
| plant fiber cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Cloth]] (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|}<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].<br />
<br />
Once created, the [[artifact]] will be available for use just like a normal item of its type. Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.<br />
<br />
== Failure ==<br />
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This [[insanity]] can take several forms:<br />
<br />
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.<br />
* Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.<br />
* Go on a murderous rampage.<br />
<br />
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.<br />
<br />
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Ramp&diff=160940d:Ramp2008-12-16T04:14:06Z<p>Maximus: /* Ramps V.S. Stairways */ grammary</p>
<hr />
<div>A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]]. A natural ramp is a slope.<br />
<br />
<br />
== Using ramps ==<br />
[[Image:jt_df_ramp.png|left|frame|The lower ramp is valid; the upper ramp is not]] <br />
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).<br />
*The ramp must have at least one wall adjacent to it for it to operate.<br />
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (<b>Not</b> a wall, statue, floodgate, etc.).<br />
A creature can then move from the square the ramp is on to the square above the wall.<br />
<br />
<br />
In the picture, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west<br />
:*<b>Note</b>: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}<br />
<br />
In DF terms the picture to the left would appear as (viewing top to bottom moving from left to right):<br />
<br />
{| style="border-spacing: 0; margin-left: 1cm"<br />
|{{C.C}}<br />
|{{000}}<br />
|{{C.C}}<br />
|{{C.C}}<br />
| &nbsp;<br />
|{{CCC}}<br />
|{{C.C}}<br />
|{{CCC}}<br />
|{{CCC}}<br />
| &nbsp;<br />
|{{CCC}}<br />
|{{CCC}}<br />
|{{CCC}}<br />
|{{CCC}}<br />
|-<br />
|{{C.C}}<br />
|{{RTF|&#x25BC;}}<br />
|{{000}}<br />
|{{000}}<br />
| &nbsp;<br />
|{{C.C}}<br />
|{{RTF|&#x25B2;}}<br />
|{{RTF|&#x25BC;}}<br />
|{{C.C}}<br />
| &nbsp;<br />
|{{CCC}}<br />
|{{CCC}}<br />
|{{RTF|&#x25B2;}}<br />
|{{C.C}}<br />
|-<br />
|{{000}}<br />
|{{000}}<br />
|{{000}}<br />
|{{000}}<br />
| &nbsp;<br />
|{{000}}<br />
|{{000}}<br />
|{{000}}<br />
|{{000}}<br />
| &nbsp;<br />
|{{C.C}}<br />
|{{C.C}}<br />
|{{C.C}}<br />
|{{C.C}}<br />
|}<br />
<br style="clear: both" /><br />
<br />
== Construction and Materials ==<br />
<br />
There are two ways for your dwarves to create ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.<br />
* Digging a ramp uses the material and colour of the designated tile.<br />
* Constructing a ramp uses the colour of the material used.<br />
<br />
<br />
<br />
== Collapse ==<br />
<br />
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.<br />
<br />
<br />
== Removing Natural Ramps or Slopes==<br />
<br />
Natural ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -> {{k|z}}, using the ingame interface). Like the selection says, only upwards ramps can be removed in such a manner. Selecting a downwards ramp in such a manner has no effect. Removing the upward ramp will automatically remove the downward ramp on the level above. The downward part of a ramp doesn't really exist, a creature standing on a ramp tile will be on the lower tile until they move out of the tile.<br />
<br />
== Removing Constructed Ramps ==<br />
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -> {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.<br />
<br />
== Ramps Versus Stairways ==<br />
<br />
Ramps have important limitations, but they also allow slightly faster movement than stairways. For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north. Going to the same place using a ramp only requires 1 step. Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.<br />
<br />
{{Buildings}}<br />
[[Category:Constructions]]<br />
[[Category:Designations]]<br />
[[Category:Map tiles]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&diff=4649840d Talk:Weaver2008-12-15T16:07:42Z<p>Maximus: speculation</p>
<hr />
<div>==Silk Collecting and web immunity==<br />
I've just noticed, that while all other dwarves will get stuck in the GCS webs, my weaver with collect silk job will happily run through it to collect the distant pieces of it. Does activating this job makes the dwarves immune to webbing? --[[User:Dorten|Dorten]] 01:01, 15 December 2008 (EST)<br />
<br />
:It may just be that a dwarf actively doing a "collect webs" task won't get caught in webs. If they did get caught in a web they intended to collect, they would destroy it instead.--[[User:Maximus|Maximus]] 11:07, 15 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Crossbowman&diff=4642640d:Crossbowman2008-12-15T16:01:22Z<p>Maximus: correcting based on earlier testing, will retest later.</p>
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<div>Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a [[creature]] while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].<br />
<br />
Increasing Marksman skill requires a successful hit upon a target, with "live targets" granting more experience than an [[archery target]]{{verify}}. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice.<br />
<br />
A '''marksdwarf''' who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.<br />
<br />
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts. Immigrating [[trapper]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill. (Ambushers you bring with you will also bring a crossbow and bolts, regardless of their marksdwarf skill.)<br />
<br />
{{Skills}}<br />
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]<br />
[[Category:Jobs]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbowman&diff=4646940d Talk:Crossbowman2008-12-15T15:57:55Z<p>Maximus: /* Starting stock */ I believe Lucien is correct here</p>
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<div>Why do you think this info can't just be kept on the [[crossbow]] page? --[[User:Juckto|juckto]] 00:55, 14 December 2008 (EST)<br />
<br />
:It's not consistent. All of the other weapon skills have individual pages. Presumably, they could all be merged into [[weapon]] or their respective weapon articles, but that seems like a worse solution. The weapon skill and the weapon itself are different things. Also, [[crossbow]] seems a bit cluttered with non-crossbow info. Related topics are usually handled with links. [[User:VengefulDonut|VengefulDonut]] 01:11, 14 December 2008 (EST)<br />
<br />
::IMO there are several areas in this wiki where the information is spread over too many "related pages" - in fact that's why I wrote [[clothing industry]], because I was frustrated trying to search everywhere for what to do next. But you have a point with [[crossbow]], so I removed everything except bolts and quivers. --[[User:Juckto|Juckto]] 18:18, 14 December 2008 (EST)<br />
<br />
:::What is a category of stuff that you think has too much page splitting? We can have it both ways, actually. Both individual item articles and larger compilations. Like the way the stones are set up. [[User:VengefulDonut|VengefulDonut]] 22:04, 14 December 2008 (EST)<br />
<br />
<br />
==Starting stock==<br />
Inaccurate; I don't believe embarking marksdwarves start out with a bolt/crossbow stock. That'd be ambushers. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:LucienSadi|LucienSadi]]</small><br />
<br />
:I tested this recently; having weapon skills did not give embarking dwarves weapons, but ambusher did give them a crossbow, bolts, and some armor. However, I can't remember if I tested marksdwarf. Nonetheless, I believe LucienSadi is correct here. I'll remove the line from the article for now and double-check it later.--[[User:Maximus|Maximus]] 10:57, 15 December 2008 (EST)<br />
<br />
=="and embarking"?==<br />
Embark means to leave - are dwarves leaving the fort now? I'll admit I've never played a single fort for a long period. --[[User:Juckto|Juckto]] 18:27, 14 December 2008 (EST)<br />
<br />
:I think it refers to those you embark with. [[User:VengefulDonut|VengefulDonut]] 22:00, 14 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Strange_mood&diff=983040d:Strange mood2008-12-15T15:52:39Z<p>Maximus: /* Skills and workshops */ I still want confirmation on this...</p>
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<div>Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. <br />
==Overview==<br />
The entire process can be summarised as follows:<br />
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.<br />
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood. The [[#Types|types of mood]] are listed below. While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).<br />
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.<br />
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact. If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.<br />
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction. Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.<br />
<br />
<br />
== Conditions ==<br />
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met. If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.<br />
<br />
=== Eligibility ===<br />
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have. Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.<br />
<br />
=== Maximum number of artifacts ===<br />
The maximum number of artifacts in any one fortress is limited by the lower of:<br />
* The number of items created divided by 200. It is unknown whether mined-out rock counts as an "item created", or whether bolts and units of drink are counted individually.<br />
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square). Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.<br />
<br />
=== Frequency ===<br />
When a fortress is started, an internal counter is set to 1000. Around 11 or 12 times per day, this counter is decremented by 1. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.<br />
<br />
== Types ==<br />
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* ''Taken by a fey mood!''<br />
* ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
=== Secretive ===<br />
* ''Withdraws from society...''<br />
* ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.<br />
<br />
=== Possessed ===<br />
* ''Has been possessed!''<br />
* ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.<br />
<br />
=== Fell ===<br />
* ''Looses a roaring laughter, fell and terrible!''<br />
* ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* ''Begins to stalk and brood...''<br />
* ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
<br />
== Skills and workshops ==<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Armorsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bonecarver]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Bowyer]]<br />
| [[Bowyer's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Carpenter]]<br />
| [[Carpenter's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Clothier]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Engraver]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem cutter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Gem setter]]<br />
| [[Jeweler's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Glassmaker]]<br />
| [[Glass furnace]] or [[Magma glass furnace]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Leatherworker]]<br />
| [[Leatherworks]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mason]]<br />
| [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Mechanic]]<br />
| [[Mechanic's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metal crafter]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Metalsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Miner]]<br />
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Stone crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Tanner]]<br />
| [[Tanner's shop]] or [[Leather works]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Trapper]]<br />
| [[Craftsdwarf's workshop]]; possibly others.{{verify}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaponsmith]]<br />
| [[Magma forge]] or [[Metalsmith's forge]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Weaver]]<br />
| [[Clothier's shop]]<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| [[Wood crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains. The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills. <br />
<br />
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:<br />
<br />
{|<br />
|- style="vertical-align:top;"<br />
| style="padding-right:30px;" |<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Building designer|Architect]]<br />
* [[Brewer]]<br />
* [[Butcher]]{{Verify}}<br />
* [[Cheese maker]]{{Verify}}<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
* [[Furnace Operator]]<br />
* [[Grower]]<br />
* [[Herbalist]]{{Verify}}<br />
|<br />
* [[Lye maker]]{{Verify}}<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]{{Verify}}<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
* [[Soaper]]{{Verify}}<br />
* [[Strand extractor]]{{Verify}}<br />
* [[Thresher]]<br />
* [[Wood cutter]]<br />
* [[Wood burner]]<br />
* All [[military]] skills<br />
* All [[social skills]]<br />
<br />
|}<br />
<br />
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Demands ==<br />
Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require between one and ten materials to complete. If the moody dwarf remains idle, then the necessary materials are not available. [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs. Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with "TSK" next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.<br />
<br />
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required, <!-- (verified by Mephansteras 9/30/2008) -->such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]]. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.<br />
<br />
The various demands are translated here:<br />
<br />
{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| [[Stone]]<br />
| rock{{verify}}<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone [[block]]<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| [[Wood]]<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal [[bar]]<br />
| metal bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| [[Gem]]s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| [[Gem]]s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| [[Glass]] (green)<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| [[Glass]] (clear)<br />
| ?<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| [[Glass]] (crystal)<br />
| ?<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| [[Bone]]<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| [[Shell]]<br />
| shells<br />
| a shell<br />
| a shell...<br />
|-<br />
| [[Leather]]<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| [[Cloth]] (plant)<br />
| plant fiber cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Cloth]] (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|}<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].<br />
<br />
Once created, the [[artifact]] will be available for use just like a normal item of its type. Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.<br />
<br />
== Failure ==<br />
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This [[insanity]] can take several forms:<br />
<br />
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.<br />
* Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.<br />
* Go on a murderous rampage.<br />
<br />
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.<br />
<br />
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Cage&diff=1861640d:Cage2008-12-15T15:51:23Z<p>Maximus: Undo revision 37559 by GreyMario (Talk) You sure? Looked like a correct correction to me.</p>
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<div>A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways. Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].<br />
<br />
The cage can be used in a few ways:<br />
<br />
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.<br />
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.<br />
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.<br />
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])<br />
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.<br />
<br />
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.<br />
<br />
If you already have a cage placed somewhere, a faster way to release bought animals is to examine this cage and assign the animals to it. A dwarf will fetch the animals from the stockpile after which you can release them by again examining the cage.<br />
<br />
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].<br />
<br />
== How to disarm hostiles in cages ==<br />
You can find the items carried by caged [[goblin]]s, [[kobold]]s, etc. in the [[stocks]] menu and designate them for dumping. You can identify the clothes because it will be narrow. Mark the items for dumping, and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins. You can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Nonetheless, this can be tedious.<br />
<br />
==Stockpile==<br />
Cages are under the "Animal stockpile". To create a stockpile for empty cages, disable all the animals but permit empty cages (press u).<br />
<br />
== Arena ==<br />
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this "arena" is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts! Dwarves attempting to move certain creatures between cages(goblin champion, colossus, skeletons, etc) will merely result in freeing the creature.<br />
<br />
One method is to have a room above a [[ramp]] (so the down-ramp is in the room). Build your occupied cages all about the room, station your soldiers near the ramp, and mark the ramp as a pit; then start chucking goblins into the pit. They get briefly stunned by the fall, so there's little risk so long as you don't try to pit too many at once (and be careful with the axelords, too). In the rare event that one of your peons cancels the pit-animal task, probably because they saw one of the recently-pitted goblins, there's plenty of soldiers at the ready to clean up the mess. [[http://www.bay12games.com/forum/index.php?topic=19613.msg204684#msg204684 Idea adapted from a post by Derakon on the Bay 12 Forums]]<br />
<br />
== Cage Trading Caveats ==<br />
* [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug 41] has reared its ugly head in that a cage marked for trading will almost always release the caged creature when it is picked up to be brought back to the depot. It is therefore, virtually impossible to trade caged animals as of this time. {{version|0.28.181.40d}}<br />
* Elves are known to be trading crippled animals. In some games, the animals that the elves bring will always have a number of red injuries, including limbs, internal organs, and nerve damage. It has been speculated that this may happen due to environmental damage for creatures outside of their habitat, but it has been spotted in the forums in native species as well. {{version|0.28.181.40d}}<br />
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{{Buildings}}<br />
{{Military FAQ}}</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:King&diff=2658140d Talk:King2008-12-13T15:20:11Z<p>Maximus: /* Turning off the King */ do you have adamantine?</p>
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<div>Got the king tonight. Unsure of the trigger; had missed two prior dwarf caravans due to sieges. Had population 37 and fortress value about 1.3 million when he arrived. His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)<br />
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)<br />
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)<br />
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]<br />
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive. And yes, I had found adamantine. So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)<br />
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I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)<br />
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)<br />
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::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine? -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)<br />
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::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)<br />
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I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins. The baroness has turned into the duchess, and I have a new noble: "The Incoming King". When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0). Presumably the Offerings are to the Dwarven caravan. Road value seems easy to get up, each glass square is worth 40 bucks. [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)<br />
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I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have "The Incoming King" as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)<br />
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What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)<br />
: Your fort shows up as the "Mountainhome" for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say "There is no capital." --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)<br />
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Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)<br />
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So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)<br />
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==Accompaning Nobles ==<br />
Who arrives with the king other than the [[Advisor]]?<br />
Who oth<br />
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)<br />
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)<br />
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==Addy King==<br />
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))<br />
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From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? <small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}</small><br />
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== Do I want this guy? ==<br />
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im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]<br />
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:erg. *shudders at the grammar*<br />
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)<br />
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:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. <br />
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]<br />
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== King Vs Population Cap ==<br />
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)<br />
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)<br />
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== No King (or Queen rather) ==<br />
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I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.<br />
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I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?<br />
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Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.<br />
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== How long does it take for this guy to get here? ==<br />
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I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a "no one dared brave your fort" immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)<br />
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)<br />
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==Update to 40d==<br />
I got the adamantine king in my current game. He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there. Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.<br />
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He has issued no mandates and made no demands except for his standard room/furnishing requirements. <br />
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I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.<br />
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--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)<br />
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==Turning off the King==<br />
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]</small><br />
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:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the "Incoming King" will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Fish&diff=2992740d Talk:Fish2008-12-13T02:54:09Z<p>Maximus: /* Fish corpses need to be butchered */ me like</p>
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<div>== Carp Drag dwarves to their doom? ==<br />
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I have had Carp drag dwarves to their doom on several occasions, but I was not focusing on it when it happened. Can someone tell me how this happens? The dwarves in question were interrupted during stockpile jobs, which probably means they were carting trash to my refuse pile, which is 5 tiles from the nearest river tile, and yet I find them at the bottom of the river after I get a message that they have bled to death!<br />
Are the Carp somehow chasing dwarves down and dragging them into the river? Is there a new tentacle-carp?<br />
:Old bug which should be fixed in 33c. Carps were getting insanely powerfull by raising their swimming skill. If you start a new game with 33c, it won't happen again. If you are using 33c already, it's probaby a remnant of an old save you've ported from version to version. --[[User:Eagle of Fire|Eagle of Fire]] 18:52, 28 November 2007 (EST)<br />
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attacking occurs in the 8 directions to the side, plus 8 up or down diagonaly and straight up/down(you can see this attacking down stairs in adventure mode) thus, a dwarf on the shore of a river can be attacked by a carp in the river, and with wrestling this can result in the dwarf ending up on top of the carp in the river [[User:Chariot|Chariot]] 18:59, 28 November 2007 (EST)<br />
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==Pearl==<br />
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It says you can get pearls from mussels and oysters. My dwarves have eaten them (processed and raw) and I've had plenty rot away, but I never got any pearls. Anyone have any info on this? [[User:Bouchart|Bouchart]] 21:33, 28 November 2007 (EST)<br />
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== Prepared but not eaten ==<br />
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My [[dwarves|darling inhabitants]] are for some reason, [[fishing]] and preparing the fish at their [[fishery]] - but although I have huge stockpiles of raw fish, it never gets prepared at the [[kitchen]] nor eaten.<br />
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What am I missing here?<br />
[[User:GarrieIrons|GarrieIrons]] 06:15, 31 January 2008 (EST)<br />
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:I assume you've checked that the cook option is enabled on the fish in the food menu. So unless you've got a HUGE supply of other foods, I'm not sure why they're not being cooked. Though, to be honest, I've never specifically seen fish cooked as I never make fishing a significant food source for my forts. --[[User:N9103|Edward]] 17:59, 31 January 2008 (EST)<br />
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::Well, when such a huge portion of my migrants are fishing-inclined the raw fish just accumulates without any effort on my behalf... it's more like I can't make it not happen rather than I made it happen! my dwarves are hunting vermin when they have barrel after barrel of raw fish and a chef saying there is no food to cook when I ask him to prepare meals of any quality. And the fishery with its stockpiles are right next to the kitchen, which is right nearby my fields. :( [[User:GarrieIrons|GarrieIrons]] 04:17, 1 February 2008<br />
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:::Are you absolutely sure it's being prepared at the [[fishery]] by the "fish cleaning" job? I ask because you mention "raw fish" is available, which cannot be eaten. Raw fish isn't automatically converted to a usable state. You will have to continually keep setting the fish cleaning job to keep processing the raw fish. Even if you set the fish cleaning job to repeat it will eventually be canceled when there are no more raw fish, and need to be set again at some point. --[[User:Janus|Janus]] 00:16, 1 February 2008 (EST)<br />
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::Thanks Janus. For some reason, even though I had a stockpile containing several barrels of raw turtle, '''and''' the job "prepare raw fish" was set to repeat.... nobody was doing it. I cancelled the job and reset it - lo and behold my fish cleaners got to work.<br />
::Now I know that ''raw'' fish does not equal ''uncooked'' fish.<br />
::Still not clear on the distinction between:<br />
::*[[fish cleaner]]<br />
::*[[fish dissector]]<br />
::but I'm continuing to look at it.[[User:GarrieIrons|GarrieIrons]] 07:09, 5 February 2008 (EST)<br />
:::Fish cleaners prepare fish for use as food. Fish dissectors extract other things from fish, ruining them for use as food. -[[User:FunnyMan|FunnyMan]] 08:49, 5 February 2008 (EST)<br />
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== Flopping lungfish ==<br />
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I was recently digging out a new stone storage room from a soft dirt area. I checked back to add the stone storage zone and spotted a lungfish flopping around on the floor. There was no wet stone, no bodies of water nearby, and no misplaced messages. I caught it in a movie, so I may find a place to share it someday.<br />
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:I have hoards of lungfish flopping around. They don't seem to be edible, or hostle. I think they're just vermin, like flies and whatnot. I don't think they're even fish. They have LUNGS after all. --[[User:Shadow archmagi|Shadow archmagi]] 21:34, 29 February 2008 (EST)<br />
::they are fish [FISHITEM], and are vermin. to be fishable it has to be a vermin. you see turtles doing the same thing. there are quite a few fish irl that have lungs also, doesnt stop em from being fish. -[[User:Chariot|Chariot]] 02:40, 1 March 2008 (EST)<br />
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::So can I designate an area in the middle of my mine - which is between the brook on the west and a volcano vent on the east - as a fishing zone? it keeps having lungfish turn up. All the outside area is covered in [[troglodyte]]s so I don't want any fisherdwarves just wandering around.[[User:GarrieIrons|GarrieIrons]] 00:04, 9 June 2008 (EDT)<br />
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== Limited Fish? ==<br />
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I recently got the message "There is nothing to catch in the river."<br />
I went to the zone and the fishing was at (0). Will my brook replenish, or is it time to start massing farms (fish were about half of my food supply) - Wizjany<br />
:They replenish every season just like the hunting. -[[User:Fuzzy|Fuzzy]] 14:21, 11 October 2008 (EDT)<br />
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Any word as to whether or not the volume of water helps with supply of fish? I think it does, but I'm not sure. I keep digging artificial lakes, though, just to be sure I have fish supply, but if I didn't have to, it'd be nice. --[[User:Erathoniel|Erathoniel]] 21:56, 9 November 2008 (EST)<br />
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:From my experience, it doesn't. I dug a wide canal attached to my cave river, and I see cave fish swimming in it, but my dwarves report that there are no fish to catch in it when I designate it as a fishing zone. I can only zone the original river tiles when I want them to actually catch something.--[[User:Maximus|Maximus]] 23:07, 9 November 2008 (EST)<br />
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:: I built a moat in my last game that connected two pools and a brook together which were conveniently located around my entrance. The 1-tile-wide channel was designated as a fishing zone and often fished from successfully at a point roughly midway between one of the pools and the brook. It seems to me that this question might be paired with another one for potential insight: Pools refill when it rains. Single tile channels do not. Can you channel out a dwarf-made space that will refill when it rains? I suspect the answers are linked.<br />
:: @Wizjany: are you saying that the zone listed the zone as dark grey and no longer usable as a fishing zone? If so, weird. --[[User:RomeoFalling|RomeoFalling]] 23:17, 9 November 2008 (EST)<br />
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:I would be surprised if volume helped... I have a 100x100 moat, 5 thick, and I have much LESS fish available after I paved over existing lakes for my castle. However, I can't verify if turtles refill x units per season, but the water supply can hold up to x*y turtles, where y is a function of how much water is available, and x is the constant replenished per season. Basically, maybe they refill 1 per season, and the max on the map is 1*number of water squares, or something like that.--Gotthard 23:24, 9 November 2008 (EST)<br />
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== Fish respawn? ==<br />
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I started a great map, only to discover carp and gar in my river. I decided not to restart, but to do something about it, so I drained the river at it's source, built grates, and opened the floodgates to let the river flow again.<br />
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After about a year in game, I looked, and noticed carp and salmon in my grated river! Does fish spawn at random in the river at times? I had assumed that they would have come in from off screen. Guess I'm wrong? I wanted to confirm before I added anything to any articles, so wanted to ask about this here.<br />
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== Fish corpses need to be butchered ==<br />
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I dammed my river and collected the resulting fish flopping around in the mud. They were "fish corpses" rather than "raw fish". To my surprise they were butchered rather than prepared at the fishery. This seems correct in the sense that it's a "corpse" but not correct in that a fish which dies from drowning should be no different then a fish which dies from being caught (and presumably drowns unless the fisherdwarf is individually strangling each one).<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Schwern|Schwern]]</small><br />
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:Well, at least that explains where the merchants get their longnose gar meat from.--[[User:Maximus|Maximus]] 21:54, 12 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&diff=3036340d Talk:Clothing2008-12-13T02:43:36Z<p>Maximus: /* Seperating Dwarves from Rotten Clothing */ do they actually get unhappy these days?</p>
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<div>== masterpiece disentigration ==<br />
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?<br />
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If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)<br />
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I've seen a few artifact articles of clothes in the game, but I have never seen anyone wear them. It could be that the game avoids this question. --[[User:Mirthmanor|Mirthmanor]] 20:24, 18 August 2008 (EDT)<br />
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== mass-produce? discard old clothes? ==<br />
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)<br />
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)<br />
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)<br />
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)<br />
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)<br />
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)<br />
:::: I once had the thought "XY was embarrassed to have no shirt lately". cant swear if he had one before that thought or not, but dont rotting clothes give a different thought "emb. about...clothes rot away"? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)<br />
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== Artifact Cave Spider Silk Thong ==<br />
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All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?<br />
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Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)<br />
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== Why bother? ==<br />
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Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)<br />
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought? I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)<br />
:: Ah. Well, I built a HUGE dining room. Its taken two years to fully smooth it, but now any dwarf who eats instantly becomes either ecstatic, happy, or, if they're whole family was killed and they had to sleep on the ground by the rotting corpses, they might just be content. Wow, writing that once again reminded me how totally R rated this game would be if it were 3d. --[[User:Shadow archmagi|Shadow archmagi]] 16:04, 28 February 2008 (EST)<br />
::BDR- it was taken out in the latest release because of problems. Once it works right, Toady said he was going to bring it back, but for the current version and immediate future, clothes are just a waste of effort.--[[User:Erom|Erom]] 16:36, 28 February 2008 (EST)<br />
::: Here I have a massive clothing industry sitting idle, unemployed dyers starting fights, and dear Toady is off figuring out how many ribs dwarves have and whether skin can be flayed. My civilization yearns to be built on green silk cravats, not the torturer's arts. :) --[[User:Jellyfishgreen|Jellyfishgreen]] 17:17, 17 November 2008 (EST)<br />
::Well, there's still the awesome value of having your dwarves swank around in fancy clothes. Plus adamantine clothes provide more protection than most pieces of more conventionally-manufactured plate-level armour if I'm not mistaken, which might prove worthwhile if you happen to strike adamantine and only have legendary clothiers.--[[User:Quil|Quil]] 17:40, 17 November 2008 (EST)<br />
::Hahaha, I have to note here that there is one very, very practical reason to give your dwarves clothes: If it's cold and they have body parts exposed, they will freeze, and the nerve damage from this is permanent. My glacial fortress suffers from chronic brainfreeze epidemics in babies and soldiers, and they don't even get to eat any ice cream. --[[User:Navian|Navian]] 17:45, 17 November 2008 (EST)<br />
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== Frequency ratings ==<br />
How common is common? It seems like every goblin invasion has had about 4 or 5 iron masks, about 50% of goblins, so it doesn't seem like they are that uncommon. Is this on the threshold of uncommon? <br> Do others get this many masks? [[User:Dangerous Beans|Dangerous Beans]] 07:11, 2 August 2008 (EDT)<br />
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:Well, I've been playing for a couple months, and I've never seen one. So, uh, maybe it's something to do with the specific culture of the goblin civilization that's attacking you. --[[User:Zombiejustice|Zombiejustice]] 14:01, 2 August 2008 (EDT)<br />
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::That would make sense, I might start a new fortress else where, and see if I get as many. [[User:Dangerous Beans|Dangerous Beans]] 01:56, 3 August 2008 (EDT)<br />
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== Separating ==<br />
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Is there anyway to separate dwarf-sized clothing from goblin & kobold sized clothing? I've been messing with my stockpiles, but can't seem to sort them out. [[User:HeWhoIsPale|HeWhoIsPale]] 10:14, 5 September 2008 (EDT)<br />
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:I've been working under the assumption that the {{key|u}} usable and {{key|j}} unusable toggles on many of the stockpile pages provide this functionality. I ''think'' it works, but I generally don't really pay that much attention to such matters... --[[User:Raumkraut|Raumkraut]] 11:59, 5 September 2008 (EDT)<br />
::Clothing appears to be sorted as a "finished good" though, which doesn't have those toggles. [[User:HeWhoIsPale|HeWhoIsPale]] 08:56, 8 September 2008 (EDT)<br />
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==Coats Anyone?==<br />
I can't seem to make coats in the latest version (.40d) in either clothiers or leatherworkers, and I haven't seen a dwarf start with a coat in this version yet. Anyone know what's going on? --[[User:Squirrelloid|Squirrelloid]] 14:36, 25 November 2008 (EST)<br />
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:I've had no problem with that in 40d. They wear coats when they arrive (unless they're wearing a robe instead), I can produce them, and they'll put on new coats if their coat or robe wears out.<br />
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:There used to be a note somewhere that not all forts/civs can produce the same clothing. Maybe that's what's at work?--[[User:Maximus|Maximus]] 18:02, 25 November 2008 (EST)<br />
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::The possible types of clothing for civs are in the entity_default.txt file, and are selected for each individual civ (or site, even, not sure) in that 'finalizing uniforms' step near the end of world gen. I'm not sure if the climate of the civilization's cities has any effect on this determination, but they definitely will have a limited selection instead of being able to make anything on the entity_default list. --[[User:Navian|Navian]] 17:39, 26 November 2008 (EST)<br />
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== Seperating Dwarves from Rotten Clothing ==<br />
I noticed my dwarves' clothing was wearing out, and started using all that nice fabric I'd been buying from the elves for years to replace it. My dwarves don't seem to care all that much... Some of them have picked up a few new things(no economy) but none of them have ditched any of their old stuff. I have dwarves wandering around wearing three pairs of socks, two ruined, one not. I even tried marking stuff for dumping but they don't give a damn; maybe I don't have to if they don't, but it bugs <em>me</em>. How do I get rid of the ruined clothes? --[[User:Corona688|Corona688]] 15:55, 10 December 2008 (EST)<br />
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:[[!!]]?--[[User:Maximus|Maximus]] 17:48, 10 December 2008 (EST)<br />
::Killing everyone with fire would destroy the clothing, yes. But would also kill everyone with fire. --[[User:Corona688|Corona688]] 00:38, 12 December 2008 (EST)<br />
:::Yeah, I know. But I enjoyed typing it all the same. ;-) --[[User:Maximus|Maximus]] 02:24, 12 December 2008 (EST)<br />
<br />
:Only way to do this is to mark their stuff for dumping. They'll then realize they're naked and will (eventually) go buy/obtain new clothes. I know exactly how you feel, my Captain of the Guard was getting negative thoughts from having her clothing fall apart and I kept wishing she'd just go replace her outfit. She was still ecstatic, but when a dwarf with maxed out stats that's a legendary Pump Operator, Wrestler, Marksdwarf, and Hammerdwarf gets negative thoughts, I get worried no matter what the circumstances are. --[[User:ThunderClaw|ThunderClaw]] 13:43, 12 December 2008 (EST)<br />
::Marking items owned by a dwarf for dumping does not cause them to dump the item. In fact, if the dwarf owns it you have no control over what they do with it. Similarly, they will ignore any attempts to forbid the item and continue wearing them. They will, however, put on new clothes over their rags, which should stop them from being naked when the old ones disintegrate. --[[User:Squirrelloid|Squirrelloid]] 15:07, 12 December 2008 (EST)<br />
<br />
:::Do they still get negative thoughts from wearing decaying clothing? I haven't seen any in 40d. I used to see such thoughts a lot back when I was heavy into the 2D version.--[[User:Maximus|Maximus]] 21:43, 12 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&diff=3036040d Talk:Clothing2008-12-12T07:24:24Z<p>Maximus: /* Seperating Dwarves from Rotten Clothing */ toldja it was unhelpful</p>
<hr />
<div>== masterpiece disentigration ==<br />
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?<br />
<br />
If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)<br />
<br />
I've seen a few artifact articles of clothes in the game, but I have never seen anyone wear them. It could be that the game avoids this question. --[[User:Mirthmanor|Mirthmanor]] 20:24, 18 August 2008 (EDT)<br />
<br />
== mass-produce? discard old clothes? ==<br />
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)<br />
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)<br />
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)<br />
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)<br />
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)<br />
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)<br />
:::: I once had the thought "XY was embarrassed to have no shirt lately". cant swear if he had one before that thought or not, but dont rotting clothes give a different thought "emb. about...clothes rot away"? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)<br />
<br />
== Artifact Cave Spider Silk Thong ==<br />
<br />
All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?<br />
<br />
Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)<br />
<br />
== Why bother? ==<br />
<br />
Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)<br />
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought? I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)<br />
:: Ah. Well, I built a HUGE dining room. Its taken two years to fully smooth it, but now any dwarf who eats instantly becomes either ecstatic, happy, or, if they're whole family was killed and they had to sleep on the ground by the rotting corpses, they might just be content. Wow, writing that once again reminded me how totally R rated this game would be if it were 3d. --[[User:Shadow archmagi|Shadow archmagi]] 16:04, 28 February 2008 (EST)<br />
::BDR- it was taken out in the latest release because of problems. Once it works right, Toady said he was going to bring it back, but for the current version and immediate future, clothes are just a waste of effort.--[[User:Erom|Erom]] 16:36, 28 February 2008 (EST)<br />
::: Here I have a massive clothing industry sitting idle, unemployed dyers starting fights, and dear Toady is off figuring out how many ribs dwarves have and whether skin can be flayed. My civilization yearns to be built on green silk cravats, not the torturer's arts. :) --[[User:Jellyfishgreen|Jellyfishgreen]] 17:17, 17 November 2008 (EST)<br />
::Well, there's still the awesome value of having your dwarves swank around in fancy clothes. Plus adamantine clothes provide more protection than most pieces of more conventionally-manufactured plate-level armour if I'm not mistaken, which might prove worthwhile if you happen to strike adamantine and only have legendary clothiers.--[[User:Quil|Quil]] 17:40, 17 November 2008 (EST)<br />
::Hahaha, I have to note here that there is one very, very practical reason to give your dwarves clothes: If it's cold and they have body parts exposed, they will freeze, and the nerve damage from this is permanent. My glacial fortress suffers from chronic brainfreeze epidemics in babies and soldiers, and they don't even get to eat any ice cream. --[[User:Navian|Navian]] 17:45, 17 November 2008 (EST)<br />
<br />
== Frequency ratings ==<br />
How common is common? It seems like every goblin invasion has had about 4 or 5 iron masks, about 50% of goblins, so it doesn't seem like they are that uncommon. Is this on the threshold of uncommon? <br> Do others get this many masks? [[User:Dangerous Beans|Dangerous Beans]] 07:11, 2 August 2008 (EDT)<br />
<br />
:Well, I've been playing for a couple months, and I've never seen one. So, uh, maybe it's something to do with the specific culture of the goblin civilization that's attacking you. --[[User:Zombiejustice|Zombiejustice]] 14:01, 2 August 2008 (EDT)<br />
<br />
::That would make sense, I might start a new fortress else where, and see if I get as many. [[User:Dangerous Beans|Dangerous Beans]] 01:56, 3 August 2008 (EDT)<br />
<br />
== Separating ==<br />
<br />
Is there anyway to separate dwarf-sized clothing from goblin & kobold sized clothing? I've been messing with my stockpiles, but can't seem to sort them out. [[User:HeWhoIsPale|HeWhoIsPale]] 10:14, 5 September 2008 (EDT)<br />
<br />
:I've been working under the assumption that the {{key|u}} usable and {{key|j}} unusable toggles on many of the stockpile pages provide this functionality. I ''think'' it works, but I generally don't really pay that much attention to such matters... --[[User:Raumkraut|Raumkraut]] 11:59, 5 September 2008 (EDT)<br />
::Clothing appears to be sorted as a "finished good" though, which doesn't have those toggles. [[User:HeWhoIsPale|HeWhoIsPale]] 08:56, 8 September 2008 (EDT)<br />
<br />
==Coats Anyone?==<br />
I can't seem to make coats in the latest version (.40d) in either clothiers or leatherworkers, and I haven't seen a dwarf start with a coat in this version yet. Anyone know what's going on? --[[User:Squirrelloid|Squirrelloid]] 14:36, 25 November 2008 (EST)<br />
<br />
:I've had no problem with that in 40d. They wear coats when they arrive (unless they're wearing a robe instead), I can produce them, and they'll put on new coats if their coat or robe wears out.<br />
<br />
:There used to be a note somewhere that not all forts/civs can produce the same clothing. Maybe that's what's at work?--[[User:Maximus|Maximus]] 18:02, 25 November 2008 (EST)<br />
<br />
::The possible types of clothing for civs are in the entity_default.txt file, and are selected for each individual civ (or site, even, not sure) in that 'finalizing uniforms' step near the end of world gen. I'm not sure if the climate of the civilization's cities has any effect on this determination, but they definitely will have a limited selection instead of being able to make anything on the entity_default list. --[[User:Navian|Navian]] 17:39, 26 November 2008 (EST)<br />
<br />
== Seperating Dwarves from Rotten Clothing ==<br />
I noticed my dwarves' clothing was wearing out, and started using all that nice fabric I'd been buying from the elves for years to replace it. My dwarves don't seem to care all that much... Some of them have picked up a few new things(no economy) but none of them have ditched any of their old stuff. I have dwarves wandering around wearing three pairs of socks, two ruined, one not. I even tried marking stuff for dumping but they don't give a damn; maybe I don't have to if they don't, but it bugs <em>me</em>. How do I get rid of the ruined clothes? --[[User:Corona688|Corona688]] 15:55, 10 December 2008 (EST)<br />
<br />
:[[!!]]?--[[User:Maximus|Maximus]] 17:48, 10 December 2008 (EST)<br />
::Killing everyone with fire would destroy the clothing, yes. But would also kill everyone with fire. --[[User:Corona688|Corona688]] 00:38, 12 December 2008 (EST)<br />
:::Yeah, I know. But I enjoyed typing it all the same. ;-) --[[User:Maximus|Maximus]] 02:24, 12 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Island&diff=2627640d Talk:Island2008-12-12T00:23:25Z<p>Maximus: /* Deletion */ seems okay to me</p>
<hr />
<div>Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle<br />
<br />
This should be added to the <nowiki>{{world}}</nowiki> categories.<br />
<br />
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)<br />
<br />
Oh wait. I figured out how to do it.<br />
<br />
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)<br />
<br />
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)<br />
<br />
== Complete nonsense ==<br />
<br />
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.<br />
<br />
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:<br />
<br />
# Often has a volcano <br />
<br />
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)<br />
<br />
I agree. Delete this page. [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)<br />
<br />
== Rewrote the page. ==<br />
<br />
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?<br />
<br />
"Your first fortress" says that goblins will settle nearby you at a certain point if there weren't any to begin with. --[[User:Xonara|Xonara]] 00:22, 20 November 2008 (EST)<br />
<br />
:Is that true? I'm not aware of a mechanism by which this happens. They don't siege until you have 80 dwarves -- maybe that's what the author of that line had in mind?--[[User:Maximus|Maximus]] 02:29, 20 November 2008 (EST)<br />
<br />
::I've built in a remote corner of the map with my fortress population approaching 400 and no hostiles have ever showed up, haha. It's been eight years, so if there's a trigger, it has to be pretty obscure. --[[User:Navian|Navian]] 09:46, 20 November 2008 (EST)<br />
<br />
== Deletion ==<br />
<br />
This page appears to have been deleted once already with the reason that it was useless and unimportant. I still don't see why it should be kept. Anyone? --[[User:Savok|Savok]] 17:41, 11 December 2008 (EST)<br />
<br />
:Doesn't seem that bad to me in its current form.--[[User:Maximus|Maximus]] 19:23, 11 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Stockpile&diff=1017540d:Stockpile2008-12-12T00:18:35Z<p>Maximus: /* Uses for Custom Stockpiles */ it takes more than a stockpile</p>
<hr />
<div>'''Stockpiles''' are where [[dwarves]] will store items of various types. Dwarves with the "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s or [[bin]]s (see [[Using bins and barrels]]).<br />
<br />
== Allocating stockpiles == <br />
<br />
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.<br />
<br />
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.<br />
<br />
== Using stockpiles ==<br />
<br />
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.<br />
<br />
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.<br />
<br />
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.<br />
<br />
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.<br />
<br />
== Take from a stockpile ==<br />
<br />
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''<br />
<br />
Each stockpile can feed into a maximum of 1 other stockpile. This limit applies even if the 2 stockpiles you want it to feed into don't share a single material that can be stored in both of them. Hopefully this will be changed in future versions. Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.<br />
<br />
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.<br />
<br />
== Stockpile categories ==<br />
<br />
===[[Ammo]]===<br />
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use [[bin]]s to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow [[arrow]]s and blowdarts.<br />
<br />
===[[Animal]]===<br />
[[Animals]] stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.<br />
<br />
===[[Armor]]===<br />
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin]]s.<br />
<br />
===[[Bar]]/[[Block]]===<br />
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop]]s, and [[glass furnace]]s, before being used for other purposes. Weirdly, [[ash]]es, [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[alchemist's laboratory]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars and blocks.<br />
<br />
===[[Cloth]]===<br />
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin]]s can be used to consolidate up to 10 items.<br />
<br />
===[[Coins]]===<br />
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.<br />
<br />
===[[Finished Goods]]===<br />
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin]]s to consolidate up to 25 items.<br />
<br />
=== [[Food]] ===<br />
<br />
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s. Seeds can be stored in [[bag]]s, whereas other food items can be stored in [[barrel]]s (up to 10 items per barrel, but note that<br />
the stack +Cow meat roast [8]+ would count as eight items.) <br />
<br />
Note that [[prepared meal]]s in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.<br />
<br />
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.<br />
<br />
===[[Furniture]] Storage===<br />
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.<br />
<br />
===[[Gem]]===<br />
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate up to 10 gems.<br />
<br />
===[[Graveyard]]===<br />
Dead dwarves and [[pet]]s that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not removed at the end of the season.<br><br />
<small>Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]</small><br />
<br />
===[[Leather]]===<br />
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate up to 10 items.<br />
<br />
===[[refuse stockpile|Refuse]]===<br />
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door]]s to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig [[channel]]s down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. <br />
<br />
Bones, [[skulls]], and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.<br />
<br />
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.<br />
<br />
===[[Stone]]===<br />
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]]. Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand. Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up. To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.<br />
<br />
===[[Weapon]]s===<br />
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. [[Bin]]s can be used to consolidate up to 10 weapons of any type.<br />
<br />
===[[Wood]]===<br />
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Because wood takes a long time to haul down from the surface, it should be rather large. It is a good idea to position this stockpile close to your carpenter's workshop.<br />
<br />
=== Custom stockpiles ===<br />
<br />
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism]]s and all stone types apart from [[onyx]] if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore]]s' and 'economic' consist of only one ).<br />
<br />
== Stockpile Settings ==<br />
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.<br />
<br />
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.<br>{{key|Enter}} will toggle individual item types.<br />
<br />
== Notes ==<br />
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.<br />
<br />
{| border="1" cellpadding="4"<br />
|+ <br />
! Categories<br />
! Item type<br />
|-<br />
| Animals <br />
| Empty cages and Empty animal traps<br />
|-<br />
| Food <br />
| Prepared food<br />
|-<br />
| Furniture <br />
| Sand bag<br />
|-<br />
| Weapons <br />
| Local and Foreign<br />
|-<br />
| Armor <br />
| Local and Foreign<br />
|}<br />
<br />
<br />
<br />
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.<br />
<br />
== Uses for Custom Stockpiles ==<br />
<br />
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen]]s, your [[floodgate]]s and mechanisms near the [[room]]s that need [[statue]]s and doors, your stone blocks next to the forges, and your metal bars by the farms.<br />
<br />
One use for this is to have an outdoor stockpile that will accept all refuse except bones, shells, and skulls, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in for processing once all the meat has rotted off of any carcases outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.<br />
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Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.<br />
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A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.<br />
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Other good uses:<br />
* Planter's stock: [[seed]]s and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye. It may be a good idea to turn off barrel usage in a seed stockpile if barrels are in short supply because while a seed stockpile won't use more than a couple, that's still barrels that aren't being used for food or booze.)<br />
* Smelter stock: [[ore]]s and [[economic stone]].<br />
* Sandpile: [[sand]] bags.<br />
* Clothes Plus: a cloth stockpile that also includes [[dye]]s. (Dyes normally count as food.)<br />
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.<br />
* Skins: a refuse stockpile limited to [[skin]]s, a bit like the bone & shell stockpile above. Place near the tannery. <br />
* Brewer's stock: [[List of crops|brewable plants]]. <br />
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[drink]]s scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks].<br />
* Artifact materials: The massive value and effectiveness of [[artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)<br />
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[[Category:Stockpiles]]<br />
[[Category:Items]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Item_quality&diff=4203640d Talk:Item quality2008-12-12T00:13:46Z<p>Maximus: /* Are preferences really more helpful with novices? */ moving to chronological order & reply</p>
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<div>With regard to dwarves throwing a fit if a masterwork item is destroyed; I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved. Sure enough, the engraver proceeded to make a fuss.<br />
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Then he scheduled a meeting with my broker/manager/leader dwarf. After the meeting I checked the engravers moods and saw the message "He recently yelled at a superior, but this only made him more angry" (not a direct quote). I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.<br />
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:Might be worth further investigation.--[[User:WyldKarde|WyldKarde]] 17:22, 4 November 2007 (EST)<br />
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:Curious. Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works). But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)<br />
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== Trading masterpieces. ==<br />
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As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? [[User:Runspotrun|Runspotrun]] 16:38, 8 November 2007 (EST)<br />
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:I traded away a half-dozen masterwork stonecrafts to the elves this Spring. So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months). So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. [[User:Doctorlucky|Doctorlucky]] 02:42, 20 November 2007 (EST)<br />
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::I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --[[User:Shades|Shades]] 08:44, 20 November 2007 (EST)<br />
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:::So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? [[User:Chrispy|Chrispy]] 22:14, 18 March 2008 (EDT)<br />
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::::The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --[[User:Savok|Savok]] 11:49, 19 March 2008 (EDT)<br />
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== Wear and Tear ==<br />
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Wear is similar to quality, in that it adds a symbol notation to the item description - "x" "X" or "XX". I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts. Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)<br />
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}. Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)<br />
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== Alcohol Quality ==<br />
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Is this confirmed? I've never heard of it before, and as fasr as I know, the "had a wonderful drink lately" happy thought just comes from consuming one's favourite drink ("prefers to drink dwarven rum when possible" etc.) --[[User:Furiousfish|Furiousfish]] 10:40, 19 November 2007 (EST)<br />
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== Multiple quality modifiers ==<br />
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Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving & clothesmaking). [[User:VengefulDonut|VengefulDonut]] 14:20, 20 December 2007 (EST)<br />
:I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --[[User:Another|Another]] 19:13, 20 December 2007 (EST)<br />
::In fact bridges have two quality modifiers. The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge). It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well. It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises. As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing. I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value. Both dye and cloth quality values are added to the end value of the clothing. Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it. With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --[[User:Mzbundifund|Mzbundifund]] 19:01, 20 December 2007 (CST)<br />
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== See Also ==<br />
<br />
[[Item designations]]<br><br />
Perhaps a merge might be nice? --[[User:Chrispy|Chrispy]] 22:15, 18 March 2008 (EDT)<br />
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:Although Quality creates item designations, they are not at all the same topic. So no. --[[User:Savok|Savok]] 11:51, 19 March 2008 (EDT)<br />
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== Masterpiece Meals ==<br />
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It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. [[User:Curudan|Curudan]] 16:03, 5 April 2008 (EDT)<br />
:I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --[[User:Gh3yz0r|Gh3yz0r]] 19:25, 27 April 2008 (EDT)<br />
::Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --[[User:Ikkonoishi|Ikkonoishi]] 01:17, 28 April 2008 (EDT)<br />
:::This seems like a REALLY important piece of information; someone may fear a legendary cook without this knowledge. --[[User:Bombcar|Bombcar]] 17:21, 17 October 2008 (EDT)<br />
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== Lower than expected item quality ==<br />
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I have just made an observation that appears to contradict the information given on this page. I have a legendary mason (I believe she's at the lower legendary level) who I set to constructing statues. However, one of the statues ended up being merely well-crafted, when according to the table, the lowest possible quality should have been superior. Does anybody know what could explain this occurence, or is the table simply wrong? --[[User:Morlark]]<br />
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:Are you certain that no other dwarf could have made the statue? --[[User:Savok|Savok]] 00:12, 25 June 2008 (EDT)<br />
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::Absolutely sure. Not only was the workshop set so that only that dwarf could use it, but I was specifically watching the dwarf the whole time. --[[User:Morlark|Morlark]] 01:38, 25 June 2008 (EDT)<br />
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:::Was the dwarf in question unhappy/hungry/thirsty/having-a-negative-status-effect? According to one guy, those cause skill levels to be effectively lowered. --[[User:Savok|Savok]] 08:49, 25 June 2008 (EDT)<br />
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::::Nope, she was ecstatic, with no negative status effects. --[[User:Morlark|Morlark]] 15:37, 25 June 2008 (EDT)<br />
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:It should be noted that the provided table only takes into account a quite small part of the code. There might be external effects. Does the guy dislike the material / item being made? -[[User:Bartavelle|Bartavelle]] 09:17, 1 September 2008 (EDT)<br />
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== Artifact quality modifier? ==<br />
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I can't find the damage / to-hit / armor modifier values for artifact level items anywhere. Can anyone shed some light on the subject? --[[User:PrettyGrizzly|PrettyGrizzly]] 11:16, 10 July 2008 (EDT)<br />
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:The current status of this question is "nobody knows, but we think it's a lot higher than masterpiece." --[[User:Savok|Savok]] 15:06, 10 July 2008 (EDT)<br />
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::I've heard somewhere that it's about 500%. I'm not sure about it in any way though. --[[User:Someone-else|Someone-else]] 20:51, 11 July 2008 (EDT)<br />
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:::I guess I should've been a bit more specific. The current status of this question is "nobody knows, but we think it's a lot higher than masterpiece. We're going with 500% as an estimate for now." --[[User:Savok|Savok]] 21:45, 17 July 2008 (EDT)<br />
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)<br />
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::Can you provide concrete confirmation of that? It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)<br />
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==Two Quality Levels==<br />
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If a clothier were to make a finely crafted image on a piece of clothing, then a bone carver makes a masterpiece decoration on the same thing, how do they determine the quality level? Is it the "average" of the quality levels because, my cook made a roast that had one exceptionally minced ingredient, then two finely minced ingredients and one well minced ingredient it became a fine quality roast which is the average of the qualities.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:29, 21 October 2008 (EDT)<br />
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:Prepared meals seem to have a different quality formula than other objects, although I don't know if that formula is an average of all qualities or something else. For all other objects, decorations have a separate quality from the item's inherent quality (i.e., a *<<+bolt+>>*, where the bolt is + and the decorations are *).--18:50, 21 October 2008 (EDT)<br />
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== Are preferences really more helpful with novices? ==<br />
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I just added the "Jump" column to the table on this page. Based on it I think this statement is false:<br />
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>Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled.<br />
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[[User:Gairabad|Gairabad]] 19:47, 6 December 2008 (EST)<br />
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred. Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST)<br />
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::From the article: "Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled." If this is true, then you can derive from the "Jump" column that gaining subsequent levels does not bring diminishing returns. [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST)<br />
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:::Sorry, I'm totally confused about what you're trying to say here. Higher skill tends to produce higher-quality goods. A preference for the materials being used supposedly also produces higher-quality goods. What's your claim?--[[User:Maximus|Maximus]] 22:47, 7 December 2008 (EST)<br />
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::::I'm trying to say that this bold part is false: <br />
::::>Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and '''have thus greatest impact when the dwarf is still relatively unskilled'''. [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)<br />
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:::::Oh, okay. Well, you could just drop that part of the sentence. By some thinking, though, it may still be true: goods made by a competent artisan are 81% more valuable (on average) than those made by a dabbler, but goods made by a legend are only (5.8 / 4.8 =) 21% more valuable than those made by a master.<br />
:::::I still think the "jump in value" column is still of very limited use. It shows a trend -- value peaks at each of the levels where a lower quality grade is no longer produced (Proficient, Accomplished, Legendary) -- but dwarves are gaining skill continuously, so it's more of a statistic than anything else. A more interesting statistic is that from dabbling to talented, item values triple; from there to Legendary, they only double. To put it more generally, skill increases produce large value increases at low levels, small increases at high levels.--[[User:Maximus|Maximus]] 12:19, 9 December 2008 (EST)<br />
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::::::"To put it more generally, skill increases produce large value increases at low levels, small increases at high levels." No, they only produce larger ''percentage'' increases at low levels. I find the jump column useful to know when to stop leveling up my dwarves and start actually working on stuff. For example, Proficient and Accomplished are both good levels to start actually working. [[User:Gairabad|Gairabad]] 13:03, 9 December 2008 (EST)<br />
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:::::::"Working on stuff" and "leveling up" generally happen simultaneously. I guess if you're doing an armorsmith or something and don't want to make crap steel items... but I say make 'em when you need 'em, train continuously otherwise.--[[User:Maximus|Maximus]] 13:12, 9 December 2008 (EST)<br />
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::::::::Not in my experience. If I want to level up a mason, I make blocks for constructions. If I want to level up a carpenter, I make bins, barrels, and buckets. With glassmaking, you can make raw glass. Mechanics can start by using common stone and move on to economic stone. Etc. Often things that you "need" can be put off a bit. For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds. [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)<br />
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)<br />
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:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark. In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality. I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role. Since he preferred alder and beds, I let him have the room with the masterpiece in it. He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 11 December 2008 (EST)<br />
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:::Possibly. An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item. Though it's possible all skill modifiers are inactive for dabblers. The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Category_talk:Version&diff=46394Category talk:Version2008-12-12T00:04:08Z<p>Maximus: yeah</p>
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<div>Suggestion: Delete unused categories for long-old versions. This would make the list easier to go through. I personally doubt there is anyone who uses a version between 2-D and one of the more recent ones and edits the wiki. --[[User:Savok|Savok]] 15:20, 11 December 2008 (EST)<br />
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:Sounds sensible.--[[User:Maximus|Maximus]] 19:04, 11 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Wikiproject_verify&diff=46391Dwarf Fortress Wiki talk:Wikiproject verify2008-12-12T00:03:29Z<p>Maximus: hmm, on second thought</p>
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<div>[[Project:Wikiproject verify]] is a link to this article. The "Project:" namespace has been replaced by DwarfFortressWiki, so I don't think we need "wikiproject" in the page name.<br><br />
Am I alone in this? Anyone else agree?<br><br />
--[[User:Savok|Savok]] 10:50, 11 December 2008 (EST)<br />
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:Well, on wikipedia, the Project: namespace is replaced with Wikipedia:, and there are lots of "Wikipedia:Wikiproject something" pages - though those are usually more related to subject areas (so for example if we had a group for maintaining all creature articles, or all skills/labors, or the FAQ) than something like this. I do agree that ''this'' shouldn't be "Wikiproject", but not for the same reason - more that it doesn't line up with what I think of a wikiproject as being than due to a problem with the term itself [[User:Random832|Random832]] 10:57, 11 December 2008 (EST)<br />
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::It doesn't follow wikipedia's definition of a wikiproject, but that could be generalized to include things like this as well. Personally, I don't really care what names you want to attach to things (I couldn't think of a better fit). I'm more interested in creating some sort of structure that makes the things-that-need-doing more visible. [[User:VengefulDonut|VengefulDonut]] 13:34, 11 December 2008 (EST)<br />
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:::Oh, ok. I didn't know that.<br />
:::Still, it does seem simpler to name this [[Project:Verify]] instead of [[Project:Wikiproject verify]]. --[[User:Savok|Savok]] 15:16, 11 December 2008 (EST)<br />
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::::There are some benefits to using namespaces that are already defined in the wiki's configuration (or natively in the code). Off the top of my head, one benefit is that searches are segregated per-namespace. DwarfFortressWiki is a defined namespace on this wiki; "Project" is not. We could consider adding a Project namespace, or renaming DwarfFortressWiki, although both of those would require Senso's efforts and might not go so smoothly. Or we could tolerate some semantic ugliness and just stick with VengefulDonut's "DwarfFortressWiki:Wikiproject" approach. We could shorten "wikiproject" to just "project", though.--[[User:Maximus|Maximus]] 18:55, 11 December 2008 (EST)<br />
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::::Oh, wait a second. Project: is a code-native synonym for DwarfFortressWiki: (and is much easier to type :-) . So... [[Project:Verification]] aka [[DwarfFortressWiki:Verification]] would work for me. Aside from the community portal, we've got almost nothing else in the [http://www.dwarffortresswiki.net/index.php?title=Special%3AAllpages&from=&namespace=4 project space], so we could drop the whole "wikiproject" thing and not try to distinguish between site-wide project pages (community portal) and specific-project project pages.--[[User:Maximus|Maximus]] 19:03, 11 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Wikiproject_verify&diff=46390Dwarf Fortress Wiki talk:Wikiproject verify2008-12-11T23:55:04Z<p>Maximus: technical aspects of namespaces</p>
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<div>[[Project:Wikiproject verify]] is a link to this article. The "Project:" namespace has been replaced by DwarfFortressWiki, so I don't think we need "wikiproject" in the page name.<br><br />
Am I alone in this? Anyone else agree?<br><br />
--[[User:Savok|Savok]] 10:50, 11 December 2008 (EST)<br />
<br />
:Well, on wikipedia, the Project: namespace is replaced with Wikipedia:, and there are lots of "Wikipedia:Wikiproject something" pages - though those are usually more related to subject areas (so for example if we had a group for maintaining all creature articles, or all skills/labors, or the FAQ) than something like this. I do agree that ''this'' shouldn't be "Wikiproject", but not for the same reason - more that it doesn't line up with what I think of a wikiproject as being than due to a problem with the term itself [[User:Random832|Random832]] 10:57, 11 December 2008 (EST)<br />
<br />
::It doesn't follow wikipedia's definition of a wikiproject, but that could be generalized to include things like this as well. Personally, I don't really care what names you want to attach to things (I couldn't think of a better fit). I'm more interested in creating some sort of structure that makes the things-that-need-doing more visible. [[User:VengefulDonut|VengefulDonut]] 13:34, 11 December 2008 (EST)<br />
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:::Oh, ok. I didn't know that.<br />
:::Still, it does seem simpler to name this [[Project:Verify]] instead of [[Project:Wikiproject verify]]. --[[User:Savok|Savok]] 15:16, 11 December 2008 (EST)<br />
<br />
::::There are some benefits to using namespaces that are already defined in the wiki's configuration (or natively in the code). Off the top of my head, one benefit is that searches are segregated per-namespace. DwarfFortressWiki is a defined namespace on this wiki; "Project" is not. We could consider adding a Project namespace, or renaming DwarfFortressWiki, although both of those would require Senso's efforts and might not go so smoothly. Or we could tolerate some semantic ugliness and just stick with VengefulDonut's "DwarfFortressWiki:Wikiproject" approach. We could shorten "wikiproject" to just "project", though.--[[User:Maximus|Maximus]] 18:55, 11 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d:Location&diff=1161240d:Location2008-12-11T03:30:36Z<p>Maximus: /* Terrain */ per talk page, removing this -- elevation itself is not the problem, and boulders and trees are easy to smooth/cut, plus abundance alone doesn't necessarily mean they'll be a problem</p>
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<div>A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located. Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.<br />
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== Choosing sites ==<br />
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[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the "Choose Fortress Location" screen allows you to choose your site. The right-hand pane shows its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the "Local" map. The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles). The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.<br />
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The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site). Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].<br />
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Pressing {{k|tab}} will show other location information as well: <br />
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).<br />
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. <br />
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* The "relative elevation" of the site (useful for seeing how mountainous the terrain is)<br />
* A "cliff indicator" (useful for the same reason)<br />
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It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.) Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).<br />
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The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.) This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style).<br />
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Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey. You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).<br />
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The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.<br />
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== Surroundings ==<br />
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It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time. Make sure you've got at least some [[trees]] and vegetation.<br />
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Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.<br />
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== Terrain ==<br />
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[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].<br />
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[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)<br />
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[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)<br />
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Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)<br />
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The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.<br />
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== Layers ==<br />
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Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bituminous coal]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.<br />
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Any layer listed in brown is top[[soil]]. It can be used for farming even without water, but it only rarely contains small amounts of [[stone]] or [[ore]].<br />
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Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.<br />
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== Water ==<br />
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[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.<br />
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Currently a permanent source of water isn't required because farms don't dry out, this is expected to change. If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &ndash; water levels of 1/7 can be ignored when placing the farm plot.<br />
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== Lumber ==<br />
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The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.<br />
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Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees.<br />
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== Vegetation ==<br />
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The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.<br />
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=== Magma ===<br />
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Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.<br />
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=== Towns ===<br />
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Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods.<br />
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{{World}}<br />
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{{Starting FAQ}}<br />
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[[Category:Guides]]</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&diff=2704240d Talk:Reclaim fortress mode2008-12-11T03:10:55Z<p>Maximus: /* Can't get them to do anything... */ oh, good.</p>
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<div>Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?<br />
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== Preparation ==<br />
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]<br />
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== Section Caps ==<br />
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Unless someone's decided to enforce it without discussing or amending [http://www.dwarffortresswiki.net/index.php/DwarfFortressWiki:Community_Portal#N Rule N], only Pages fall under the first cap, rest lower.<br />
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== Ambush when old dwarf hunts? ==<br />
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I recently reclaimed a fortress that had still living dwarfs there. One of which was a hunter <br />and seems to continue hunting after reclaiming by bashing things with her crossbow.<br />
However every time she engages an animal I get my screen redirected and game pausing with the <br />message "An ambush! Drive them out!". Just reporting this in case it was unknown o.O my 2cents i guess<br />
--[[User:Scrangos|Scrangos]] 02:20, 24 June 2008 (EDT)<br />
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== Intro on page slightly inaccurate. ==<br />
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The intro on this page states that it is possible to start with as many as 35 dwarves. I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves. (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]</small><br />
:Then double-check, and if your observations are indeed correct, '''edit the article!''' It's a wiki for a reason. --[[User:GreyMario|GreyMaria]] 18:24, 19 October 2008 (EDT)<br />
I am unable to edit the intro paragraph. There is no edit button.<br />
Edit: nvm, I'm dumb. While there is no edit button for intro sections on a page I just figured out how you go about it.<br />
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== Can't get them to do anything... ==<br />
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Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --[[User:Azaram|Azaram]] 02:50, 8 December 2008 (EST)<br />
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:Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --[[User:Azaram|Azaram]] 03:11, 8 December 2008 (EST)<br />
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::you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--[[User:Destor|Destor]] 22:08, 8 December 2008 (EST)<br />
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::Yeah, sounds like you don't have any [[labor]]s activated.--[[User:Maximus|Maximus]] 22:58, 8 December 2008 (EST)<br />
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:::I did that... Like I said, the rangers are ranging, and the butchers are butching... but everybody else has a bad case of thumbuppis hisazz... they won't even do ''military'' stuff, like patrolling or stationing. Only the outside ones are doing anything at all. And yes, it's the same fort. I was doing pretty well before the fire imps set the whole world on fire. :-p I want it back. --[[User:Azaram|Azaram]] 02:02, 9 December 2008 (EST)<br />
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::::Are you trying to get them to use workshops? The workshops may still be forbidden: check their i{{k|t}}ems screen and remove an "F" next to the top items (those that have [B] -- this are the items used to build the workshops). Or just build new workshops. BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--[[User:Maximus|Maximus]] 11:56, 9 December 2008 (EST)<br />
:::::And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -[[User:Fuzzy|Fuzzy]] 12:24, 9 December 2008 (EST)<br />
::::::I'm trying to get them to use workshops, but I did go through and unforbid everything. Nothing was showing an F, that I remember, it all had parens or braces around it ( or {; hard to tell in the font. I'd hit F and at the bottom it would switch from "F: claim" to "F: Forbid", and the paren would disappear, so: from "(Thing)" to "Thing". I'd figured that bit out from trying to nab the stuff from a goblin thief that had gotten flattened in a stonefall trap in my previous fort, the one with the waterfall. I went through the entire fortress, reclaiming everything, including loose rocks on the floor. I'd thought that part of the problem was that I'd forgotten to reclaim the closed floor hatches covering the entrance, which was true at one point, but didn't change after. I'd deactivate them and they'd happily get naked, dropping all their gear and dancing around the wagon, but that's about all the reaction I got out of any of them... I'll see about putting them on duty, but one would think that not being soldiers anymore would get them going on their crafts... --[[User:Azaram|Azaram]] 22:35, 9 December 2008 (EST)<br />
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:::::::Use {{k|t}} on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--[[User:Maximus|Maximus]] 17:50, 10 December 2008 (EST)<br />
::::::::I did that... I was about to give up on it and abandon, and suddenly they started moving. I guess the military just needed a couple of days to get their collective stuff together. :-p The miners are mining, the cooks are cooking, the carpenters are carping and the mayor is announcing silly mandates like 'don't export animal traps'... I have no idea what set it off, I was just sitting there looking at the big group of dwarves, when finally they just started streaming down the stairs. --[[User:Azaram|Azaram]] 21:07, 10 December 2008 (EST)<br />
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:::::::::Hm! Interesting. I guess there are still some subtle bugs with the tasking code (or inexplicable holdups, anyway). Glad it's resolved.--[[User:Maximus|Maximus]] 22:10, 10 December 2008 (EST)</div>Maximushttp://dwarffortresswiki.org/index.php?title=40d_Talk:Broker&diff=3404340d Talk:Broker2008-12-10T23:44:38Z<p>Maximus: /* Effects of changing broker */ I've seen that too</p>
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<div>How effective is it to make the Outpost Broker and the Expedition Leader/Mayor the same dwarf? And what complications and problems could arise from job conflictions, if any? --[[User:KittenyKat|KittenyKat]] 20:20, 6 January 2008 (EST)<br />
:None. I always make my expedition leader the broker, bookeeper ''and'' trader, all at the same time. The only downfall is that if he die, from a failed mood for example, you'll have to start over. My leader in my current fortress is also at the same time my legendary crafter and is churning out masterwork items to trade as well as masterwork obsidian short swords in industrial quantity... When I need him to manage work orders or to go trade, I just suspend everything he have to do at the craftdwarf workshop and he go do his broker/trader work. Then I unsuspend everything, and no problems arise. If by a streak of bad luck he's sleeping when I need him to trade, the Sheriff usually take over the trading. --[[User:Eagle of Fire|Eagle of Fire]] 07:39, 7 January 2008 (EST)<br />
::How come you'd have to start over if he dies? --[[User:KittenyKat|KittenyKat]] 07:15, 12 January 2008 (EST)<br />
:::You have to start over with your noble chain if he dies from his mood when his time come. Meaning that if he's already legendary organizer and legendary everything in fact and he dies of a failed mood, you end up with having to start over again with a completely newbie in social skill instead of someone who came to the fortress with at least a minimum of social skills. This will lead to some minor disagreements, like for example the first time you appoint someone without appraiser skill (I think) you won't be able to see the estimated worth of the items you're trading at the depot. Another example is if you are in a high setting in the bookeeper menu, the new bookkeeper will have to sit a ''long'' time doing nothing but counting everything in the fort to get back to the last bookkeeper status. --[[User:Eagle of Fire|Eagle of Fire]] 11:00, 12 January 2008 (EST)<br />
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== Force attendance at Trading Post ==<br />
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How can you force your broker to attend the trading post?<br />
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I tried turning off all the other work and then they just go to bed. I'm not actually getting my trader to the depot in time and the merchants are all leaving time after time!<br />
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TIA<br />
[[User:GarrieIrons|GarrieIrons]] 02:50, 15 January 2008 (EST)<br />
:It's not a matter of your trader not going to the trade depot, it's the matter that you're unlucky enough he have to go sleep at that time. I suggest you appoint someone else as broker or then go at your depot and change the option "Only broker can trade" to "anybody can trade". Someone else should come take over, and more often than not it's the Sheriff who's doing nothing VS all the other dwarves who are hauling/building/sleeping/etc. --[[User:Eagle of Fire|Eagle of Fire]] 13:38, 15 January 2008 (EST)<br />
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== Broker doesnt really need to be there? ==<br />
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I was having a hard time ( as always ) getting my broker outside, it was the LAST thing he wanted to do. Everytime I activated him, and locked him, he would just stand there saying "Conduct Meeting." So I gave up thinking I was screwed once again out of trading, so I just said to hell with it, and turned on anyone can trade. So my stoneworker walks up (no apraisial skill, i checked) and all the numbers came up just as if the broker was standing there. Not sure if this is new, but it sure didnt work like that last time I did that in an older version. Someone know for sure? would be great if i didnt have to get that worthless sack of crap outside everytime the merchants came <small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}</small><br />
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:I can guarantee that you ended up having quantity enough and valued enough goods that that dwarf immediately gained appraiser skill. However, while his appraising skill might've gotten up to snuff, his bargaining skills were still non-existant, and you'd have a lot of trouble getting an equal value trade. If you're basically just getting rid of HUGE amounts of goods for near nothing in return, then it's no big problem. If you don't happen to be an industrial powerhouse, or you're trading with later-game human caravans that just bring insane amounts of goods, then it'll become a problem quickly.<br />
:As for the Broker, if they're also the manager, they'll have to deal with the diplomat before they can trade. Just make sure that you get him into meeting with the diplomat ASAP when they show up, and he'll be ready to trade relatively quickly.<br />
:--[[User:N9103|Edward]] 18:27, 1 February 2008 (EST)<br />
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==Office Requirements?==<br />
My broker is currently distinct from my mayor/manager/hoardmaster and has no room requirements at all. He conducts his meetings in the statue garden with no unhappy thoughts. Anyone else notice this? --[[User:Squirrelloid|Squirrelloid]] 15:46, 10 December 2008 (EST)<br />
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do you have less than 20 dwarves? if so he shouldn't want anything, untill you get over 20. I think.--[[User:Destor|Destor]] 17:10, 10 December 2008 (EST)<br />
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I have 91 dwarves. I know brokers used to want an office, but its been quite a few versions (.38c) since I've had a broker who wasn't also mayor. --[[User:Squirrelloid|Squirrelloid]] 17:27, 10 December 2008 (EST)<br />
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== Effects of changing broker ==<br />
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This may apply to mayoral changes as well. When a Diplomat decides they must see your Broker, they will not be fooled if, after their arrival, you designate someone else as the Broker. I found out when my Broker picked up a broken leg from the goblin siege that followed the caravan. Even after I assigned someone else as Broker, the diplomat held vigil by the bed of my prior Broker... Version 40d FWIW -[[User:Fuzzy|Fuzzy]] 18:30, 10 December 2008 (EST)<br />
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:Yep, I've seen that too.--[[User:Maximus|Maximus]] 18:44, 10 December 2008 (EST)</div>Maximus