http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Voliol&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T23:21:07ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Roomcarnage&diff=298712Roomcarnage2024-03-19T14:07:38Z<p>Voliol: update links and time</p>
<hr />
<div>{{Translation<br />
| dwarven = Mosusilush<br />
| elvish = Imirafathiri<br />
| goblin = Xustxuuzet<br />
| human = Conistipoth<br />
}}<br />
'''Roomcarnage''' is a v0.34.11 fortress presented in the style of a serialized epic. Over the course of more than seventy updates since June 2014, it chronicles the rise of the dwarves of the Momentous Dye in a particularly interesting embark location: a [[terrifying]] [[glacier]] [[volcano]] that rains [[elf]] blood. The most notable feature of the fortress is the ongoing weaponization of the volcano itself, finally realized in the twenty-second installment. <br />
<br />
In addition to the constant reanimation of dead animals, dwarves, and parts thereof; foul fog zombie liaisons and caravans; and a mysterious vampire cult, the dwarves of Roomcarnage have dealt with the horrors of nakedness, encroaching FPS death, and — worst of all! — alcohol deprivation.<br />
<br />
The (as of March 2024 still ongoing) story may be read [http://roomcarnage.com/index.html here]. Its thread on the Bay 12 Forums is [http://www.bay12forums.com/smf/index.php?topic=139393.0 here].<br />
<br />
[[Category:Humor and stories]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Surroundings&diff=298336Surroundings2024-03-05T15:01:32Z<p>Voliol: /* Evil */ Rule T</p>
<hr />
<div>{{Quality|Masterwork}}<br />
{{av}}<br />
[[File:v50_surroundings_preview.png|450px|right]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.<br />
<br />
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.<br />
<br />
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.<br />
<br />
Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth & Magic' update.<sup>[http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]</sup> This version of the game currently does not have the surrounding types show as color-coded, though the information box at the side of the screen will still inform the player of any type of surroundings the player's cursor hovers over.<br />
<br />
== Combinations & characteristics of surroundings ==<br />
The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles". Not all worlds will contain every kind of combinations. For example, a world that is low in savagery may not contain Joyous Wilds surroundings. <br />
{| {{prettytable}}<br />
|-style="background:#dddddd"<br />
|style="background:#aaaaaa"| ||'''Benign'''||'''Neutral'''||'''Savage'''<br />
|-<br />
|style="background:#dddddd"|'''Good'''||Serene||Mirthful||Joyous Wilds<br />
|-<br />
|style="background:#dddddd"|'''Neutral'''||Calm||Wilderness||Untamed Wilds<br />
|-<br />
|style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying<br />
|}<br />
<br />
===Good===<br />
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}<br />
<br />
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.<br />
<br />
Good biomes will appear to have more vibrant colors than their neutral and evil counterparts, and may also have yellow flowers. Good savage biomes will have pink flowers instead. Frozen areas will have a sparkle to them. In ASCII mode, good regions will appear as blue.<br />
<br />
====Distinctive flora & fauna====<br />
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]<br />
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]<br />
* Trees: [[feather tree]]<br />
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]<br />
{{clear}}<br />
<br />
===Neutral===<br />
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}<br />
<br />
[[File:neutral_biome_v50.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.<br />
{{clear}}<br />
<br />
===Evil===<br />
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}<br />
<br />
[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions.<br />
<br />
Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as "circumstantial" evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.<br />
<br />
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]]. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.<br />
<br />
About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. <br />
<br />
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes [[skin]], and even [[hair]] left over from butchering or shearing. Remains can reanimate while your dwarves are processing them, frightening any nearby dwarves and canceling job orders. That being said, reanimated hair is not much of a threat and your dwarves will likely quickly dispatch them. The resulting mangled remains can still be processed just like the original material, but without the risk of job cancellations. {{clear}}<br />
<br />
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?<br />
<br />
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. <br />
<br />
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. <br />
<br />
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for <s>a challenge</s> [[fun]].<br />
<br />
Evil regions can appear on the map as either dark brown or a dim sandy brown. Ice will also appear more dim. Savage evil areas may show more wormy tendrils. In ASCII mode, evil areas can appear as magenta, grey and red; brown can be seen in ocean and lake areas. There is no functional difference between these regions.<br />
<br />
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta. It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1. There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1. If either of those things aren't working, then the colors would probably all be magenta.''<br />
: <br />
: — [https://dwarffortresswiki.org/index.php/Toady_One Toady One] ([http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484])<br />
<br />
====Distinctive flora & fauna====<br />
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]<br />
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]<br />
* Trees: [[glumprong]]<br />
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]<br />
<br />
===Savage===<br />
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}<br />
<br />
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes. Graphically, good savage biomes can have pink flowers, even in barren biomes, while evil savage biomes may show more wormy tendrils. Savage icy, frozen areas will have cracks in the ice. Oceanic savage areas will show more erratic looking waves.<br />
<br />
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called <s>excessively fun</s> Terrifying.<br />
<br />
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.<br />
<br />
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs only in Savage regions.<br />
<br />
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. <br />
<br />
====Distinctive flora & fauna====<br />
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]<br />
* Plants: [[whip vine]]<br />
* Trees: [[highwood]]<br />
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]<br />
<br />
{{World}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Interaction_token&diff=298335Interaction token2024-03-05T14:55:37Z<p>Voliol: Rule T. There are some lines still referring to mid-DF2014 changes, but this takes care of the version tags.</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Fine}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[DF2014:Necromancer#Modding|some]] [[DF2014:Interaction_examples|examples]] of those may be necessary.'')<br />
<br />
__TOC__<br />
{{clear}}<br />
<br />
==Definitions==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Context<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| Global<br />
| ID<br />
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.<br />
<br />
|-<br />
| {{text anchor|EXPERIMENT_ONLY}}<br />
| Global<br />
| <br />
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.<br />
<br />
|-<br />
| {{text anchor|I_SOURCE}}<br />
| Global<br />
| type<br />
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:<br />
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.<br />
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].<br />
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].<br />
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].<br />
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].<br />
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].<br />
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].<br />
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.<br />
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while "performing horrible experiments" in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_1}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).<br />
<br />
[IS_HIST_STRING_1: cursed]<br />
<br />
|-<br />
| {{text anchor|IS_HIST_STRING_2}}<br />
| Within I_SOURCE<br />
| text<br />
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.<br />
<br />
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING}}<br />
| Within I_SOURCE<br />
| text<br />
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.<br />
<br />
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_SECOND}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.<br />
<br />
[IS_TRIGGER_STRING_SECOND: have]<br />
<br />
|-<br />
| {{text anchor|IS_TRIGGER_STRING_THIRD}}<br />
| Within I_SOURCE<br />
| text<br />
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.<br />
<br />
[IS_TRIGGER_STRING_THIRD: has]<br />
<br />
|-<br />
| {{text anchor|IS_NAME}}<br />
| Within I_SOURCE<br />
| string<br />
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.<br />
<br />
[IS_NAME:the secrets of life and death]<br />
<br />
|-<br />
| {{text anchor|IS_SPHERE}}<br />
| Within I_SOURCE:SECRET<br />
| [[Sphere#Available_spheres|sphere]]<br />
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET_GOAL}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Goal token<br />
| Indicates why somebody would want to learn the secret. Valid values:<br />
* '''STAY_ALIVE'''<br />
* '''MAINTAIN_ENTITY_STATUS'''<br />
* '''START_A_FAMILY'''<br />
* '''RULE_THE_WORLD'''<br />
* '''CREATE_A_GREAT_WORK_OF_ART'''<br />
* '''CRAFT_A_MASTERWORK'''<br />
* '''BRING_PEACE_TO_THE_WORLD'''<br />
* '''BECOME_A_LEGENDARY_WARRIOR'''<br />
* '''MASTER_A_SKILL'''<br />
* '''FALL_IN_LOVE'''<br />
* '''SEE_THE_GREAT_NATURAL_SITES'''<br />
* '''IMMORTALITY'''<br />
* '''MAKE_A_GREAT_DISCOVERY'''<br />
* '''ATTAIN_RANK_IN_SOCIETY'''<br />
* '''BATHE_WORLD_IN_CHAOS'''<br />
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.<br />
<br />
|-<br />
| {{text anchor|IS_SECRET}}<br />
| Within I_SOURCE:SECRET<br />
| Secret Flag<br />
| Indicates how the secret can be learned. Valid values:<br />
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.<br />
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].<br />
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices<br />
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.<br />
<br />
|-<br />
| {{text anchor|IS_USAGE_HINT}}<br />
| Within I_SOURCE:DEITY<br />
| Usage Hint token<br />
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.<br />
<br />
|-<br />
| {{text anchor|IS_REGION}}<br />
| Within I_SOURCE:REGION<br />
| Region type<br />
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:<br />
<br />
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment<br />
<br />
[[Biome|Terrain]]:<br />
<br />
* '''DESERT'''<br />
* '''FOREST'''<br />
* '''GLACIER'''<br />
* '''GRASSLAND'''<br />
* '''HILLS'''<br />
* '''LAKE'''<br />
* '''MOUNTAINS'''<br />
* '''OCEAN'''<br />
* '''SWAMP'''<br />
* '''TUNDRA'''<br />
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications<br />
<br />
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:<br />
<br />
* '''NORMAL_ALLOWED'''<br />
* '''EVIL_ALLOWED'''<br />
* '''GOOD_ALLOWED'''<br />
* '''SAVAGE_ALLOWED'''<br />
* '''EVIL_ONLY'''<br />
* '''GOOD_ONLY'''<br />
* '''SAVAGE_ONLY'''<br />
<br />
|-<br />
| {{text anchor|IS_FREQUENCY}}<br />
| Within I_SOURCE<br />
| Probability<br />
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.<br />
<br />
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.<br />
<br />
|-<br />
| {{text anchor|I_TARGET}}<br />
| Global<br />
| ID, type<br />
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:<br />
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.<br />
* '''CREATURE''' - The target is a [[Creature|unit]].<br />
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.<br />
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.<br />
<br />
|-<br />
| {{text anchor|IT_LOCATION}}<br />
| Within I_TARGET<br />
| Location<br />
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:<br />
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.<br />
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].<br />
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.<br />
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.<br />
* '''CONTEXT_ITEM''' - Used with CORPSE.<br />
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.<br />
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.<br />
<br />
|-<br />
| {{text anchor|IT_MANUAL_INPUT}}<br />
| Within I_TARGET<br />
| text<br />
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_AFFECTED_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction can target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CREATURE}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| CREATURE:CASTE<br />
| Specifies specific creatures the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_IMMUNE_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature class<br />
| Specifies creature classes the interaction cannot target.<br />
<br />
|-<br />
| {{text anchor|IT_REQUIRES}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must have the specified property. Valid values:<br />
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)<br />
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.<br />
* '''HAS_BLOOD'''<br />
* '''MORTAL'''<br />
* '''NO_AGING'''<br />
* '''STERILE'''<br />
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''<br />
<br />
|-<br />
| {{text anchor|IT_FORBIDDEN}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| Creature token or property<br />
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| <br />
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.<br />
<br />
|-<br />
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}<br />
| Within I_TARGET:CORPSE or I_TARGET:CREATURE<br />
| [[Syndrome]] class<br />
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.<br />
<br />
|-<br />
| {{text anchor|IT_MATERIAL}}<br />
| Within I_TARGET:MATERIAL<br />
| type<br />
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:<br />
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.<br />
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.<br />
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].<br />
<br />
|-<br />
| {{text anchor|I_EFFECT}}<br />
| Global<br />
| type<br />
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:<br />
<br />
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.<br />
<br />
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.<br />
<br />
* '''RESURRECT''' - Takes a target corpse and returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag.<br />
<br />
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}} and {{token|IE_SYNDROME_TAG|in}}.<br />
<br />
* '''CONTACT''' - Causes the creatures to touch.<br />
<br />
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.<br />
<br />
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.<br />
<br />
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.<br />
<br />
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.<br />
<br />
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.<br />
<br />
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.<br />
<br />
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.<br />
<br />
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.<br />
<br />
|-<br />
| {{text anchor|IE_ARENA_NAME}}<br />
| Within I_EFFECT<br />
| text<br />
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].<br />
<br />
|-<br />
| {{text anchor|IE_TARGET}}<br />
| Within I_EFFECT<br />
| ID<br />
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.<br />
<br />
|-<br />
| {{text anchor|IE_INTERMITTENT}}<br />
| Within I_EFFECT<br />
| Frequency<br />
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:<br />
* '''WEEKLY'''<br />
<br />
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.<br />
<br />
|-<br />
| {{text anchor|IE_IMMEDIATE}}<br />
| Within I_EFFECT<br />
|<br />
| Indicates that the effect happens immediately.<br />
<br />
|-<br />
| {{text anchor|IE_LOCATION}}<br />
| Within I_EFFECT<br />
| Location Hint<br />
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. <br />
Valid values:<br />
* '''IN_WATER'''<br />
* '''IN_MAGMA'''<br />
* '''NO_WATER'''<br />
* '''NO_MAGMA'''<br />
* '''NO_THICK_FOG'''<br />
* '''OUTSIDE'''<br />
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.<br />
<br />
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.<br />
<br />
|-<br />
| {{text anchor|IE_ADD_WEATHER}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is added. Valid values:<br />
* '''FOG_MIST'''<br />
* '''FOG_NORMAL'''<br />
* '''FOG_THICK'''<br />
* '''FRONT_WARM'''<br />
* '''FRONT_COLD'''<br />
* '''FRONT_OCCLUDED'''<br />
* '''STRATUS_ALTO'''<br />
* '''STRATUS_PROPER'''<br />
* '''STRATUS_NIMBUS'''<br />
* '''CUMULUS_MED'''<br />
* '''CUMULUS_MULTI'''<br />
* '''CUMULUS_NIMBUS'''<br />
* '''CIRRUS'''<br />
<br />
|-<br />
| {{text anchor|IE_REMOVE_WEATHER}}<br />
| Within I_EFFECT:CHANGE_WEATHER<br />
| type<br />
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.<br />
<br />
|-<br />
| {{text anchor|IE_GRIME_LEVEL}}<br />
| Within I_EFFECT:CLEAN<br />
| amount?<br />
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.<br />
<br />
|-<br />
| {{text anchor|IE_SYNDROME_TAG}}<br />
| Within I_EFFECT:CLEAN<br />
| syndrome trigger flag<br />
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.<br />
<br />
|-<br />
| {{text anchor|IE_PROPEL_FORCE}}<br />
| Within I_EFFECT:PROPEL_UNIT<br />
| amount<br />
| Indicates the amount of force that the target will be propelled with.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <probability>:<quantity>:[[item token]]:[[material token]]<br />
| Defines what item will be created.<br />
<br />
|-<br />
| {{text anchor|IE_ITEM_QUALITY}}<br />
| Within I_EFFECT:CREATE_ITEM<br />
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]><br />
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):<br />
* '''0''' = ordinary<br />
* '''1''' = well-crafted<br />
* '''2''' = finely crafted<br />
* '''3''' = superior quality<br />
* '''4''' = exceptional<br />
* '''5''' = masterwork<br />
* '''ARTIFACT'''<br />
<br />
|-<br />
| {{text anchor|IE_SET_QUALITY}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]<br />
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).<br />
<br />
|-<br />
| {{text anchor|IE_CHANGE_QUALITY}}<br />
| Within I_EFFECT:CHANGE_ITEM_QUALITY<br />
| amount<br />
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <creature token>:<caste token><br />
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_FLAG}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br />
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_CREATURE_CASTE_FLAG}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br />
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.<br />
<br />
|-<br />
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <maximum [[Gait#Speed|gait speed]]><br />
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
<br />
|-<br />
| {{text anchor|IE_TIME_RANGE}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]><br />
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.<br />
<br />
|-<br />
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}<br />
| Within I_EFFECT:SUMMON_UNIT<br />
|<br />
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Global<br />
| <br />
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.<br />
<br />
<br />
|}<br />
<br />
==Usage==<br />
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.<br />
<br />
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.<br />
<br />
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text anchor|INTERACTION}}<br />
| ID<br />
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).<br />
<br />
|-<br />
| {{text anchor|ADV_NAME}}<br />
| text<br />
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.<br />
<br />
|-<br />
| {{text anchor|TARGET}}<br />
| target ID, target types<br />
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:<br />
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target<br />
* '''TOUCHABLE''' - the source needs to be able to touch the target<br />
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])<br />
* '''SELF_ALLOWED''' - the target can be the source<br />
* '''SELF_ONLY''' - the target '''must''' be the source<br />
<br />
|-<br />
| {{text anchor|TARGET_RANGE}}<br />
| target ID, range<br />
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.<br />
<br />
|-<br />
| {{text anchor|MAX_TARGET_NUMBER}}<br />
| ID, number<br />
| Specifies the maximum number of things that can be selected for a particular I_TARGET.<br />
<br />
|-<br />
| {{text anchor|LOCATION_HINT}}<br />
| Location Hint<br />
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.<br />
<br />
|-<br />
| {{text anchor|USAGE_HINT}}<br />
| Usage hint token<br />
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:<br />
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.<br />
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.<br />
* '''DEFEND''' - Used in combat. Creature will target itself.<br />
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself.<br />
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.<br />
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.<br />
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.<br />
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.<br />
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.<br />
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.<br />
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.<br />
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.<br />
* '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler.<br />
<br />
|-<br />
| {{text anchor|WAIT_PERIOD}}<br />
| number<br />
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.<br />
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].<br />
<br />
|-<br />
| {{text anchor|FREE_ACTION}}<br />
|<br />
| Indicates that performing the interaction doesn't take any time.<br />
<br />
|-<br />
| {{text anchor|BP_REQUIRED}}<br />
| Body part criteria<br />
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].<br />
<br />
|-<br />
| {{text anchor|VERBAL}}<br />
| <br />
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH.<br />
<br />
|-<br />
| {{text anchor|VERBAL_SPEECH}}<br />
| filename<br />
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.<br />
<br />
|-<br />
| {{text anchor|CAN_BE_MUTUAL}}<br />
| <br />
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.<br />
<br />
|-<br />
| {{text anchor|VERB}}<br />
| self:other:mutual<br />
| When a creature uses the interaction, a combat report message will be displayed in the form:<br />
<br />
[interaction user(s)] [VERB text] [target creature (if applicable)]<br />
<br />
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.<br />
<br />
[CDI:VERB:lick:licks:lick each other]<br />
<br />
[CDI:VERB:gesture:gestures:NA]<br />
<br />
|-<br />
| {{text anchor|VERB_REVERSE}}<br />
| ?<br />
| ?<br />
<br />
|-<br />
| {{text anchor|TARGET_VERB}}<br />
| self:other<br />
| When a creature uses the interaction, a message will display, describing the target as doing this.<br />
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]<br />
<br />
|-<br />
| {{text anchor|FLOW}}<br />
| [[#Breath Attack Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:<br />
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''<br />
* '''[[Interaction_token#FIREJET|FIREJET]]'''<br />
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]<br />
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.<br />
<br />
|}<br />
<br />
==Breath attacks==<br />
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION]<br />
[CDI:ADV_NAME:Breath custom material]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:15]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
The most important part is this line:<br />
<br />
[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]<br />
<br />
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:<br />
<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
<br />
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).<br />
<br />
===Breath Attack Types===<br />
<br />
'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''<br />
<br />
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.<br />
<br />
Examples:<br />
<br />
[CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]<br />
shoots a sharp [[gabbro]] rock<br />
[CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]<br />
releases a cloud of [[Cave wheat|dwarven wheat flour]]<br />
[CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]<br />
creates a pool of [[dwarf|dwarven]] tears<br />
<br />
<br />
'''[CDI:FLOW:<flow emission type>]'''<br />
<br />
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).<br />
<br />
Example:<br />
<br />
[CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]<br />
<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Usage Type<br />
! Description<br />
|-<br />
| {{text anchor|TRAILING_DUST_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_VAPOR_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_GAS_FLOW}}<br />
| MATERIAL<br />
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].<br />
|-<br />
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]<br />
| MATERIAL<br />
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".<br />
|-<br />
| {{text anchor|UNDIRECTED_DUST}}<br />
| MATERIAL<br />
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.<br />
|-<br />
| {{text anchor|UNDIRECTED_VAPOR}}<br />
| MATERIAL<br />
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_GAS}}<br />
| MATERIAL<br />
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.<br />
|-<br />
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]<br />
| MATERIAL<br />
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_DUST}}<br />
| MATERIAL<br />
| Creates a cloud of creeping dust. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_VAPOR}}<br />
| MATERIAL<br />
| Creates a cloud of creeping vapor. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_CREEPING_GAS}}<br />
| MATERIAL<br />
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.<br />
|-<br />
| {{text anchor|WEATHER_FALLING_MATERIAL}}<br />
| MATERIAL<br />
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.<br />
|-<br />
| {{text anchor|SOLID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.<br />
|-<br />
| {{text anchor|SHARP_ROCK}}<br />
| MATERIAL<br />
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.<br />
|-<br />
| {{text anchor|LIQUID_GLOB}}<br />
| MATERIAL<br />
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target. [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.<br />
|-<br />
| {{text anchor|SPATTER_POWDER}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pile of powder]] at the specified location.<br />
|-<br />
| {{text anchor|SPATTER_LIQUID}}<br />
| MATERIAL<br />
| Creates a [[contaminant|pool of liquid]] at the specified location.<br />
|-<br />
| {{text anchor|WEB_SPRAY}}<br />
| MATERIAL<br />
| Emits a burst of [[web]]s that entangle target creatures.<br />
|-<br />
| {{text anchor|DRAGONFIRE}}<br />
| FLOW<br />
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.<br />
|-<br />
| {{text anchor|FIREJET}}<br />
| FLOW<br />
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.<br />
|-<br />
| {{text anchor|FIREBALL}}<br />
| FLOW<br />
| Emits a fireball that burns the target creature.<br />
|}<br />
<br />
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.<br />
<br />
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.<br />
<br />
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!<br />
<br />
==Creature and Caste Flags==<br />
<br />
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).<br />
<br />
{{gamedata|title=Creature Flags|<br />
ALL_CASTES_ALIVE<br />
ARTIFICIAL_HIVEABLE<br />
BIOME_DESERT_BADLAND<br />
BIOME_DESERT_ROCK<br />
BIOME_DESERT_SAND<br />
BIOME_FOREST_TAIGA<br />
BIOME_FOREST_TEMPERATE_BROADLEAF<br />
BIOME_FOREST_TEMPERATE_CONIFER<br />
BIOME_FOREST_TROPICAL_CONIFER<br />
BIOME_FOREST_TROPICAL_DRY_BROADLEAF<br />
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF<br />
BIOME_GLACIER<br />
BIOME_GRASSLAND_TEMPERATE<br />
BIOME_GRASSLAND_TROPICAL<br />
BIOME_LAKE_TEMPERATE_BRACKISHWATER<br />
BIOME_LAKE_TEMPERATE_FRESHWATER<br />
BIOME_LAKE_TEMPERATE_SALTWATER<br />
BIOME_LAKE_TROPICAL_BRACKISHWATER<br />
BIOME_LAKE_TROPICAL_FRESHWATER<br />
BIOME_LAKE_TROPICAL_SALTWATER<br />
BIOME_MARSH_TEMPERATE_FRESHWATER<br />
BIOME_MARSH_TEMPERATE_SALTWATER<br />
BIOME_MARSH_TROPICAL_FRESHWATER<br />
BIOME_MARSH_TROPICAL_SALTWATER<br />
BIOME_MOUNTAIN<br />
BIOME_OCEAN_ARCTIC<br />
BIOME_OCEAN_TEMPERATE<br />
BIOME_OCEAN_TROPICAL<br />
BIOME_POOL_TEMPERATE_BRACKISHWATER<br />
BIOME_POOL_TEMPERATE_FRESHWATER<br />
BIOME_POOL_TEMPERATE_SALTWATER<br />
BIOME_POOL_TROPICAL_BRACKISHWATER<br />
BIOME_POOL_TROPICAL_FRESHWATER<br />
BIOME_POOL_TROPICAL_SALTWATER<br />
BIOME_RIVER_TEMPERATE_BRACKISHWATER<br />
BIOME_RIVER_TEMPERATE_FRESHWATER<br />
BIOME_RIVER_TEMPERATE_SALTWATER<br />
BIOME_RIVER_TROPICAL_BRACKISHWATER<br />
BIOME_RIVER_TROPICAL_FRESHWATER<br />
BIOME_RIVER_TROPICAL_SALTWATER<br />
BIOME_SAVANNA_TEMPERATE<br />
BIOME_SAVANNA_TROPICAL<br />
BIOME_SHRUBLAND_TEMPERATE<br />
BIOME_SHRUBLAND_TROPICAL<br />
BIOME_SUBTERRANEAN_CHASM<br />
BIOME_SUBTERRANEAN_LAVA<br />
BIOME_SUBTERRANEAN_WATER<br />
BIOME_SWAMP_MANGROVE<br />
BIOME_SWAMP_TEMPERATE_FRESHWATER<br />
BIOME_SWAMP_TEMPERATE_SALTWATER<br />
BIOME_SWAMP_TROPICAL_FRESHWATER<br />
BIOME_SWAMP_TROPICAL_SALTWATER<br />
BIOME_TUNDRA<br />
DOES_NOT_EXIST<br />
EQUIPMENT<br />
EQUIPMENT_WAGON<br />
EVIL<br />
FANCIFUL<br />
GENERATED<br />
GOOD<br />
HAS_ANY_BENIGN<br />
HAS_ANY_CANNOT_BREATHE_AIR<br />
HAS_ANY_CANNOT_BREATHE_WATER<br />
HAS_ANY_CAN_SWIM<br />
HAS_ANY_CARNIVORE<br />
HAS_ANY_COMMON_DOMESTIC<br />
HAS_ANY_CURIOUS_BEAST<br />
HAS_ANY_DEMON<br />
HAS_ANY_FEATURE_BEAST<br />
HAS_ANY_FLIER<br />
HAS_ANY_FLY_RACE_GAIT<br />
HAS_ANY_GRASP<br />
HAS_ANY_GRAZER<br />
HAS_ANY_HAS_BLOOD<br />
HAS_ANY_IMMOBILE<br />
HAS_ANY_INTELLIGENT_LEARNS<br />
HAS_ANY_INTELLIGENT_SPEAKS<br />
HAS_ANY_LARGE_PREDATOR<br />
HAS_ANY_LOCAL_POPS_CONTROLLABLE<br />
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES<br />
HAS_ANY_MEGABEAST<br />
HAS_ANY_MISCHIEVIOUS<br />
HAS_ANY_NATURAL_ANIMAL<br />
HAS_ANY_NIGHT_CREATURE<br />
HAS_ANY_NIGHT_CREATURE_BOGEYMAN<br />
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER<br />
HAS_ANY_NIGHT_CREATURE_HUNTER<br />
HAS_ANY_NIGHT_CREATURE_NIGHTMARE<br />
HAS_ANY_NOT_FIREIMMUNE<br />
HAS_ANY_NOT_FLIER<br />
HAS_ANY_NOT_LIVING<br />
HAS_ANY_OUTSIDER_CONTROLLABLE<br />
HAS_ANY_POWER<br />
HAS_ANY_RACE_GAIT<br />
HAS_ANY_SEMIMEGABEAST<br />
HAS_ANY_SLOW_LEARNER<br />
HAS_ANY_SUPERNATURAL<br />
HAS_ANY_TITAN<br />
HAS_ANY_UNIQUE_DEMON<br />
HAS_ANY_UTTERANCES<br />
HAS_ANY_VERMIN_HATEABLE<br />
HAS_ANY_VERMIN_MICRO<br />
HAS_FEMALE<br />
HAS_MALE<br />
LARGE_ROAMING<br />
LOOSE_CLUSTERS<br />
MATES_TO_BREED<br />
MUNDANE<br />
OCCURS_AS_ENTITY_RACE<br />
SAVAGE<br />
SMALL_RACE - applies to any vermin creature<br />
TWO_GENDERS<br />
UBIQUITOUS<br />
VERMIN_EATER<br />
VERMIN_FISH<br />
VERMIN_GROUNDER<br />
VERMIN_ROTTER<br />
VERMIN_SOIL<br />
VERMIN_SOIL_COLONY<br />
}}<br />
<br />
{{gamedata|title=Caste Flags|<br />
ADOPTS_OWNER<br />
ALCOHOL_DEPENDENT<br />
ALL_ACTIVE<br />
AMBUSHPREDATOR<br />
AQUATIC_UNDERSWIM<br />
ARENA_RESTRICTED<br />
AT_PEACE_WITH_WILDLIFE<br />
BENIGN<br />
BLOODSUCKER<br />
BONECARN<br />
CANNOT_BREATHE_AIR<br />
CANNOT_CLIMB<br />
CANNOT_JUMP<br />
CANOPENDOORS<br />
CAN_BREATHE_WATER<br />
CAN_LEARN / INTELLIGENT_LEARNS<br />
CAN_SPEAK / INTELLIGENT_SPEAKS<br />
CAN_SWIM<br />
CAN_SWIM_INNATE<br />
CARNIVORE<br />
CAVE_ADAPT<br />
COLONY_EXTERNAL<br />
COMMON_DOMESTIC<br />
CONVERTED_SPOUSE<br />
COOKABLE_LIVE<br />
CRAZED<br />
CREPUSCULAR<br />
CURIOUS_BEAST<br />
CURIOUS_BEAST_EATER<br />
CURIOUS_BEAST_GUZZLER<br />
CURIOUS_BEAST_ITEM<br />
DEMON<br />
DIE_WHEN_VERMIN_BITE<br />
DIURNAL<br />
DIVE_HUNTS_VERMIN<br />
EQUIPS<br />
EXTRAVISION<br />
FEATURE_ATTACK_GROUP<br />
FEATURE_BEAST<br />
FIREIMMUNE<br />
FIREIMMUNE_SUPER<br />
FISHITEM<br />
FLEEQUICK<br />
FLIER<br />
GELDABLE<br />
GETS_INFECTIONS_FROM_ROT<br />
GETS_WOUND_INFECTIONS<br />
GNAWER<br />
GRAZER<br />
HASSHELL<br />
HAS_BABYSTATE<br />
HAS_BLOOD<br />
HAS_CHILDSTATE<br />
HAS_COLOR<br />
HAS_FLY_RACE_GAIT<br />
HAS_GLOW_COLOR<br />
HAS_GLOW_TILE<br />
HAS_GRASP<br />
HAS_NERVES<br />
HAS_PUS<br />
HAS_RACE_GAIT<br />
HAS_ROTTABLE<br />
HAS_SECRETION<br />
HAS_SOLDIER_TILE<br />
HAS_SOUND_ALERT<br />
HAS_SOUND_PEACEFUL_INTERMITTENT<br />
HAS_TILE<br />
HUNTS_VERMIN<br />
IMMOBILE<br />
IMMOBILE_LAND<br />
IMMOLATE<br />
ITEMCORPSE<br />
LAIR_HUNTER<br />
LARGE_PREDATOR<br />
LAYS_EGGS<br />
LAYS_UNUSUAL_EGGS<br />
LIGAMENTS<br />
LIGHT_GEN<br />
LISP<br />
LOCAL_POPS_CONTROLLABLE<br />
LOCAL_POPS_PRODUCE_HEROES<br />
LOCKPICKER<br />
MAGICAL<br />
MAGMA_VISION<br />
MANNERISM_BREATH<br />
MANNERISM_EYELIDS<br />
MANNERISM_LAUGH<br />
MANNERISM_POSTURE<br />
MANNERISM_SIT<br />
MANNERISM_SMILE<br />
MANNERISM_STRETCH<br />
MANNERISM_WALK<br />
MATUTINAL<br />
MEANDERER<br />
MEGABEAST<br />
MILKABLE<br />
MISCHIEVIOUS<br />
MOUNT<br />
MOUNT_EXOTIC<br />
MULTIPART_FULL_VISION<br />
MULTIPLE_LITTER_RARE<br />
NATURAL_ANIMAL<br />
NIGHT_CREATURE<br />
NIGHT_CREATURE_BOGEYMAN<br />
NIGHT_CREATURE_EXPERIMENTER<br />
NIGHT_CREATURE_HUNTER<br />
NIGHT_CREATURE_NIGHTMARE<br />
NOBONES<br />
NOBREATHE<br />
NOCTURNAL<br />
NOEMOTION<br />
NOEXERT<br />
NOFEAR<br />
NOMEAT<br />
NONAUSEA<br />
NOPAIN<br />
NOSKIN<br />
NOSKULL<br />
NOSMELLYROT<br />
NOSTUCKINS<br />
NOSTUN<br />
NOTHOUGHT<br />
NOT_BUTCHERABLE<br />
NOT_LIVING<br />
NO_AUTUMN<br />
NO_CONNECTIONS_FOR_MOVEMENT<br />
NO_DIZZINESS<br />
NO_DRINK<br />
NO_EAT<br />
NO_FEVERS<br />
NO_PHYS_ATT_GAIN<br />
NO_PHYS_ATT_RUST<br />
NO_SLEEP<br />
NO_SPRING<br />
NO_SUMMER<br />
NO_THOUGHT_CENTER_FOR_MOVEMENT<br />
NO_UNIT_TYPE_COLOR<br />
NO_VEGETATION_PERTURB<br />
NO_WINTER<br />
OPPOSED_TO_LIFE<br />
OUTSIDER_CONTROLLABLE<br />
PACK_ANIMAL<br />
PARALYZEIMMUNE<br />
PATTERNFLIER<br />
PEARL<br />
PET<br />
PET_EXOTIC<br />
POWER<br />
REMAINS_ON_VERMIN_BITE_DEATH<br />
REMAINS_UNDETERMINED<br />
RETURNS_VERMIN_KILLS_TO_OWNER<br />
SEMIMEGABEAST<br />
SLOW_LEARNER<br />
SPOUSE_CONVERSION_TARGET<br />
SPOUSE_CONVERTER<br />
SPREAD_EVIL_SPHERES_IF_RULER<br />
STANCE_CLIMBER<br />
STRANGE_MOODS<br />
SUPERNATURAL<br />
TENDONS<br />
THICKWEB<br />
TITAN<br />
TRAINABLE_HUNTING<br />
TRAINABLE_WAR<br />
TRANCES<br />
TRAPAVOID<br />
UNIQUE_DEMON<br />
UTTERANCES<br />
VEGETATION<br />
VERMIN_GOBBLER<br />
VERMIN_HATEABLE<br />
VERMIN_MICRO<br />
VERMIN_NOFISH<br />
VERMIN_NOROAM<br />
VERMIN_NOTRAP<br />
VESPERTINE<br />
WAGON_PULLER<br />
WEBBER<br />
WEBIMMUNE<br />
}}<br />
<br />
==See Also==<br />
* [[Syndrome]]<br />
* [[Interaction examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Interaction token]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Map_legend&diff=298334Map legend2024-03-05T14:50:07Z<p>Voliol: /* Site key (graphics) */ Rule T</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
''Dwarf Fortress'' uses [[tileset]]s and [[Graphics|sprite graphics]] to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map.<br />
<br />
== Tile colors ==<br />
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is "good" aligned. Purple, gray, brown, and red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]].<br />
<br />
In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) compared to the graphics of the premium version of the game. With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. Some graphics are displayed the same, regardless of what type of biome or moral surroundings they are part of.<br />
<br />
== Biome/Region key ==<br />
Tiles are listed by alignment, with normal tiles first, then good-aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.<br />
<br />
=== Hills and mountains/Plains ===<br />
Yellow hills or plains indicate dry vegetation.<br />
<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
! Evil snow/ice<br />
|-<br />
| [[Grassland]]<br />
| {{Biome|.|ⁿ|2:1}} {{Biome|.|ⁿ|6:1}}<br />
| {{Biome|.|ⁿ|7:1}}<br />
| {{Biome|.|ⁿ|3:0|3:1}}<br />
| {{Biome|.|ⁿ|5:0|5:1}} {{Biome|.|ⁿ|0:1|4:0}}<br />
| {{Biome|.|ⁿ|7:0}}<br />
|-<br />
| [[Savanna]]<br />
| {{Biome|"|ⁿ|2:1}} {{Biome|"|ⁿ|6:1}}<br />
| {{Biome|"|ⁿ|7:1}}<br />
| {{Biome|"|ⁿ|3:0|3:1}}<br />
| {{Biome|"|ⁿ|5:0|5:1}} {{Biome|"|ⁿ|0:1|4:0}}<br />
| {{Biome|"|ⁿ|7:0}}<br />
|-<br />
| [[Shrubland]]<br />
| {{Biome|"|τ|2:1}} {{Biome|"|τ|6:1}}<br />
| {{Biome|"|τ|7:1}}<br />
| {{Biome|"|τ|3:0|3:1}}<br />
| {{Biome|"|τ|5:0|5:1}} {{Biome|"|τ|0:1|4:0}}<br />
| {{Biome|"|τ|7:0}}<br />
|}<br />
<br />
==== Graphics ====<br />
<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| [[Grassland]]<br />
| style="text-align:center;" | [[File:grassland_temp.png]]<br />
| style="text-align:center;" | [[File:grassland_temp_good.png]]<br />
| style="text-align:center;" | [[File:grassland_temp_goodsav.png]]<br />
| style="text-align:center;" | [[File:grassland_temp_evil.png]]<br />
| style="text-align:center;" | [[File:grassland_temp_evilsav.png]]<br />
|-<br />
| Grassland Tropical<br />
| style="text-align:center;" | [[File:grassland_trop.png]]<br />
| style="text-align:center;" | [[File:grassland_trop_good.png]]<br />
| style="text-align:center;" | [[File:grassland_trop_goodsav.png]]<br />
| style="text-align:center;" | [[File:grassland_trop_evil.png]]<br />
| style="text-align:center;" | [[File:grassland_trop_evilsav.png]]<br />
|-<br />
| [[Shrubland]]<br />
| style="text-align:center;" | [[File:shrubland.png]]<br />
| style="text-align:center;" | [[File:shrubland_good.png]]<br />
| style="text-align:center;" | [[File:shrubland_goodsav.png]]<br />
| style="text-align:center;" | [[File:shrubland_evil.png]]<br />
| style="text-align:center;" | [[File:shrubland_evilsav.png]]<br />
|}<br />
<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
! Evil snow/ice<br />
|-<br />
| [[Hills]]<br />
| {{Biome|n|∩|2:1}} {{Biome|n|∩|6:1}}<br />
| {{Biome|n|∩|7:1}}<br />
| {{Biome|n|∩|3:0|3:1}}<br />
| {{Biome|n|∩|5:0|5:1}} {{Biome|n|∩|0:1|4:0}}<br />
| {{Biome|n|∩|7:0}}<br />
|-<br />
| Low [[mountain]]s<br />
| {{Biome|⌂|⌂|7:0}}<br />
| {{Biome|⌂|⌂|7:1}}<br />
| {{Biome|⌂|⌂|6:1|6:1}}<br />
| {{Biome|⌂|⌂|5:0|5:1}}<br />
|<br />
|-<br />
| Medium mountains<br />
| {{Biome|▲|▲|0:1}}<br />
| {{Biome|▲|▲|7:1}}<br />
| {{Biome|▲|▲|6:1}}<br />
| {{Biome|▲|▲|5:0|5:1}}<br />
|<br />
|-<br />
| High mountains<br />
| {{Biome|▲|▲|7:0}}<br />
| {{Biome|▲|▲|3:1}}<br />
| {{Biome|▲|▲|6:1}}<br />
| {{Biome|▲|▲|5:0|5:1}}<br />
|<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Grassland<br />
| style="text-align:center;" | [[File:hills_neutral.png]]<br />
| style="text-align:center;" | [[File:hills_good.png]]<br />
| style="text-align:center;" | [[File:hills_goodsav.png]]<br />
| style="text-align:center;" | [[File:hills_evil.png]]<br />
| style="text-align:center;" | [[File:hills_evilsav.png]]<br />
|-<br />
| Low mountains<br />
| style="text-align:center;" | [[File:mountain_low_neutral.png]]<br />
| style="text-align:center;" | [[File:mountain_low_good.png]]<br />
| style="text-align:center;" | [[File:mountain_low_goodsav.png]]<br />
| style="text-align:center;" | [[File:mountain_low_evil.png]]<br />
| style="text-align:center;" | [[File:mountain_low_evilsav.png]]<br />
|-<br />
| Medium mountains<br />
| style="text-align:center;" | [[File:mountain_mid_neutral.png]]<br />
| style="text-align:center;" | [[File:mountain_mid_good.png]]<br />
| style="text-align:center;" | [[File:mountain_mid_goodsav.png]]<br />
| style="text-align:center;" | [[File:mountain_mid_evil.png]]<br />
| style="text-align:center;" | [[File:mountain_mid_evilsav.png]]<br />
|-<br />
| High mountains<br />
| style="text-align:center;" | [[File:mountain_high_neutral.png]]<br />
| style="text-align:center;" | [[File:mountain_high_good.png]]<br />
| style="text-align:center;" | [[File:mountain_high_goodsav.png]]<br />
| style="text-align:center;" | [[File:mountain_high_evil.png]]<br />
| style="text-align:center;" | [[File:mountain_high_evilsav.png]]<br />
|-<br />
| Peak mountains<br />
| style="text-align:center;" | [[File:mountain_peak_neutral.png]]<br />
| style="text-align:center;" | [[File:mountain_peak_good.png]]<br />
| style="text-align:center;" | [[File:mountain_peak_goodsav.png]]<br />
| style="text-align:center;" | [[File:mountain_peak_evil.png]]<br />
| style="text-align:center;" | [[File:mountain_peak_evilsav.png]]<br />
|}<br />
<br />
=== Forests ===<br />
In normal [[forest]]s, the color changes with the seasons.<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
! Evil snow/ice<br />
|-<br />
| Temperate broadleaf forest<br />
| {{Biome|♠|♣|7:1|5:1|altc}} {{Biome|♠|♣|2:0}} {{Biome|♠|♣|6:1|4:1|altc}} {{Biome|╞|╞|6:0}}<br />
| {{Biome|♠|♣|7:1}} {{Biome|╞|╞|7:1}}<br />
| {{Biome|♠|♣|2:0|7:1|altc}}<br />
| {{Biome|♠|♣|5:0|5:1}} {{Biome|♠|┤|0:1|4:0}}<br />
| {{Biome|♠|♣|7:0}} {{Biome|♠|┤|7:0}}<br />
|-<br />
| Tropical broadleaf forest<br />
| {{Biome|Γ|♠|2:0}}<br />
|<br />
| {{Biome|Γ|♣|2:0|7:1|altc}}<br />
| {{Biome|Γ|♠|5:0|5:1}} {{Biome|Γ|┤|0:1|4:0}}<br />
|<br />
|-<br />
| Coniferous forest<br />
| {{Biome|↑|↨|2:0}}<br />
| {{Biome|↑|↨|7:1}}<br />
| {{Biome|↑|♣|2:0|7:1|altc}}<br />
| {{Biome|↑|↨|5:0|5:1}} {{Biome|↑|┤|0:1|4:0}}<br />
| {{Biome|↑|↨|7:0}} {{Biome|↑|┤|7:0}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Temperate broadleaf forest<br />
| style="text-align:center;" | [[File:broadleaf_temp_neutral.png]]<br />
| style="text-align:center;" | [[File:broadleaf_temp_good.png]]<br />
| style="text-align:center;" | [[File:broadleaf_temp_goodsav.png]]<br />
| style="text-align:center;" | [[File:broadleaf_temp_evil.png]]<br />
| style="text-align:center;" | [[File:broadleaf_temp_evilsav.png]]<br />
|-<br />
| Tropical broadleaf forest<br />
| style="text-align:center;" | [[File:broadleaf_trop_neutral.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_good.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_goodsav.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_evil.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_evilsav.png]]<br />
|-<br />
| Tropical broadleaf forest (dry)<br />
| style="text-align:center;" | [[File:broadleaf_trop_dry_neutral.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_dry_good.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_dry_goodsav.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_dry_evil.png]]<br />
| style="text-align:center;" | [[File:broadleaf_trop_dry_evilsav.png]]<br />
|-<br />
| Temperate coniferous forest<br />
| style="text-align:center;" | [[File:conifer_temp_neutral.png]]<br />
| style="text-align:center;" | [[File:conifer_temp_good.png]]<br />
| style="text-align:center;" | [[File:conifer_temp_goodsav.png]]<br />
| style="text-align:center;" | [[File:conifer_temp_evil.png]]<br />
| style="text-align:center;" | [[File:conifer_temp_evilsav.png]]<br />
|-<br />
| Tropical coniferous forest<br />
| style="text-align:center;" | [[File:conifer_trop_neutral.png]]<br />
| style="text-align:center;" | [[File:conifer_trop_good.png]]<br />
| style="text-align:center;" | [[File:conifer_trop_goodsav.png]]<br />
| style="text-align:center;" | [[File:conifer_trop_evil.png]]<br />
| style="text-align:center;" | [[File:conifer_trop_evilsav.png]]<br />
|-<br />
| Taiga forest<br />
| style="text-align:center;" | [[File:taiga_neutral.png]]<br />
| style="text-align:center;" | [[File:taiga_good.png]]<br />
| style="text-align:center;" | [[File:taiga_goodsav.png]]<br />
| style="text-align:center;" | [[File:taiga_evil.png]]<br />
| style="text-align:center;" | [[File:taiga_evilsav.png]]<br />
|}<br />
<br />
=== Deserts ===<br />
In normal sand [[desert]]s, the color depends on the type of [[sand]].<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
! Evil snow/ice<br />
|-<br />
| Sand desert<br />
| {{Biome|~|≈|6:1}} {{Biome|~|≈|0:1}} {{Biome|~|≈|4:1}} {{Biome|~|≈|7:1}}<br />
| {{Biome|~|≈|7:1}}<br />
| {{Biome|~|≈|3:0}}<br />
| {{Biome|~|≈|5:0|5:1}}<br />
| {{Biome|~|≈|7:0}}<br />
|-<br />
| Rocky wasteland<br />
| {{Biome|,|´|7:0|6:0|altc}} {{Biome|n|∩|7:0|6:0|altc}}<br />
| {{Biome|,|´|7:1}} {{Biome|n|∩|7:1}}<br />
| {{Biome|,|´|3:0|3:1}} {{Biome|n|∩|3:0|3:1}}<br />
| {{Biome|,|´|0:1|4:0}} {{Biome|n|∩|0:1|4:0}}<br />
| {{Biome|,|´|7:0}} {{Biome|n|∩|7:0}}<br />
|-<br />
| Badlands<br />
| {{Biome|V|√|6:0}}<br />
| {{Biome|V|√|7:1}}<br />
| {{Biome|V|√|3:0|3:1}}<br />
| {{Biome|V|√|0:1|4:0}}<br />
| {{Biome|V|√|7:0}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Desert <br />
| style="text-align:center;" | [[File:desert_neutral.png]] [[File:yellow_sand_world.png]] [[File:black_sand_world.png]] [[File:red_sand_world.png]] [[File:white_sand_world.png]] <br />
| style="text-align:center;" | [[File:desert_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:desert_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:desert_evil_evilsav.png]]<br />
| style="text-align:center;" | [[File:desert_evil_evilsav.png]]<br />
|-<br />
| Rocky hills<br />
| style="text-align:;" | [[File:rocky_hills_neutral.png]]<br />
| style="text-align:center;" | [[File:rocky_hills_good.png]]<br />
| style="text-align:center;" | [[File:rocky_hills_goodsav.png]]<br />
| style="text-align:center;" | [[File:rocky_hills_evil.png]]<br />
| style="text-align:center;" | [[File:rocky_hills_evilsav.png]]<br />
|-<br />
| Rocky plains<br />
| style="text-align:;" | [[File:rocky_plains_neutral.png]]<br />
| style="text-align:center;" | [[File:rocky_plains_good.png]]<br />
| style="text-align:center;" | [[File:rocky_plains_goodsav.png]]<br />
| style="text-align:center;" | [[File:rocky_plains_evil.png]]<br />
| style="text-align:center;" | [[File:rocky_plains_evilsav.png]]<br />
|-<br />
| Badlands<br />
| style="text-align:;" | [[File:badlands_neutral.png]]<br />
| style="text-align:center;" | [[File:badlands_good.png]]<br />
| style="text-align:center;" | [[File:badlands_goodsav.png]]<br />
| style="text-align:center;" | [[File:badlands_evil.png]]<br />
| style="text-align:center;" | [[File:badlands_evilsav.png]]<br />
|-<br />
| Beach<br />
| style="text-align:;" | [[File:beach_neutral.png]]<br />
| style="text-align:center;" | [[File:beach_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:beach_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:beach_evil_evilsav.png]]<br />
| style="text-align:center;" | [[File:beach_evil_evilsav.png]]<br />
|}<br />
<br />
=== Wetlands ===<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
! Evil snow/ice<br />
|-<br />
| [[Swamp]]<br />
| {{Biome|"|⌠|2:0}}<br />
| {{Biome|"|⌠|7:1}}<br />
| {{Biome|"|⌠|1:0|1:1}}<br />
| {{Biome|"|⌠|5:0|5:1}} {{Biome|"|⌠|0:1|4:0}}<br />
| {{Biome|"|⌠|7:0}}<br />
|-<br />
| [[Marsh]]<br />
| {{Biome|"|ⁿ|2:0}}<br />
| {{Biome|"|ⁿ|7:1}}<br />
| {{Biome|"|ⁿ|1:0|1:1}}<br />
| {{Biome|"|ⁿ|5:0|5:1}} {{Biome|"|ⁿ|0:1|4:0}}<br />
| {{Biome|"|ⁿ|7:0}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Swamp<br />
| style="text-align:center;" | [[File:swamp_neutral.png]]<br />
| style="text-align:center;" | [[File:swamp_good.png]]<br />
| style="text-align:center;" | [[File:swamp_goodsav.png]]<br />
| style="text-align:center;" | [[File:swamp_evil.png]]<br />
| style="text-align:center;" | [[File:swamp_evilsav.png]]<br />
|-<br />
| Marsh<br />
| style="text-align:center;" | [[File:marsh_neutral.png]]<br />
| style="text-align:center;" | [[File:marsh_good.png]]<br />
| style="text-align:center;" | [[File:marsh_goodsav.png]]<br />
| style="text-align:center;" | [[File:marsh_evil.png]]<br />
| style="text-align:center;" | [[File:marsh_evilsav.png]]<br />
|}<br />
<br />
=== Ice regions ===<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Evil<br />
|-<br />
| [[Tundra]]<br />
| {{Biome|∙|·|3:1}}<br />
| {{Biome|∙|·|3:0}}<br />
| {{Biome|∙|·|5:0|5:1}}<br />
|-<br />
| [[Glacier]]<br />
| {{Biome|▓|▒|3:1}}<br />
| {{Biome|▓|▒|3:0}}<br />
| {{Biome|▓|▒|5:0|5:1}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Tundra<br />
| style="text-align:center;" | [[File:tundra_neutral.png]]<br />
| style="text-align:center;" | [[File:tundra_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:tundra_good_goodsav.png]]<br />
| style="text-align:center;" | [[File:tundra_evil_evilsav.png]]<br />
| style="text-align:center;" | [[File:tundra_evil_evilsav.png]]<br />
|-<br />
| Glacier<br />
| style="text-align:center;" | [[File:glacier_neutral.png]]<br />
| style="text-align:center;" | [[File:glacier_good.png]]<br />
| style="text-align:center;" | [[File:glacier_goodsav.png]]<br />
| style="text-align:center;" | [[File:glacier_evil.png]]<br />
| style="text-align:center;" | [[File:glacier_evilsav.png]]<br />
|-<br />
| Frozen ocean<br />
| style="text-align:center;" | [[File:frozen_ocean_neutral.png]]<br />
| style="text-align:center;" | [[File:frozen_ocean_good.png]]<br />
| style="text-align:center;" | [[File:frozen_ocean_goodsav.png]]<br />
| style="text-align:center;" | [[File:frozen_ocean_evil.png]]<br />
| style="text-align:center;" | [[File:frozen_ocean_evilsav.png]]<br />
|}<br />
<br />
=== Bodies of water ===<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Evil<br />
|-<br />
| [[River]]<br />
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}<br />
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}<br />
| {{Raw Tile|•┬|6:0}}{{Raw Tile|┴|4:0}} {{Raw Tile|╦|6:0}}{{Raw Tile|╩◄|4:0}}<br />
|-<br />
| [[Ocean]]<br />
| {{Biome|≈|≈|1:0}} {{Biome|▒|░|3:1}}<br />
| {{Biome|≈|≈|3:1}} {{Biome|▒|░|3:1}}<br />
| {{Biome|≈|≈|6:0|4:0}} {{Biome|▒|░|6:0|4:0}}<br />
|-<br />
| [[Lake]]<br />
| {{Biome|~|~|1:1}}<br />
| {{Biome|~|~|3:1}}<br />
| {{Biome|~|~|6:0|4:0}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Brook*<br />
| style="text-align:center;" | [[File:brook_world_map.png]]<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
|-<br />
| River*<br />
| style="text-align:center;" | [[File:river_world_map.png]]<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
|-<br />
| Major river*<br />
| style="text-align:center;" | [[File:river_major_world_map.png]]<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
| style="text-align:center;" |<br />
|-<br />
| Lake<br />
| style="text-align:center;" | [[File:lake_neutral.png]]<br />
| style="text-align:center;" | [[File:lake_good.png]]<br />
| style="text-align:center;" | [[File:lake_goodsav.png]]<br />
| style="text-align:center;" | [[File:lake_evil.png]]<br />
| style="text-align:center;" | [[File:lake_evilsav.png]]<br />
|-<br />
| Ocean<br />
| style="text-align:center;" | [[File:ocean_neutral.png]]<br />
| style="text-align:center;" | [[File:ocean_good.png]]<br />
| style="text-align:center;" | [[File:ocean_goodsav.png]]<br />
| style="text-align:center;" | [[File:ocean_evil.png]]<br />
| style="text-align:center;" | [[File:ocean_evilsav.png]]<br />
|-<br />
| Deep ocean<br />
| style="text-align:center;" | [[File:ocean_deep_neutral.png]]<br />
| style="text-align:center;" | [[File:ocean_deep_good.png]]<br />
| style="text-align:center;" | [[File:ocean_deep_goodsav.png]]<br />
| style="text-align:center;" | [[File:ocean_deep_evil.png]]<br />
| style="text-align:center;" | [[File:ocean_deep_evilsav.png]]<br />
|}<br />
:<small>*Unlike ASCII mode, brooks and rivers will appear the same ingood, neutral and evil biomes.</small><br />
<br />
== Terrain feature key ==<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Terrain feature<br />
! Normal<br />
! Snow/Ice<br />
! Good<br />
! Evil<br />
|-<br />
| [[Peak]]<br />
| {{Raw Tile|^|7:0}}<br />
| {{Raw Tile|^|3:1}}<br />
| {{Raw Tile|^|6:1}}<br />
| {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}}<br />
|-<br />
| [[Volcano]]<br />
| {{Raw Tile|^|4:1}}<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Biome/Region<br />
! Normal<br />
! Good<br />
! Good<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
! Evil<br />
! Evil<br><div id="textbump" style="margin-top:-7px; font-size:12px;"><small>(Savage)</small></div><br />
|-<br />
| Volcano<br />
| style="text-align:center;" | [[File:volcano_neutral.png]]<br />
| style="text-align:center;" | [[File:volcano_good.png]]<br />
| style="text-align:center;" | [[File:volcano_goodsav.png]]<br />
| style="text-align:center;" | [[File:volcano_evil.png]]<br />
| style="text-align:center;" | [[File:volcano_evilsav.png]]<br />
|}<br />
<br />
== Construction key ==<br />
==== ASCII ====<br />
{| class="wikitable"<br />
! Construction<br />
! Normal<br />
|-<br />
| [[Road#World gen roads|Road]]<br />
| {{Raw Tile|•┬┴•|6:0}} {{Raw Tile|•┬┴•|0:1}} {{Raw Tile|•┬┴•|7:0}} {{Raw Tile|•┬┴•|7:1}}<br />
|}<br />
<br />
==== Graphics ====<br />
{| class="wikitable"<br />
! Name<br />
! Graphic<br />
|-<br />
| Tunnel<br />
| style="text-align:center;" | [[File:tunnel_world_map.png]]<br />
|-<br />
| Paved road<br />
| style="text-align:center;" | [[File:paved_road_world_map.png]]<br />
|-<br />
| Dirt road<br />
| style="text-align:center;" | [[File:dirt_road_world_map.png]]<br />
|}<br />
<br />
<!--== Tree key ==<br />
<br />
Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.<br />
<br />
Tiles can vary significantly in forests due to the variety of trees that can be generated.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Tile !! Terrain <br />
|-<br />
| {{Raw Tile|⌠|2:0}} || Swamp<br />
|-<br />
| {{Raw Tile|↑|2:0}} || Conifer Forest <br />
|-<br />
| {{Raw Tile|♠|2:0}} || Broadleaf Forest<br />
|-<br />
| {{Raw Tile|Γ|2:0}} || Tropical Forest<br />
|}--><br />
== Site key (ASCII) ==<br />
Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies.<br />
<br />
=== Dwarven sites ===<br />
{| class="wikitable"<br />
! Site<br />
! Normal<br />
! Ruins<br />
! Night creature<br />
|-<br />
| [[Mountain halls]]<br />
| {{Raw Tile|Ω|0:1}}<br />
| {{Raw Tile|μ|0:1}}<br />
| {{Raw Tile|μ|5:0}}<br />
|-<br />
| [[Hillocks]]<br />
| {{Raw Tile|Ω|7:0}}<br />
| {{Raw Tile|μ|7:0}}<br />
| {{Raw Tile|μ|5:0}}<br />
|-<br />
| [[Fortress]]<br />
| {{Raw Tile|Ω|7:1}}<br />
| {{Raw Tile|μ|7:1}}<br />
| {{Raw Tile|μ|5:1}}<br />
|}<br />
<br />
=== Elven sites ===<br />
<br />
Forest retreats marked as ({{Raw Tile|¶|6:1}}) are [[market town]]s.<br />
<br />
{| class="wikitable"<br />
! Site<br />
! Normal<br />
! Ruins<br />
! Night creature<br />
|-<br />
| [[Forest retreat]]<br />
| {{Raw Tile|î|6:1}} {{Raw Tile|¶|6:1}}<br />
| {{Raw Tile|μ|6:1}} {{Raw Tile|₧|6:1}}<br />
| {{Raw Tile|μ|5:0}} {{Raw Tile|₧|5:0}}<br />
|}<br />
<br />
=== Goblin sites ===<br />
<br />
A light magenta dark fortress ({{Raw Tile|Π|5:1}}) indicates the presence of an [[underworld spire]].<br />
<br />
{| class="wikitable"<br />
! Site<br />
! Normal<br />
! Ruins<br />
! Night creature<br />
|-<br />
| [[Dark fortress]]<br />
| {{Raw Tile|Π|0:1}} {{Raw Tile|Π|5:1}}<br />
| {{Raw Tile|μ|0:1}} {{Raw Tile|μ|5:1}}<br />
| {{Raw Tile|μ|5:1}}<br />
|-<br />
| [[Dark pits]]<br />
| {{Raw Tile|º|5:0}}<br />
| {{Raw Tile|ª|0:1}}<br />
| {{Raw Tile|ª|5:0}}<br />
|}<br />
<br />
=== Human sites ===<br />
<br />
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).<br />
<br />
{| class="wikitable"<br />
! Site<br />
! Normal<br />
! Ruins<br />
! Night creature<br />
|-<br />
| [[Town]]<br />
| {{Raw Tile|+|7:0}} {{Raw Tile|*|7:0}} {{Raw Tile|#|7:0}} {{Raw Tile|☼|7:1}}<br />
| {{Raw Tile|μ|7:0}}<br />
| {{Raw Tile|μ|5:1}}<br />
|-<br />
| [[Hamlet]]<br />
| {{Raw Tile|&#61;|2:0}} {{Raw Tile|≡|2:0}} {{Raw Tile|æ|2:0}} {{Raw Tile|Æ|2:0}}<br />
<br />
{{Raw Tile|&#61;|3:1}} {{Raw Tile|≡|3:1}} {{Raw Tile|æ|3:1}} {{Raw Tile|Æ|3:1}}<br />
<br />
{{Raw Tile|&#61;|1:1}} {{Raw Tile|≡|1:1}} {{Raw Tile|æ|1:1}} {{Raw Tile|Æ|1:1}}<br />
<br />
{{Raw Tile|&#61;|1:0}} {{Raw Tile|≡|1:0}} {{Raw Tile|æ|1:0}} {{Raw Tile|Æ|1:0}}<br />
| style="vertical-align: text-top;" | {{Raw Tile|&#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} {{Raw Tile|Æ|6:0}}<br />
| style="vertical-align: text-top;" | {{Raw Tile|&#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}}<br />
|-<br />
| [[Castle]]<br />
| {{Raw Tile|○|7:1}}<br />
|<br />
| {{Raw Tile|○|5:1}}<br />
|}<br />
<br />
=== Other sites ===<br />
<br />
{| class="wikitable"<br />
! Site<br />
! Normal<br />
! Night creature<br />
|-<br />
| [[Camp]]<br />
| {{Raw Tile|☼|6:1}}<br />
|<br />
|-<br />
| [[Cave]]<br />
| {{Raw Tile|•|0:1}}<br />
| {{Raw Tile|•|5:0}}<br />
|-<br />
| [[Fort]]<br />
| {{Raw Tile|◙|6:0}}<br />
| {{Raw Tile|◙|5:0}}<br />
|-<br />
| [[Labyrinth]]<br />
| {{Raw Tile|#|0:7:0}}<br />
|<br />
|-<br />
| [[Lair]]<br />
| {{Raw Tile|•|0:1}} {{Raw Tile|•|2:1}}<br />
|<br />
|-<br />
| [[Monastery]]<br />
| {{Raw Tile|○|7:0}}<br />
| {{Raw Tile|○|5:0}}<br />
|-<br />
| [[Shrine]]<br />
| {{Raw Tile|Å|7:0}}<br />
|<br />
|-<br />
| [[Tomb]]<br />
| {{Raw Tile|0|0:1}}<br />
|<br />
|-<br />
| [[Tower (necromancy)|Tower]]<br />
| {{Raw Tile|I|7:0}}<br />
| {{Raw Tile|I|5:0}}<br />
|-<br />
| [[Vault]]<br />
| {{Raw Tile|■|0:1}}<br />
|<br />
|-<br />
| [[Camp#Adventurer camp|Adventurer camp]]<br />
| {{Raw Tile|☼|6:0}}<br />
|<br />
|}<br />
<br />
== Site key (graphics) ==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!|'''Tile'''<br />
!|'''Sprite'''<br />
!|'''Name'''<br />
!|'''Inhabitated by'''<br />
|-<br />
| {{Raw Tile|☼|6:0:1}} <br />
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]<br />
| [[Camp]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|•|0:0:1}} <br />
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]<br />
| [[Cave]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}<br />
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]]<br />
| [[Dark fortress]]<br />
| Goblins (and potentially a special creature)<br />
|-<br />
| {{Raw Tile|º|5:0:0}} <br />
| [[File:Icon site dark fortress 2.png]]<br />
| [[Dark pits]]<br />
| Goblins and Humans<br />
|-<br />
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}<br />
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] <br />
| [[Forest retreat]]<br />
| Elves and Dwarves<br />
|-<br />
| {{Raw Tile|Ω|7:0:1}} <br />
| [[File:Icon site mountainhome.png]]<br />
| [[Fortress]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|○|7:0:1}} <br />
| [[File:Icon site castle.png]]<br />
| [[Castle]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|○|0:6:0}} <br />
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]<br />
| [[Fort]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|<nowiki>=</nowiki>|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} <br />
| [[File:Icon site village.png]]<br />
| [[Hamlet]]<br />
| Humans and Goblins<br />
|-<br />
| {{Raw Tile|Ω|7:0:0}} <br />
| [[File:Icon site hillocks.png]]<br />
| [[Hillocks]]<br />
| Dwarves and Humans<br />
|-<br />
| {{Raw Tile|#|0:7:1}}<br />
| [[File:Icon site labyrinth.png]]<br />
| [[Labyrinth]]<br />
| Minotaur<br />
|-<br />
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} <br />
|[[File:Icon site lair burrow.png]]<br />
| [[Lair]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|○|7:0:0}} <br />
|[[File:Icon site monastery.png]]<br />
| [[Monastery]]<br />
|<br />
|-<br />
| {{Raw Tile|Ω|0:0:1}} <br />
| [[File:Icon site fortress.png]]<br />
| [[Mountain halls]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}<br />
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]<br />
| [[Ruin|Ruins]]<br />
|<br />
|-<br />
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}<br />
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]<br />
| Forest retreat ruins<br />
|<br />
|-<br />
| {{Raw Tile|Å|7:0:0}} <br />
| [[File:Icon site shrine titan.png]]<br />
| [[Shrine (megabeast)|Shrine]]<br />
| Megabeast<br />
|-<br />
| {{Raw Tile|0|0:0:1}} <br />
| [[File:Icon site tomb.png]]<br />
| [[Tomb]]<br />
| Undead<br />
|-<br />
| {{Raw Tile|I|5:0:0}} <br />
| [[File:Icon site necrotower.png]] [[File:icon_site_necrotower_2.png]]<br />
| [[Tower (necromancy)|Tower]]<br />
| Necromancer(s) and undead<br />
|-<br />
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} <br />
| [[File:Icon site city 1.png]] [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]<br />
| [[Town]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|■|0:0:1}} <br />
| [[File:Icon site vault.png]]<br />
| [[Vault]]<br />
| Special creatures<br />
|}<br />
<br />
=== Embark assistant added sites ===<br />
Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details.<br />
<br />
{| class="wikitable"<br />
! Site<br />
! Symbol<br />
|-<br />
| Camp<br />
| {{Raw Tile|C|6:1}}<br />
|-<br />
| Cave<br />
| {{Raw Tile|c|6:1}}<br />
|-<br />
| Lair<br />
| {{Raw Tile|m|6:1}} {{Raw Tile|b|6:1}} {{Raw Tile|l|6:1}}<br />
|-<br />
| Labyrinth<br />
| {{Raw Tile|L|6:1}}<br />
|-<br />
| Monument<br />
| {{Raw Tile|M|6:1}}<br />
|-<br />
| Shrine<br />
| {{Raw Tile|S|6:1}}<br />
|-<br />
| Vault<br />
| {{Raw Tile|V|6:1}}<br />
|}<br />
<br />
== Fast travel key ==<br />
<br />
{| class="wikitable"<br />
! Description<br />
! Symbol<br />
|-<br />
| Adventurer(s)<br />
| {{Raw Tile|@|7:0}}<br />
|-<br />
| Other traveling individual or group<br />
| {{Raw Tile|*|7:0}}<br />
|}<br />
<br />
{{World}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Tool&diff=298333Tool2024-03-05T14:46:48Z<p>Voliol: Rule T</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
<br />
[[File:tools_sprites_preview.png|right]]'''Tools''' are objects used for mundane purposes by civilians and [[night creature]]s. Some tools can also be used as [[weapon]]s, though it is usually much better to use, say, a [[sword]] over a carving fork. Other tools can be used by your dwarves in [[fortress mode]].<br />
<br />
You can select these tools as starting equipment, if your adventurer hails from a human civilisation.<br />
<br />
==Tools Usable as Weapons==<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Graphic<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! [[DF2012:Combat_skill#Weapon_skills|Skill Used]]<br />
|- valign="top"<br />
|rowspan="3"| Carving knife<br />
|rowspan="3"|[[File:carving_knife_sprite.png]]<br />
|rowspan="3"|150<br />
| Slash || Edge || 800 || 600 || 1.25×<br />
|rowspan="3"| Dagger<br />
|-<br />
| Stab || Edge || 4 || 800 || 1×<br />
|-<br />
| Handle strike || Blunt || 15 || (400) || 1×<br />
|- valign="top"<br />
|rowspan="3"| Boning knife<br />
|rowspan="3"|[[File:boning_knife_sprite.png]]<br />
|rowspan="3"|50<br />
| Slash || Edge || 500 || 300 || 1.25×<br />
|rowspan="3"| Dagger<br />
|-<br />
| Stab || Edge || 2 || 400 || 1×<br />
|-<br />
| Handle strike || Blunt || 10 || (200) || 1×<br />
|- valign="top"<br />
|rowspan="3"| Slicing knife<br />
|rowspan="3"|[[File:slicing_knife_sprite.png]]<br />
|rowspan="3"|150<br />
| Slash || Edge || 900 || 700 || 1.25×<br />
|rowspan="3"| Dagger<br />
|-<br />
| Stab || Edge || 3 || 900 || 1x<br />
|-<br />
| Handle strike || Blunt || 15 || (400) || 1×<br />
|- valign="top"<br />
|rowspan="3"| Meat cleaver<br />
|rowspan="3"|[[File:meat_cleaver_sprite.png]]<br />
|rowspan="3"|300<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 800 || (400) || 1.25×<br />
|-<br />
| Handle strike || Blunt || 20 || (400) || 1×<br />
|- valign="top"<br />
|rowspan="2"| Carving fork<br />
|rowspan="2"|[[File:carving_fork_sprite.png]]<br />
|rowspan="2"|150<br />
| Stab || Edge || 1 || 100 || 1×<br />
|rowspan="2"| Dagger<br />
|-<br />
| Handle strike || Blunt || 15 || 400 || 1×<br />
|- valign="top"<br />
|rowspan="3"| Stone Axe<br />
|rowspan="3"|[[File:stone_axe_sprite.png]]<br />
|rowspan="3"|400<br />
| Hack || Edge || 800 || 400 || 1.25×<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 800 || 400 || 1×<br />
|-<br />
| Helve strike || Blunt || 20 || 400 || 1×<br />
|}<br />
<br />
==Other Tools==<br />
<!-- <br />
If you add anything to the table below, please check if it's present on the tileset page, too, and add it if it's missing.<br />
--><br />
{| class="wikitable sortable" border="border"<br />
|-<br />
! Type<br />
! Tile<br />
! Graphic<br />
! Size<br />
! Material<br />
! Capacity<br />
! Base Value<br />
! Usage<br />
|-<br />
| Cauldron || style="text-align:center;" | {{Tile|ô|7:1}} || style="text-align:center;" | [[File:cauldron_sprite.png]] || 4000 || Metal 6 || 100,000 || 50 || Cooking liquids <br />
|-<br />
| Ladle || style="text-align:center;" | {{Tile|♪|7:1}} || style="text-align:center;" | [[File:ladle_sprite.png]] || 100 || Metal 1 || n/a || 10 || Liquid scoop<br />
|-<br />
| Bowl || style="text-align:center;" | {{Tile|°|7:1}} || style="text-align:center;" | [[File:bowl_sprite.png]] || 100 || Stone 1 || 3,000 || 10 || Meal container<br />
|-<br />
| Mortar || style="text-align:center;" | {{Tile|°|7:1}} || style="text-align:center;" | [[File:mortar_sprite.png]] || 100 || Stone 1 || 1,000 || 10 || Grind powder, receptacle<br />
|-<br />
| Pestle || style="text-align:center;" | {{Tile|/|7:1}} || style="text-align:center;" | [[File:pestle_sprite.png]] || 20 || Stone 1 || n/a || 10 || Grind powder, grinder<br />
|-<br />
| [[Nest box]] || style="text-align:center;" | {{Tile|◘|7:1}} || style="text-align:center;" | [[File:nest_box_sprite.png]] || 1000 || Any Hard 1 || 2,000 || 10 || Contains eggs <br />
|-<br />
| [[Jug]] || style="text-align:center;" | {{Tile|σ|7:1}} || style="text-align:center;" | [[File:jug_sprite.png]] || 300 || Any Hard 1 || 10,000 || 10 || Liquid container<br />
|-<br />
| [[Large pot]] || style="text-align:center;" | {{Tile|Φ|7:1}} || style="text-align:center;" | [[File:large_pot_sprite.png]] || 5000 || Any Hard 1 || 60,000 || 10 || Food storage<br />
|-<br />
| [[Hive]] || style="text-align:center;" | {{Tile|▬|7:1}} || style="text-align:center;" | [[File:hive.png]] || 2000 || Any Hard 1 || 5,000 || 10 || [[Beekeeping industry|Beekeeping]]<br />
|-<br />
| [[Honeycomb]] || style="text-align:center;" | {{Tile|∞|7:1}} || style="text-align:center;" | [[File:honeycomb_sprite.png]] || 1000 || n/a 1 || n/a || 10 || n/a<br />
|-<br />
| [[Container|Pouch]] || style="text-align:center;" | {{Tile|¡|7:1}} || style="text-align:center;" | [[File:pouch_sprite.png]] || 100 || Soft 1 || 1,000 || 10 || Small object storage<br />
|-<br />
| [[Minecart]] || style="text-align:center;" | {{Tile|■|0:7:1}} || style="text-align:center;" | [[File:minecart_sprite.png]] || 40,000 || Wood/Metal 6 || 500,000 || 50 || Tracked cart<br />
|-<br />
| [[Wheelbarrow]] || style="text-align:center;" | {{Tile|Ö|7:1}} || style="text-align:center;" | [[File:wheelbarrow_sprite.png]] ||30,000 || Wood/Metal 6 || 100,000 || 50 || Heavy object hauling<br />
|- <br />
| [[Stepladder]] || style="text-align:center;" |{{Tile|₧|7:1}} || style="text-align:center;" | [[File:stepladder_sprite.png]] || 40,000 || Wood/Metal 6 || n/a || 50 || Fruit collection<br />
|- <br />
| Scroll rollers || style="text-align:center;" | {{Tile|÷|7:1}} || style="text-align:center;" | [[File:scroll roller sprite.png ]] || 100 || Any Hard 1 || n/a || 10 || Roll up sheets<br />
|- <br />
| [[Book binding]] || style="text-align:center;" |{{Tile|÷|7:1}} || style="text-align:center;" | [[File:book_binding_sprite.png]] || 100 || Any Hard 1 || n/a || 10 || Protect folded sheets<br />
|- <br />
| [[Scroll]] || style="text-align:center;" |{{Tile|∞|7:1}} || style="text-align:center;" | [[File:scroll_sprite.png]] || 200 || Any Sheet 1 || n/a || 20 || Contains writing<br />
|- <br />
| [[Quire]] || style="text-align:center;" |{{Tile|≡|7:1}} || style="text-align:center;" | [[File:quire_sprite.png]] || 100 || Any Sheet 1 || n/a || 20 || Contains writing<br />
|- <br />
| [[Bookcase]] || style="text-align:center;" |{{Tile|≡|0:7:1}} || style="text-align:center;" | [[File:bookcase_sprite.png]] || 1000 || Any Hard 6 || 100,000 || 10 || Bookcase (Furniture)<br />
|- <br />
| Helve || style="text-align:center;" | {{Tile|\|7:1}} || style="text-align:center;" | [[File:helve_sprite.png]] ||250 || Branch 1 || n/a || 10 || Crafting stone axes in [[adventure mode]]<br />
|- <br />
| [[Pedestal]] || style="text-align:center;" | {{Tile|ï|7:1}} || style="text-align:center;" | [[File:pedestal_sprite.png]] || 500 || || || || <br />
|- <br />
| [[Display case]] || style="text-align:center;" | {{Tile|π|0:7:1}} || style="text-align:center;" | [[File:display_case_sprite.png]] || 1000 || || || || <br />
|- <br />
| [[Altar]] || style="text-align:center;" | {{Tile|É|7:1}} || style="text-align:center;" | [[File:altar_sprite.png]] || 500 || || || || <br />
|- <br />
| [[Die]] || style="text-align:center;" | {{Tile|◘|7:1}} || style="text-align:center;" | [[File:die_sprite.png]] || 5 || || || || <br />
|}<br />
<br />
Hard materials include stone, metal, wood, and glass.<br />Soft materials include silk, plant fibers, leather and adamantine thread.<br />Sheet materials include papyrus, paper, and parchment.<br />
<br />
A tool needs capacity of 600 per unit of [[liquid]] to contain: a jug can hold 10,000/600 = 16 units of liquid, a submerged minecart scoops 500,000/600 = 833 units of magma or water, etc.<br />
<br />
==See also==<br />
* [[Tool token]]<br />
<br />
{{Translation<br />
| dwarven = lòr<br />
| elvish = wanala<br />
| goblin = êngan<br />
| human = shem<br />
}}<br />
<br />
{{Category|Items| }}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|}}}}<br />
[[ru:Tool]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Site&diff=298332Site2024-03-05T14:44:48Z<p>Voliol: /* Site Types */ Rule T</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
[[File:Sites preview.png|right]]<br />
'''Sites''' are inhabited locations found on region tiles adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in [[Legends mode]].<br />
<br />
== Site Types ==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!|'''Tile'''<br />
!|'''Sprite'''<br />
!|'''Name'''<br />
!|'''Inhabitated by'''<br />
|-<br />
| {{Raw Tile|☼|6:0:1}} <br />
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]<br />
| [[Camp]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|•|0:0:1}} <br />
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]<br />
| [[Cave]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}<br />
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]]<br />
| [[Dark fortress]]<br />
| Goblins (and potentially a special creature)<br />
|-<br />
| {{Raw Tile|º|5:0:0}} <br />
| [[File:Icon site dark fortress 2.png]]<br />
| [[Dark pits]]<br />
| Goblins and Humans<br />
|-<br />
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}<br />
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] <br />
| [[Forest retreat]]<br />
| Elves and Dwarves<br />
|-<br />
| {{Raw Tile|Ω|7:0:1}} <br />
| [[File:Icon site mountainhome.png]]<br />
| [[Fortress]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|○|7:0:1}} <br />
| [[File:Icon site castle.png]]<br />
| [[Castle]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|○|0:6:0}} <br />
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]<br />
| [[Fort]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|<nowiki>=</nowiki>|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} <br />
| [[File:Icon site village.png]]<br />
| [[Hamlet]]<br />
| Humans and Goblins<br />
|-<br />
| {{Raw Tile|Ω|7:0:0}} <br />
| [[File:Icon site hillocks.png]]<br />
| [[Hillocks]]<br />
| Dwarves and Humans<br />
|-<br />
| {{Raw Tile|#|0:7:1}}<br />
| [[File:Icon site labyrinth.png]]<br />
| [[Labyrinth]]<br />
| Minotaur<br />
|-<br />
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} <br />
|[[File:Icon site lair burrow.png]]<br />
| [[Lair]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|○|7:0:0}} <br />
|[[File:Icon site monastery.png]]<br />
| [[Monastery]]<br />
|<br />
|-<br />
| {{Raw Tile|Ω|0:0:1}} <br />
| [[File:Icon site fortress.png]]<br />
| [[Mountain halls]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}<br />
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]<br />
| [[Ruin|Ruins]]<br />
|<br />
|-<br />
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}<br />
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]<br />
| Forest retreat ruins<br />
|<br />
|-<br />
| {{Raw Tile|Å|7:0:0}} <br />
| [[File:Icon site shrine titan.png]]<br />
| [[Shrine (megabeast)|Shrine]]<br />
| Megabeast<br />
|-<br />
| {{Raw Tile|0|0:0:1}} <br />
| [[File:Icon site tomb.png]]<br />
| [[Tomb]]<br />
| Undead<br />
|-<br />
| {{Raw Tile|I|5:0:0}} <br />
| [[File:Icon site necrotower.png]] [[File:icon_site_necrotower_2.png]]<br />
| [[Tower (necromancy)|Tower]]<br />
| Necromancer(s) and undead<br />
|-<br />
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} <br />
| [[File:Icon site city 1.png]] [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]<br />
| [[Town]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|■|0:0:1}} <br />
| [[File:Icon site vault.png]]<br />
| [[Vault]]<br />
| Special creatures<br />
|}<br />
<br />
== Detailed Description ==<br />
Sites are grouped by [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.<br />
<br />
<h3 style="background: #eaecf0;"> Human sites </h3><br />
<br />
==== Towns [[File:Icon site city 1.png]] [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]] / {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} ====<br />
:Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
==== Hamlets [[File:Icon site village.png]] / {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} ====<br />
:Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
<h3 style="background: #eaecf0;"> Dwarven sites </h3><br />
<br />
==== Dwarf fortresses [[File:Icon site mountainhome.png]] / {{Raw Tile|Ω|7:0:1}} ====<br />
:These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
==== Mountain halls [[File:Icon site fortress.png]] / {{Raw Tile|Ω|0:0:1}} ====<br />
:[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
==== Hillocks [[File:Icon site hillocks.png]] / {{Raw Tile|Ω|7:0:0}} ====<br />
:[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
<h3 style="background: #eaecf0;"> Elven sites </h3><br />
<br />
==== Forest retreats [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]] / {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====<br />
:Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
<h3 style="background: #eaecf0;"> Goblin sites </h3><br />
<br />
==== Dark fortresses [[File:Icon site dark fortress 1.png]] / {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} ====<br />
:These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].<br />
<br />
==== Dark pits [[File:Icon site dark fortress 2.png]] / {{Raw Tile|º|5:0:0}}====<br />
:These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
<h3 style="background: #eaecf0;"> Kobold sites </h3><br />
==== Caves [[File:Icon site cave.png]] / {{Raw Tile|•|0:0:1}}====<br />
:[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.<br />
<br />
<h3 style="background: #eaecf0;"> Beast and night creature sites </h3><br />
<br />
==== Necromancers' towers [[File:Icon site necrotower.png]] / {{Raw Tile|I|5:0:0}} ====<br />
:[[Necromancer]]s' towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[book]] from your [[library]]) and gain the ability to raise corpses.<br />
<br />
==== Lairs [[File:Icon site lair burrow.png]] / {{Raw Tile|•|0:0:1}}====<br />
:[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.<br />
<br />
==== [[Minotaur]]s' labyrinths [[File:Icon site labyrinth.png]] / {{Raw Tile|#|0:7:0}}====<br />
:A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.<br />
<br />
==== Shrines [[File:Icon site shrine titan.png]] / {{Raw Tile|Å|7:0:0}} ====<br />
:[[Shrine (megabeast)|Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.<br />
<br />
== Dwarf Fortresses ==<br />
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region; namely caves or previous player fortresses (Reclaim). Embarking on settlements is disabled. On embarking, the fortress becomes a site of the size and location chosen.<br />
<br />
Abandoned fortresses are displayed on the map as Ruins.<br />
<br />
{{World}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Talking&diff=298331Talking2024-03-05T14:43:27Z<p>Voliol: Rule T (though obviously this article will need to be looked over when adventure mode comes back, don't mark it as updated)</p>
<hr />
<div>{{migrated article}}<br />
{{av}}<br />
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner - while this is less entertaining, it can sometimes be useful.<br />
<br />
To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories or dancing, and is very important if you want to be a bard.<br />
<br />
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.<br />
<br />
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation. You learn the listener's name.<br />
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus. You don't learn the listiner's name, e.g. the greasy-haired human. <br />
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.<br />
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}<br />
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.<br />
* {{DFtext|Nevermind}} — This has you back out of having a conversation.<br />
<br />
The game shows the listener's attitude towards you in the upper-right corner. A good joke or compliment can ease tension, though a bad one might make things worse - try to get on their good side before asking them difficult questions. If you pester them too much, they may refuse to speak with you, saying "I must take my leave." Fortunately, deities don't seem to care if you blabber at them incessantly.<br />
<br />
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} to get to this first menu.) Your choices are as follows:<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
| style="text-align:right;width:30%;" | {{DFtext|Return to current topic (new menu)}}<br />
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up specific incident or rumor (new menu)}}<br />
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Create a performance troupe together (group naming menu)}}<br />
| If the listener is in your party as a performer, you can choose this option to create an official troupe.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a hearthperson}}<br />
| Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}}<br />
| Only appears when you are a leader. Allows the listener to become one of your guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a lieutenant}}<br />
| Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a lieutenant}}<br />
| Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}}<br />
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for your performance troupe to become performers for group}}<br />
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}<br />
| Only appears when talking to a leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.<br />
|-<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}<br />
| Only appears when talking to a bandit leader who you are under the command of - you will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier, in addition to the fame from slaying the beast.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up the journey together}}<br />
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about any troubles}}<br />
| Asks the listener what things in the world are bothering them and their people. Troubles can be personal - like the abduction of their child - which they will talk about first, or rumors they have heard and local events.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for directions (new menu)}}<br />
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about somebody (new menu)}}<br />
| Allows you to ask about a specific creature. Useful to find out if they know somebody, what their relation might be, and what they think of them.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the local ruler}}<br />
| As you might imagine, this gets you some information on who controls this particular area.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Trade or settle debts}}<br />
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about available services, drinks, rooms, etc.}}<br />
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Exchange, give, or take personal items}}<br />
| Like {{DFtext|Trade}}, only that it works with non-merchants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}<br />
| Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Investigate or interrogate (new menu)}}<br />
| Opens a menu with options to ask about the creature's master or boss and schemes or plots, using [[social skill]]s like Persuader or Intimidator.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}}<br />
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Gift a (large) pet or mount (new menu)}}<br />
| Opens a menu to pick a creature to give to the listener.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}}<br />
| This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for permission to stay a day}}<br />
| Allows you to sleep in the listener's building for the night.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the structure you are in}}<br />
| Tells you about whatever structure you are standing in, if you are standing in one.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about this site's neighbors and trade partners}}<br />
| Lets you learn what sites this site is neighboring and/or trading with.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the surrounding area}}<br />
| Choosing this will tell you about some location nearby, and why it's significant.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Express your emotions (new menu)}}<br />
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.<br />
|-<br />
| style="text-align:right;" | {{DFtext|State your values (new menu)}}<br />
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on weather}}<br />
| Small talk about the weather. Really.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on natural surroundings}}<br />
| Same as the weather, only about the nature around you.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Make a flattering remark}}<br />
| Complement them on their appearance using the Flatterer skill.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Try to calm the listener}}<br />
| Tell them to relax using the Pacifier skill.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Tell a joke}}<br />
| "Tell" them a joke using the Comedian skill. Only shows the punch line.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Accuse listener of being a night creature}} <br />
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}<br />
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. Can also potentially oust non-hostile bandits, if you aren't sure you have the right suspect. For children, you are told their age.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about listener's family}}<br />
| Discover what family the listener has, as expected.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Brag about your past violent acts}}<br />
| Causes you to brag about whatever was the last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Say goodbye}}<br />
| Ends the conversation.<br />
|}<br />
<br />
Note that you can press {{k|Esc}} to not choose anything - because the conversation is still ongoing, you have to explicitly say goodbye to end it - pressing {{k|Esc}} is useful if you need to double-check something before talking.<br />
<br />
{{Category|Adventurer mode}}<br />
[[ru:Talking]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Creature&diff=298330Creature2024-03-05T14:40:01Z<p>Voliol: /* Night creatures */ Rule T</p>
<hr />
<div>{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}<br />
{{av}}{{Category|Creatures}}<br />
[[File:creatures_preview2.png|right]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.<br />
<br />
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.<br />
<br />
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).<br />
<br />
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.<br />
<br />
==Spawning==<br />
[[File:creatures_many.png|thumb|right|124px|Same concept, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:<br />
*<tt>[FREQUENCY:X]</tt>: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. <br />
*<tt>[CLUSTER_NUMBER:X]</tt>: This determines ''how many'' creatures will appear at one time on a map.<br />
*<tt>[POPULATION_NUMBER:X]</tt>: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies, depending on the map.<br />
<br />
For example, [[deer]] have a <tt>[POPULATION_NUMBER:15:30]</tt>, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.<br />
<br />
==Reading the Table==<br />
{{v50_creaturecurrent table head}}<br />
|}<br />
The above columns indicate, in order:<br />
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].<br />
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.<br />
* '''Name:''' The name of the creature as it displays in-game.<br />
* '''Playable:''' If "No", the creature is not playable in any modes. "Fort" indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). "Adv" indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.<br />
* '''Hostile:''' If "Yes", then the creature will attack on sight, if "No" then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.<br />
* '''Food Source:''' If "Yes", then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.<br />
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm<sup>3</sup>, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).<br />
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].<br />
* '''Biome:''' Where the creature can be found.<br />
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].<br />
<br />
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]<br />
<br />
==Creatures==<br />
===Civilized===<br />
====Main races====<br />
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and [[hamlet]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers<sup>2</sup>}}<br />
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=[[Cave]]s|note=Skulking race}}<br />
|}<br />
:<small>1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.</small><br />
:<small>2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.</small><br />
<br />
==== Underground Tribes ====<br />
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=Variable<sup>2</sup>|value=Not tameable|biome=Underground|note=Four castes}}<br />
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}<br />
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}<br />
|}<br />
:<small>1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}</small><br />
:<small>2. Ant-men body sizes depend on their caste.</small><br />
<br />
=== Livestock and Domestic Animals ===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans. Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].<br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=<br />
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special "creature" - see [[wagon|article]]}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}<br />
|}<br />
<br />
===Beasts and Monsters===<br />
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.<br />
<br />
====Semi-Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}<br />
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}<br />
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}<br />
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}<br />
|}<br />
<br />
====Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=<br />
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}<br />
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}<br />
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}<br />
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}<br />
|}<br />
<br />
====Procedurally generated====<br />
These creatures are procedurally generated, and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders.<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}<br />
|}<br />
<br />
=== Wild Animals ===<br />
This section includes wild [[animals]] as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]], [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dreaded [[elephant]].<br />
<br />
====Above Ground====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head|class="wikitable sortable"}}<br />
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}<br />
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}<br />
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}<br />
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} <br />
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}<br />
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]. '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}<br />
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}<br />
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland, temperate savanna|note=}}<br />
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}<br />
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}<br />
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}<br />
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}<br />
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}<br />
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}<br />
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}<br />
|}<br />
<br />
====Subterranean====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}<br />
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}<br />
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}<br />
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}<br />
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}<br />
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}<br />
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}<br />
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}<br />
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}<br />
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}<br />
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}<br />
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}<br />
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}<br />
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}<br />
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}<br />
|}<br />
<br />
====Aquatic====<br />
Note: This does not include subterranean sea creatures.<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}<br />
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp, tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh, river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
|}<br />
<br />
====Agitation====<br />
Disruption of the environment of a savage biome, such as deforestation or overfishing, may cause the appearance of "agitated" animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].<br />
<br />
== Night Creatures / Other ==<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
===Night creatures===<br />
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:experiment_sprite.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv<sup>1</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities<sup>1</sup>|note= Failed or successful products of experimentation on living citizens or livestock.}}<br />
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}<br />
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}<br />
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv<sup>2</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}<br />
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv<sup>3</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=See article for more information}} <br />
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv<sup>4</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}<br />
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}<br />
|}<br />
:<small>1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.</small><br /><br />
:<small>2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].</small><br /><br />
:<small>3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.</small><br /><br />
:<small>4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.</small><br />
<br />
===Hidden Fun Stuff===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{spoiler}}<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}<br />
|}<br />
<br />
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]<br />
<br />
===Nonexistent===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
|}<br />
<br />
==Trivia==<br />
*[[File:placeholder_sprite.png|right]]If the game does not recognize a creature and/or cannot the find the sprite associate for it, the sprite will default to a blue, round, blob-like face with stubby legs.<br />
{{Translation<br />
| dwarven = mes<br />
| elvish = amu<br />
| goblin = los<br />
| human = mos<br />
}}<br />
{{Creatures}}<br />
{{Category|Creatures| }}<br />
[[ru:Creature]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Item_value&diff=298329Item value2024-03-05T14:39:13Z<p>Voliol: /* Material multipliers */ animals -> creatures</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
{{for/see|value optimization|[[Maximizing value]]}}<br />
{{for/see|cultural values|[[Personality trait]]}}<br />
{{for/see|room values|[[Zones#Quality_and_value|Zones: Quality and value]]}}<br />
<br />
[[File:value_icon.png|100px|right]]'''Item value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.<br />
<br />
The '''final value''' of an item is the '''base value''' of the form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''quality modifier''' (e.g. fine ''or'' masterful) if any, then summed with the final value of all '''[[decoration]]s'''.<br />
<br />
=Base values of items=<br />
The '''base value''' of an item is determined by the form of the item, not what it is made out of. For example, a [[wood]] [[block]] uses the '''base value''' for a block; a native gold block uses the ''same'' '''base value''', since it too is in the form of a "block". In both cases, the '''final value''' is then determined by adjusting the base value with the appropriate modifiers.<br />
<br />
==Items without quality levels==<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Base Value<br />
! Items<br />
|-<br />
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock<br />
|- style="background-color: #EEE"<br />
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract, tree branches<br />
|-<br />
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]<br />
|- style="background-color: #EEE"<br />
|3||[[Log]], [[Stone]]<br />
|-<br />
|5||[[Bar]], [[Block]], [[Leather]]<br />
|- style="background-color: #EEE"<br />
|6||[[Thread]], [[Gem]] (rough)<br />
|-<br />
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]<br />
|-<br />
|20||[[Gem]] (cut)<br />
|- style="background-color: #EEE"<br />
|Varies||live vermin, tame vermin<br />
|}<br />
<br />
==Items with quality levels==<br />
=== Misc. items ===<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Base Value<br />
! Items<br />
|-<br />
|1/50||[[Coin]]<sup>1</sup><br />
|- style="background-color: #EEE"<br />
|1||[[Die]], Orthopedic [[cast]]<br />
|-<br />
|5||[[Paper]] & [[Papyrus]] sheets<br />
|- style="background-color: #EEE"<br />
|7||[[Cloth]]<sup>2</sup><br />
|-<br />
|10||<br />
[[Animal trap]], [[Temple#Shrines|Altar]], [[Jewelry|Amulet]], [[Anvil]], [[Armor stand]], [[Backpack]], [[Barrel]], [[Bed]], [[Bin]], [[Book]], [[Bookcase]], [[Tool|Bowl]], [[Container|Box]], [[Container|Bag]], [[Jewelry|Bracelet]], [[Bucket]], [[Cabinet]], [[Cage]], [[Chain]], [[Chair]], [[Tool|Cleaver]], [[Coffin]], [[Jewelry|Crown]], [[Crutch]], [[Decoration]]<sup>3</sup>, [[Display case|Display Case]], [[Door]], [[Jewelry|Earring]], [[Figurine]], [[Flask]], [[Floodgate]], [[Tool|Fork]], [[Goblet|Goblet/mug/cup]], [[Grate]], [[Hatch cover]], [[Tool|Helve]], [[Hive]], [[Instrument]] ''(non-main components)'', [[Jug]], [[Tool|Knives]], [[Tool|Ladle]], [[Gem|Large gem]], [[Large pot]], [[Millstone]], [[Tool|Mortar]], [[Nest box]], [[Pedestal]], [[Tool|Pestle]], [[Pipe section]], [[Tool|Pouch]], [[Prepared meal]]<sup>4</sup>, [[Quiver]], [[Quern]], [[Jewelry|Ring]], [[Craft|Scepter]], [[Book|Scroll Roller]], [[Slab]], [[Tool|Stone axe]], [[Health care|Splint]], [[Table]], [[Totem]], [[Toy]], [[Weapon rack]], [[Trap component]]<br />
|- style="background-color: #EEE"<br />
|20|| [[Book|Quire/Scroll]], [[Siege engine|Siege ammo]], [[Health care|Traction bench]]<br />
|-<br />
|25||[[Window]], [[Statue]]<br />
|- style="background-color: #EEE"<br />
|30||[[Siege engine|Ballista part]], [[Siege engine|Catapult part]], [[Mechanism]]<br />
|-<br />
|50|| [[Tool|Cauldron]], [[Instrument]] ''(main part)'', [[Minecart]], [[Parchment]] sheet, [[Stepladder]], [[Wheelbarrow]]<br />
|- style="background-color: #EEE"<br />
|200||Parchment [[Book|Quire/Scroll]]<br />
|-<br />
|''variable''<sup>5</sup> ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]]<br />
|}<br />
: ''Notes'':<br />
:* 1) Coins minted at a forge are always of base quality<br />
:* 2) Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration.<br />
:* 3) "[[Decoration]]s" include "It is decorated with <material>", "It is encircled with bands of <material>", "It is adorned with hanging rings of <material>", "This object menaces with spikes of <material>", "On this object is an image of <description> in <material>", "It is studded with <metal>". Decorations of [[bolt]]s have a 1/3 base value instead.<br />
:* 4) Prepared meals always have a base value of 10, with a quality modifier. Each ingredient is calculated separately, with its own base value and "minced" quality modifier. The total value of a meal stack is the sum of the above values multiplied by the total quantity, regardless of the proportion of ingredients. A more thorough explanation and example exists at the [[Cook#Prepared_Meal_value|Cook]] page.<br />
:* 5) These items have their value based on their properties - see categories below:<br />
<br />
=== Weapons ===<br />
: The base value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10.<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Weapon values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Weapon<br />
|- style="background-color: #EEE"<br />
|3||[[Whip]]<br />
|-<br />
|7||[[Training weapon|Training sword]]<br />
|- style="background-color: #EEE"<br />
|9||[[Training weapon|Training spear]], [[War hammer]]<br />
|-<br />
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]]<br />
|- style="background-color: #EEE"<br />
|11||[[Flail]]<br />
|-<br />
|14||[[Scourge]], [[Scimitar]], [[Short sword]]<br />
|- style="background-color: #EEE"<br />
|17||[[Training weapon|Training axe]], [[Mace]]<br />
|-<br />
|18||[[Spear]]<br />
|- style="background-color: #EEE"<br />
|22||[[Pick]], [[Morningstar]]<br />
|-<br />
|27||[[Maul]]<br />
|- style="background-color: #EEE"<br />
|30||[[Long sword]]<br />
|-<br />
|34||[[Battle axe]], [[Pike]]<br />
|- style="background-color: #EEE"<br />
|38||[[Two-handed sword]]<br />
|-<br />
|50||[[Halberd]]<br />
|- style="background-color: #EEE"<br />
|54||[[Great axe]]<br />
|}<br />
<br />
==== Ammo ====<br />
: The base value of a single unit of ammo is (SIZE / 200) + 1.<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Ammo values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Ammo<br />
|- style="background-color: #EEE"<br />
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]<br />
|}<br />
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 [[bar]] of metal = stack of 25 bolts, etc.)<br />
<br />
=== Shields ===<br />
: The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.<br />
:* UPSTEP cannot be greater than 3<br />
:* BLOCKCHANCE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Shield values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Shields<br />
|- style="background-color: #EEE"<br />
| 14 || Buckler<br />
|-<br />
| 27 || Shield<br />
|}<br />
<br />
=== Headwear ===<br />
: The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.<br />
* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Helm values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Helm<br />
|- style="background-color: #EEE"<br />
| 5 || Cap, Head Veil, Face Veil, Headscarf<br />
|-<br />
| 7 || Mask, Turban<br />
|- style="background-color: #EEE"<br />
| 8 || Hood<br />
|-<br />
| 12 || Helm<br />
|}<br />
=== Armor / torso ===<br />
''(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "[[armor]]" pieces are listed here by their location.)''<br />
: The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.<br />
:* UBSTEP and LBSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Armor values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Armor<br />
|-<br />
| 8 || Cape, Vest<br />
|- style="background-color: #EEE"<br />
| 15 || Breastplate<br />
|-<br />
| 16 || Tunic<br />
|- style="background-color: #EEE"<br />
| 20 || Mail shirt<br />
|-<br />
| 21 || Leather armor<br />
|- style="background-color: #EEE"<br />
| 22 || Shirt<br />
|-<br />
| 23 || Toga<br />
|- style="background-color: #EEE"<br />
| 26 || Cloak<br />
|-<br />
| 27 || Coat<br />
|- style="background-color: #EEE"<br />
| 31 || Dress<br />
|-<br />
| 33 || Robe<br />
|}<br />
<br />
=== Legwear ===<br />
: The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1<br />
:* LBSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Pants values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Pants<br />
|- style="background-color: #EEE"<br />
| 5 || Thong<br />
|-<br />
| 8 || Loincloth<br />
|- style="background-color: #EEE"<br />
| 13 || Short skirt<br />
|-<br />
| 16 || Skirt, Braies<br />
|- style="background-color: #EEE"<br />
| 22 || Long skirt<br />
|-<br />
| 23 || Trouser, Leggings, Greaves<br />
|}<br />
<br />
<br />
<br />
=== Hand- & footwear ===<br />
: The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.<br />
:* UPSTEP cannot be greater than 3<br />
:* LAYER_SIZE and COVERAGE cannot be greater than 100<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Glove values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Gloves<br />
|- style="background-color: #EEE"<br />
| 6 || Gloves<br />
|-<br />
| 7 || Mittens<br />
|- style="background-color: #EEE"<br />
| 11* || Gauntlets<br />
|}<br />
<br />
:: {| class="collapsible collapsed" style="border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Shoe values<br />
|- style=text-align:left<br />
! style=padding-right:1em|Base Value<br />
! Shoes<br />
|- style="background-color: #EEE"<br />
| 6 || Socks<br />
|-<br />
| 8 || Shoes<br />
|- style="background-color: #EEE"<br />
| 9 || Sandals, low boots*<br />
|-<br />
| 12 || High boots*<br />
|- style="background-color: #EEE"<br />
| 15 || Chausses<br />
|}<br />
::: * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.<br />
<br />
==Material multipliers==<br />
{{Material properties}}<br />
The material multiplier for an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of, and can be further augmented using [MULTIPLY_VALUE:#]. A wood block uses the same material multiplier as a wood [[log]] or a wooden [[Box|chest]] - that is the material value for wood, which is 1.<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Stone]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Stone<br />
|- style="background-color: #EEE"<br />
|×1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]<br />
|-<br />
|×2||[[Cassiterite]], [[Garnierite]], [[Malachite]], [[Native copper]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]<br />
|- style="background-color: #EEE"<br />
|×3||[[Tetrahedrite]], [[Obsidian]]<br />
|-<br />
|×5||[[Galena]]<br />
|- style="background-color: #EEE"<br />
|×8||[[Hematite]], [[Limonite]], [[Magnetite]]<br />
|-<br />
|×10||[[Horn silver]], [[Native silver]]<br />
|- style="background-color: #EEE"<br />
|×30||[[Native gold]]<br />
|-<br />
|×40||[[Native aluminum]], [[Native platinum]]<br />
|- style="background-color: #EEE"<br />
|×250||[[Raw adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Gem]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Gem<br />
|- style="background-color: #EEE"<br />
|×2||[[Banded agate]], [[Bloodstone]], [[Blue jade]], [[Brown jasper]], [[Carnelian]], [[Chrysocolla]], [[Chrysoprase]], [[Citrine]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Gray chalcedony]], [[Lace agate]], [[Lapis lazuli]], [[Lavender jade]], [[Milk quartz]], [[Moonstone]], [[Morion]], [[Moss agate]], [[Onyx]], [[Pink jade]], [[Plume agate]], [[Prase]], [[Pyrite]], [[Rock crystal]], [[Sardonyx]], [[Sard]], [[Schorl]], [[Smoky quartz]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Tube agate]], [[Turquoise]], [[Variscite]], [[White chalcedony]], [[White jade]], [[Yellow jasper]]<br />
|-<br />
|×3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]<br />
|- style="background-color: #EEE"<br />
|×10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Clear tourmaline]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]]<br />
|-<br />
|×15||[[Fire opal]], [[Jelly opal]], [[Melanite]], [[Pink tourmaline]], [[Red tourmaline]]<br />
|- style="background-color: #EEE"<br />
|×20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Bandfire opal]], [[Black pyrope]], [[Black zircon]], [[Brown zircon]], [[Cat's eye]], [[Chrysoberyl]], [[Cinnamon grossular]], [[Claro opal]], [[Clear garnet]], [[Crystal opal]], [[Golden beryl]], [[Goshenite]], [[Green jade]], [[Green tourmaline]], [[Green zircon]], [[Harlequin opal]], [[Heliodor]], [[Honey yellow beryl]], [[Kunzite]], [[Levin opal]], [[Morganite]], [[Peridot]], [[Pinfire opal]], [[Pink garnet]], [[Precious fire opal]], [[Purple spinel]], [[Red beryl]], [[Red flash opal]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Rhodolite]], [[Rubicelle]], [[Tanzanite]], [[Topaz]], [[Topazolite]], [[Violet spessartine]], [[White opal]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]<br />
|-<br />
|×25||[[Clear zircon]], [[Indigo tourmaline]]<br />
|- style="background-color: #EEE"<br />
|×30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]<br />
|-<br />
|×40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]<br />
|- style="background-color: #EEE"<br />
|×60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Metal]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Metal<br />
|- style="background-color: #EEE"<br />
|×2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]<br />
|-<br />
|×3||[[Lay pewter]], [[Nickel silver]]<br />
|- style="background-color: #EEE"<br />
|×4||[[Trifle pewter]]<br />
|-<br />
|×5||[[Bronze]], [[Fine pewter]]<br />
|- style="background-color: #EEE"<br />
|×6||[[Billon]], [[Bismuth bronze]]<br />
|-<br />
|×7||[[Brass]]<br />
|- style="background-color: #EEE"<br />
|×8||[[Sterling silver]]<br />
|-<br />
|×10||[[Iron]], [[Pig iron]], [[Silver]]<br />
|- style="background-color: #EEE"<br />
|×11||[[Black bronze]]<br />
|-<br />
|×20||[[Electrum]]<br />
|- style="background-color: #EEE"<br />
|×23||[[Rose gold]]<br />
|-<br />
|×30||[[Gold]], [[Steel]]<br />
|- style="background-color: #EEE"<br />
|×40||[[Aluminum]], [[Platinum]]<br />
|-<br />
|×300||[[Adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Creature]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Creature<br />
|- style="background-color: #EEE"<br />
|×1||all [[creature]]s not listed below<br />
|-<br />
|×2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]], all [[giant animal|giant]] variants of the creatures in this category<br />
|- style="background-color: #EEE"<br />
|×3||[[alligator]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]], all [[giant animal|giant]] variants of the creatures in this category<br />
|-<br />
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant olm]], [[giant cave toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]<br />
|- style="background-color: #EEE"<br />
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]], all [[giant animal|giant]] variants of the creatures in this category<br />
|-<br />
|×10||[[hydra]]<br />
|- style="background-color: #EEE"<br />
|×15||[[dragon]], [[roc]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Plant]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Plant<br />
|- style="background-color: #EEE"<br />
|×1||[[hide root]], [[kobold bulb]], [[muck root]], [[prickle berry]], [[rat weed]], [[sliver barb]], [[whip vine]]<br />all [[tree]]s and plant [[seed]]s<br />
|-<br />
|×2||[[blade weed]], [[bloated tuber]], [[cave wheat]], [[chicory]], [[dimple cup]], [[fisher berry]], [[longland grass]], [[pig tail]], [[plump helmet]], [[quarry bush]], [[rope reed]], [[sweet pod]], [[strawberry]]<br />tuber beer ([[bloated tuber]] drink)<br />
|- style="background-color: #EEE"<br />
|×3||[[sun berry]]<br />whip wine ([[whip vine]] drink)<br />
|-<br />
|×5||[[valley herb]]<br />[[quarry bush]] leaf, rock nut oil ([[quarry bush]] oil), rock nut soap ([[quarry bush]] soap), sunshine ([[sun berry]] drink)<br />
|- style="background-color: #EEE"<br />
|×10||redroot dye ([[hide root]] powder)<br />
|-<br />
|×20||cave wheat flour ([[cave wheat]] powder), dimple dye ([[dimple cup]] powder), dwarven sugar ([[sweet pod]] powder), dwarven syrup ([[sweet pod]] extract), emerald dye ([[blade weed]] powder), longland flour ([[longland grass]] powder), sliver dye ([[sliver barb]] powder)<br />
|- style="background-color: #EEE"<br />
|×25||whip vine flour ([[whip vine]] powder)<br />
|-<br />
|×100||gnomeblight ([[kobold bulb]] extract), golden salve ([[valley herb]] extract)<br />
|- style="background-color: #EEE"<br />
|Note||Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ.<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Miscellaneous<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Material<br />
|- style="background-color: #EEE"<br />
|×1||[[Ash]]<br />
|-<br />
|×2||[[Amber]], [[Coral]], [[Coal]], [[Glass|Green glass]], [[Lye]]<br />
|- style="background-color: #EEE"<br />
|×3||[[Potash]], [[Earthenware]]<br />
|-<br />
|×4||[[Pearlash]], [[Stoneware]]<br />
|- style="background-color: #EEE"<br />
|×5||[[Clear glass]]<br />
|-<br />
|×10||[[Crystal glass]], [[Porcelain]], [[Salt]]<br />
|}<br />
<br />
== Quality ==<br />
Item value is further increased by applying the [[Item quality|quality]] multiplier and bonus.<br />
<br />
{|<br />
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Multiplier''' || '''Value <br>Bonus''' || <br />
|-<br />
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; || style="text-align: center;" | +0 ||<br />
|-<br />
| -Item Name- || Well-crafted || style="text-align: center;" | &times;1.1&nbsp; || style="text-align: center;" | +3 || <br />
|-<br />
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;1.2&nbsp; || style="text-align: center;" | +6 ||<br />
|-<br />
| *Item Name* || Superior quality || style="text-align: center;" | &times;4/3&nbsp; || style="text-align: center;" | +10 || <br />
|-<br />
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;1.5&nbsp; || style="text-align: center;" | +15|| <br />
|-<br />
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;2&nbsp; || style="text-align: center;" | +30 || <br />
|-<br />
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;20&nbsp; || style="text-align: center;" | +300 ||<br />
|}<br />
<br />
{{Category|Items|*}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki&diff=296909Dwarf Fortress Wiki2024-01-18T13:03:30Z<p>Voliol: /* History */</p>
<hr />
<div>The '''Dwarf Fortress Wiki''' is a [[wikipedia:gratis|free-access]], [[wikipedia:free content|free-content]] ''[[Dwarf Fortress]]'' [[wikipedia:wiki|wiki]], supported and hosted by <s>[[User:Briess|some guy called Briess]]</s> [[User:Emi|Emi]] and [[User:Lethosor|Lethosor]]. Those who have [http://dwarffortresswiki.org/index.php?title=Special:UserLogin&type=signup created an account] on the site can edit most of its articles. The Dwarf Fortress Wiki is ranked among the ten most popular ''Dwarf Fortress''-related websites<sup>a</sup>, and constitutes the [[wikipedia:Internet|Internet]]'s largest and most popular ''Dwarf Fortress'' reference<sup>b</sup>.<br />
<br />
It launched on October 29, 2007, and has [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.<br />
<br />
The hosting costs for the wiki have generously been provided by [https://www.kitfoxgames.com Kitfox Games] since November 2022.<br />
<br />
==History==<br />
===40d era===<br />
Briess launched the Dwarf Fortress Wiki on October 29, 2007.<br />
<br />
===v0.31 era===<br />
A new version of the wiki was cloned for the 2010 release. It appears that the 23a version of the wiki was retroactively created during this time.<br />
<br />
===v0.34 era===<br />
A new version of the wiki was cloned for the 2012 release.<br />
<br />
===DF2014 era===<br />
A new version of the wiki was cloned for the 2014 release. <br />
<br />
===v50 era===<br />
A new version of the wiki was cloned for the initial [[Premium]] release, in 2022. This is the most recent version.<br />
<br />
==Policies and laws==<br />
{{main|Dwarf Fortress Wiki:Community Portal}}<br />
<br />
The Dwarf Fortress wiki has its policies in the form of a list of rules. Each rule begins with one letter of the alphabet.<br />
<br />
==Governance==<br />
There are a few [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&group=sysop administrators] that keep some order.<br />
<br />
==Community==<br />
The Dwarf Fortress Wiki has [[Special:ActiveUsers|{{NUMBEROFUSERS}}]] registered editors, and [[Special:ActiveUsers|{{NUMBEROFACTIVEUSERS}}]] active editors. An editor is considered active if they make one or more edits in said month.<br />
<br />
==Operation==<br />
===Software operations and support===<br />
The operation of the Dwarf Fortress Wiki depends on [[wikipedia:MediaWiki|MediaWiki]], a custom-made, [[wikipedia:free software|free]] and [[wikipedia:open source software|open source]] [[wikipedia:wiki software|wiki software]] platform written in [[wikipedia:PHP|PHP]] and built upon the [[wikipedia:MySQL|MySQL]] database system.<br />
<br />
===Hardware operations and support===<br />
Go ask Briess.<br />
<br />
==Content licensing==<br />
{{main|Dwarf Fortress Wiki:Copyrights}}<br />
All editors publish their contributions under [[wikipedia:GNU Free Documentation License| GNU Free Documentation License]] and the [[wikipedia:MIT License|MIT License]]. This doesn't include images, which are tagged with individual licenses.<br />
<br />
The wiki contains also content from ''[[Dwarf Fortress]]'', including its game files. The copyright to such content is held by: "''Copyright (c) 2002-{{CURRENTYEAR}}. All rights are retained by Tarn Adams''"<!-- copyright information from readme.txt 2022 --><br />
<br />
==Impact==<br />
===Readership===<br />
A lot of people playing ''Dwarf Fortress'' use the Dwarf Fortress Wiki.<br />
<br />
===Sister projects===<br />
A few different wikis in other languages have popped up:<br />
* [http://www.dwarffortress.fr/wiki Le Wiki Français]<br />
* [http://wikiwiki.jp/dwarffort/ The Japanese (日本語) Wiki]<br />
* [http://www.dfwk.ru The Russian Wiki ]<br />
* [http://pl.dwarffortress.wikia.com/ The Polish Wiki]<br />
* [http://español.dwarf-fortress.info/wiki The Spanish Wiki]<br />
* [http://cdf.wikidot.com/start The Chinese Wiki (Wikidot)]<br />
* [https://dfzh.huijiwiki.com The Chinese Wiki (huiji)]<br />
<br />
==Notes==<br />
:a. Probably.<br />
:b. Almost certainly.<br />
<br />
[[Category:Community]]<br />
{{unversioned}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Material_definition_token&diff=295365Material definition token2023-09-30T16:03:42Z<p>Voliol: Rule T</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]].<br />
<br />
__TOC__<br />
{{clear}}<br />
<br />
==Material properties==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|USE_MATERIAL_TEMPLATE}}<br />
|<br />
* <template name><br />
| Imports the properties of the specified preexisting material template. <br />
<br />
|-<br />
| {{text_anchor|PREFIX}}<br />
|<br />
* <prefix> or NONE<br />
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|STONE_NAME}}<br />
|<br />
* <name><br />
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders").<br />
<br />
|-<br />
| {{text_anchor|IS_GEM}}<br />
|<br />
* <name><br />
* <plural><br />
* OVERWRITE_SOLID (optional)<br />
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.<br />
<br />
|-<br />
| {{text_anchor|TEMP_DIET_INFO}}<br />
| <br />
* <type><br />
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.<br />
<br />
|-<br />
| {{text_anchor|POWDER_DYE}}<br />
|<br />
*<[[Color#Color_tokens|color token]]><br />
| Allows the material to be used as [[dye]], and defines color of dyed items.<br />
<br />
|-<br />
| {{text_anchor|TILE}}<br />
| <br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').<br />
<br />
|-<br />
| {{text_anchor|ITEM_SYMBOL}}<br />
|<br />
*<[[Main:Character table|tile value or character]]><br />
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]<br />
<br />
|-<br />
| {{text_anchor|BUILD_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|TILE_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|background color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|BASIC_COLOR}}<br />
|<br />
*<[[Color#Color_values|foreground color]]><br />
*<[[Color#Color_values|foreground brightness]]><br />
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).<br />
<br />
|-<br />
| {{text_anchor|STATE_COLOR}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<[[Color#Color_tokens|color token]]><br />
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
| Determines the name of the material at the specified state, as displayed in-game.<br />
[STATE_NAME:ALL_SOLID:stone]<br />
<br />
|-<br />
| {{text_anchor|STATE_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<adjective><br />
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.<br />
<br />
|-<br />
| {{text_anchor|STATE_NAME_ADJ}}<br />
|<br />
*<[[Material_definition_token#Material States|material state]]><br />
*<name><br />
*<adjective><br />
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.<br />
<br />
|-<br />
| {{text_anchor|ABSORPTION}}<br />
|<br />
*<value><br />
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|TORSION_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|BENDING_YIELD}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_FRACTURE}}<br />
|<br />
*<value><br />
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}<br />
|<br />
*<value><br />
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|MAX_EDGE}}<br />
|<br />
*<value><br />
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_VALUE}}<br />
|<br />
*<value><br />
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.<br />
<br />
|-<br />
| {{text_anchor|MULTIPLY_VALUE}}<br />
|<br />
*<value><br />
| Multiplies the value of the material. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SPEC_HEAT}}<br />
|<br />
*<specific heat capacity><br />
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Temperature below which the material takes damage from cold. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material will catch fire. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material melts. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Temperature at which the material boils. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Items composed of this material will initially have this temperature. Used in conjunction with <code>[SPEC_HEAT:NONE]</code> to make material's temperature fixed at the specified value. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}<br />
|<br />
*<temperature><br />
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}<br />
|<br />
*<temperature><br />
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''<br />
<br />
|-<br />
| {{text_anchor|SOLID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_DENSITY}}<br />
|<br />
*<density><br />
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).<br />
<br />
|-<br />
| {{text_anchor|MOLAR_MASS}}<br />
|<br />
*<value><br />
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Also affects combat calculations like the densities, but only for attacks made by gases (e.g. forgotten beasts made of steam).<br />
<br />
|-<br />
| {{text_anchor|EXTRACT_STORAGE}}<br />
| * BARREL or FLASK<br />
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.<br />
<br />
|-<br />
| {{text_anchor|BUTCHER_SPECIAL}}<br />
|<br />
*<[[item token]]><br />
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.<br />
<br />
|-<br />
| {{text_anchor|MEAT_NAME}}<br />
|<br />
*<prefix><br />
*<name><br />
*<adjective><br />
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.<br />
<br />
|-<br />
| {{text_anchor|BLOCK_NAME}}<br />
|<br />
*<singular><br />
*<plural><br />
| Specifies the name of [[block]]s made from this material.<br />
<br />
|-<br />
| {{text_anchor|WAFERS}}<br />
|<br />
| The material forms "wafers" instead of "[[bar]]s".<br />
<br />
|-<br />
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}<br />
|<br />
*<reaction reference><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.<br />
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]<br />
<br />
|-<br />
| {{text_anchor|ITEM_REACTION_PRODUCT}}<br />
|<br />
*<item reference><br />
*<[[item token]]><br />
*<[[material token]]><br />
| Used with reaction raws to associate a reagent material with a complete item. The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws. The rest refers to the type of item, then its material.<br />
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]<br />
<br />
|-<br />
| {{text_anchor|REACTION_CLASS}}<br />
|<br />
*<reaction class name><br />
| Used to classify all items made of the material, so that reactions can use them as generic reagents.<br />
In default raws, the following are used:<br />
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX<br />
* CAN_GLAZE - items made from this material can be glazed.<br />
* FLUX - can be used as [[flux]] in pig iron and steel making.<br />
* GYPSUM - can be processed into [[gypsum plaster]].<br />
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].<br />
<br />
|-<br />
| {{text_anchor|METAL_ORE}}<br />
|<br />
* <inorganic material name e.g. [[lead|LEAD]]><br />
* <value><br />
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).<br />
<br />
|-<br />
| {{text_anchor|THREAD_METAL}}<br />
|<br />
* <inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]><br />
* <value><br />
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|HARDENS_WITH_WATER}}<br />
|<br />
* <[[material token]]><br />
| Allows the material to be used to make [[healthcare|casts]].<br />
<br />
|-<br />
| {{text_anchor|SOAP_LEVEL}}<br />
|<br />
*<value><br />
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.<br />
<br />
|-<br />
| {{text_anchor|SYNDROME}}<br />
|<br />
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].<br />
<br />
|-<br />
| {{text_anchor|ANTLER}}<br />
|<br />
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|FEATHER}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|SCALE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|HOOF}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CHITTIN}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|CARTILAGE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| Probably used in graphics.<br />
|<br />
<br />
|-<br />
| {{text_anchor|MEAT_CATEGORY}}<br />
| category<br />
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.<br />
|}<br />
<br />
<br />
<br />
<br />
===Material states===<br />
<br />
The following is a list of valid material states:<br />
<br />
{| {{prettytable}}<br />
|-<br />
|'''SOLID'''<br />
|-<br />
|'''LIQUID'''<br />
|-<br />
|'''GAS'''<br />
|-<br />
|'''POWDER''' (or '''SOLID_POWDER''')<br />
|-<br />
|'''PASTE''' (or '''SOLID_PASTE''')<br />
|-<br />
|'''PRESSED''' (or '''SOLID_PRESSED''')<br />
|}<br />
<br />
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
!Value<br />
!Description<br />
|-<br />
|'''ALL'''<br />
|Denotes all possible material states.<br />
|-<br />
|'''ALL_SOLID'''<br />
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.<br />
|}<br />
<br />
==Material usage tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| {{text_anchor|IMPLIES_ANIMAL_KILL}}<br />
|<br />
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_PLANT}}<br />
|<br />
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL_CREATURE}}<br />
|<br />
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)".<br />
<br />
|-<br />
| {{text_anchor|ALCOHOL}}<br />
|<br />
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|CHEESE_PLANT}}<br />
|<br />
| Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE_CREATURE}}<br />
|<br />
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)".<br />
<br />
|-<br />
| {{text_anchor|CHEESE}}<br />
|<br />
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_PLANT}}<br />
|<br />
| Classifies the material as plant powder, allowing its storage in food stockpiles under "Milled Plant".<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC_CREATURE}}<br />
|<br />
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". Unlike milled plants, such as sugar and flour, "Bone Meal" barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.<br />
<br />
|-<br />
| {{text_anchor|POWDER_MISC}}<br />
|<br />
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}<br />
|<br />
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PASTE}}<br />
|<br />
| Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}<br />
|<br />
| Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}<br />
|<br />
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_PLANT}}<br />
|<br />
| Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_CREATURE}}<br />
|<br />
| Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)".<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC_OTHER}}<br />
|<br />
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye.<br />
<br />
|-<br />
| {{text_anchor|LIQUID_MISC}}<br />
|<br />
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.<br />
<br />
|-<br />
| {{text_anchor|STRUCTURAL_PLANT_MAT}}<br />
|<br />
| Classifies the material as a plant, allowing its storage in food stockpiles under "Plants".<br />
<br />
|-<br />
| {{text_anchor|SEED_MAT}}<br />
|<br />
| Classifies the material as a plant seed, allowing its storage in food stockpiles under "Seeds".<br />
<br />
|-<br />
| {{text_anchor|BONE}}<br />
|<br />
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|WOOD}}<br />
|<br />
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.<br />
<br />
|-<br />
| {{text_anchor|THREAD_PLANT}}<br />
|<br />
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".<br />
<br />
|-<br />
| {{text_anchor|TOOTH}}<br />
|<br />
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HORN}}<br />
|<br />
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|HAIR}}<br />
|<br />
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|PEARL}}<br />
|<br />
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|SHELL}}<br />
|<br />
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.<br />
<br />
|-<br />
| {{text_anchor|LEATHER}}<br />
|<br />
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.<br />
<br />
|-<br />
| {{text_anchor|SILK}}<br />
|<br />
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".<br />
<br />
|-<br />
| {{text_anchor|SOAP}}<br />
|<br />
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}}<br />
<br />
|-<br />
| {{text_anchor|GENERATES_MIASMA}}<br />
|<br />
| Material generates miasma when it rots.<br />
<br />
|-<br />
| {{text_anchor|MEAT}}<br />
|<br />
| Classifies the material as edible meat.{{verify}}<br />
<br />
|-<br />
| {{text_anchor|ROTS}}<br />
|<br />
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.<br />
<br />
|-<br />
| {{text_anchor|NERVOUS_TISSUE}}<br />
|<br />
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]<br />
<br />
|-<br />
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").<br />
<br />
|-<br />
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "ichor".<br />
<br />
|-<br />
| {{text_anchor|GOO_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "goo".<br />
<br />
|-<br />
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "slime".<br />
<br />
|-<br />
| {{text_anchor|PUS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "pus".<br />
<br />
|-<br />
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "sweat".<br />
<br />
|-<br />
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "tears".<br />
<br />
|-<br />
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}<br />
|<br />
| Tells the game to classify contaminants of this material as being "spit".<br />
<br />
|-<br />
| {{text_anchor|EVAPORATES}}<br />
|<br />
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.<br />
<br />
|-<br />
| {{text_anchor|ENTERS_BLOOD}}<br />
|<br />
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_VERMIN}}<br />
|<br />
| Can be eaten by vermin.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_RAW}}<br />
|<br />
| Can be eaten raw.<br />
<br />
|-<br />
| {{text_anchor|EDIBLE_COOKED}}<br />
|<br />
| Can be cooked and then eaten.<br />
<br />
|-<br />
| {{text_anchor|DO_NOT_CLEAN_GLOB}}<br />
|<br />
| Prevents globs made of this material from being cleaned up and destroyed.<br />
<br />
|-<br />
| {{text_anchor|NO_STONE_STOCKPILE}}<br />
|<br />
| Prevents the material from showing up in Stone stockpile settings.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_METAL}}<br />
|<br />
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_BARRED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[bone]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SCALED}}<br />
|<br />
| Equivalent to ITEMS_HARD. Given to [[shell]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_LEATHER}}<br />
|<br />
| Equivalent to ITEMS_SOFT. Given to [[leather]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SOFT}}<br />
|<br />
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].<br />
<br />
|-<br />
| {{text_anchor|ITEMS_HARD}}<br />
|<br />
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.<br />
<br />
|-<br />
| {{text_anchor|IS_STONE}}<br />
|<br />
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.<br />
<br />
|-<br />
| {{text_anchor|UNDIGGABLE}}<br />
| <br />
| Used for a stone that cannot be dug into.<br />
<br />
|-<br />
| {{text_anchor|DISPLAY_UNGLAZED}}<br />
|<br />
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.<br />
<br />
|-<br />
| {{text_anchor|YARN}}<br />
|<br />
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".<br />
<br />
|-<br />
| {{text_anchor|STOCKPILE_THREAD_METAL}}<br />
|<br />
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".<br />
<br />
|-<br />
| {{text_anchor|IS_METAL}}<br />
|<br />
| Defines the material as being metal, allowing it to be used at forges.<br />
<br />
|-<br />
| {{text_anchor|IS_GLASS}}<br />
|<br />
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.<br />
<br />
|-<br />
| {{text_anchor|IS_CERAMIC}}<br />
|<br />
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.<br />
<br />
|-<br />
| {{text_anchor|CRYSTAL_GLASSABLE}}<br />
|<br />
| Can be used in the production of crystal glass.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON}}<br />
| <br />
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_WEAPON_RANGED}}<br />
|<br />
| Ranged weapons can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ANVIL}}<br />
|<br />
| [[Anvil]]s can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_AMMO}}<br />
|<br />
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DIGGER}}<br />
|<br />
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_ARMOR}}<br />
|<br />
| [[Armor]] can be made out of this material.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_DELICATE}}<br />
|<br />
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_SIEGE_ENGINE}}<br />
|<br />
| Siege engine parts can be made out of this material. Does not appear to work.<br />
<br />
|-<br />
| {{text_anchor|ITEMS_QUERN}}<br />
|<br />
| Querns and millstones can be made out of this material. Does not appear to work.<br />
|}<br />
<br />
==Syndrome tokens==<br />
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#C0C0C0"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|- <br />
| {{text_anchor|SYN_NAME <br />
| <br />
* text <br />
| Defines the name of the syndrome<br />
<br />
|-<br />
| {{text_anchor|SYN_INJECTED}}<br />
| <br />
| Syndrome can be contracted by injection (by a creature)<br />
<br />
|- <br />
| {{text_anchor|SYN_CONTACT}}<br />
| <br />
| Syndrome can be contracted on contact (e.g. poison dust or liquid)<br />
<br />
|- <br />
| {{text_anchor|SYN_INHALED}}<br />
| <br />
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)<br />
<br />
|-<br />
| {{text_anchor|SYN_INGESTED}}<br />
| <br />
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CLASS}}<br />
| <br />
* creature class name<br />
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CLASS}}<br />
| <br />
* creature class name<br />
| Makes the class of creatures immune to the syndrome<br />
<br />
|- <br />
| {{text_anchor|SYN_AFFECTED_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Adds a specific creature to those affected.<br />
<br />
|- <br />
| {{text_anchor|SYN_IMMUNE_CREATURE}}<br />
| <br />
* creature name<br />
* caste name or ALL<br />
| Makes the creature immune to the syndrome<br />
<br />
|- <br />
| CE_PAIN<br />CE_SWELLING<br />CE_OOZING<br />CE_BRUISING<br />CE_BLISTERS<br />CE_NUMBNESS<br />CE_PARALYSIS<br />CE_FEVER<br />CE_BLEEDING<br />CE_COUGH_BLOOD<br />CE_VOMIT_BLOOD<br />CE_NAUSEA<br />CE_UNCONSCIOUSNESS<br />CE_NECROSIS<br />CE_IMPAIR_FUNCTION<br />CE_DROWSINESS<br />CE_DIZZINESS<br />
| <br />
*SEV:<value> (severity, higher is worse)<br />
*PROB:<value(1-100)> (probability)<br />
*RESISTABLE (optional) allows resistance<br />
*SIZE_DILUTES (optional) lessens effect based on size <br />
Place affected:<br />
*LOCALIZED (optional)<br />
*VASCULAR_ONLY (optional)<br />
*MUSCULAR_ONLY (optional)<br />
*BP:BY_CATEGORY:category:tissue (optional)<br />
*BP:BY_TYPE:type:tissue (optional)<br />
*BP:BY_TOKEN:token:tissue (optional)<br />
Timeline:<br />
*Start:effect start time<br />
*Peak:effect peak time<br />
*End:effect end time<br />
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]<br />
<br />
|}<br />
<br />
==See also==<br />
* [[Inorganic material definition token]]<br />
* [[Syndrome]]<br />
* [[Hardcoded material]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Material definition token]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Talk:Main_Page&diff=294644Talk:Main Page2023-08-03T09:10:02Z<p>Voliol: /* Remove the link to Masterwork */</p>
<hr />
<div>{{Archive|<br />
# [[Talk:Main Page/archive1|Archive 1]]<br />
# [[Talk:Main Page/archive2|Archive 2]]<br />
# [[Talk:Main Page/archive3|Archive 3]]<br />
}}<br />
<br />
== How to create a new language page? ==<br />
<br />
I've just seen one dwarf requesting a Japanese page.<br />
<br />
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.<br />
<br />
I don't know where to ask about this :9<br />
<br />
== Free SSL Certificate ==<br />
<br />
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.<br />
:HTTPS is enabled now as of the June 2019 upgrades. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 22:53, 3 July 2019 (UTC)<br />
<br />
== Re: Discord ==<br />
<br />
I notice there's a Discord on this page. But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?<br />
<br />
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)<br />
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)<br />
<br />
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)<br />
<br />
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)<br />
<br />
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?<br />
<br />
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)<br />
<br />
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked. Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)<br />
<br />
== [[Multithreading]] ==<br />
<br />
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)<br />
* even perfectly implemented boost would not be significant<br />
* multithreading is not something that can be bolted on complex program<br />
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713<br />
* DF is filled with many gamebreaking bugs unfixed for many years, multithreading bugs are unusually awful to fix<br />
* author of DF has minimal experiences with multithreading<br />
* writing multithreaded code is hard<br />
* writing correct multithreaded code is awfully hard<br />
* fixing bugs in a multithreaded code is nightmare<br />
<br />
and multithreading is not going to happen, ever<br />
<br />
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713<br />
http://www.bay12forums.com/smf/index.php?topic=107833.0<br />
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf<br />
<br />
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)<br />
:I disagree with some of your talking points<br />
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup<br />
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program<br />
:* With training and experience a good developer can write and debug multithreaded code.<br />
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.<br />
:Is it worth to create a wiki page for what is essentially a one line explanation?<br />
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)<br />
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically "This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't". This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)<br />
<br />
== Re: Discord II ==<br />
<br />
Good morning.<br />
<br />
I was confiding with some friends, who had alerted me to the "Unofficial Bay 12 Discord" posted on this Wiki. Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.<br />
<br />
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:<br />
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]<br />
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.<br />
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community<br />
* This unofficial Discord will likely make it so that people steer away from the game.<br />
<br />
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.<br />
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)<br />
<br />
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well. I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)<br />
<br />
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)<br />
<br />
::The "Unofficial Bay 12 Discord" was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)<br />
<br />
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&diff=253449&oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:45, 22 June 2020 (UTC)<br />
<br />
:@Lethosor, I have emailed you the relevant images via the link you had created. The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord. In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)<br />
<br />
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.<br />
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.<br />
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.<br />
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.<br />
<br />
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more "free speech" orientation,<br />
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of<br />
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler<br />
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,<br />
and later making that channel hidden by default was another. Now, the discord is much much better to be in<br />
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor <br />
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord<br />
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems<br />
(though, as you probably know, some of them participate in #elfposting).<br />
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,<br />
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.<br />
It will be fully gone within one (1) week of now.<br />
<br />
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you<br />
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.<br />
&mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)<br />
<br />
: Thank you for replying here Lonjil. Unfortunately, I cannot trust your take on this matter for several reasons.<br />
: # One of the moderators has an anti-semitic stereotype profile picture<br />
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment. There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.<br />
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress. As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history. Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)<br />
<br />
:: Small edit / follow-up to my previous message. My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community. It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)<br />
<br />
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.<br />
<br />
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.<br />
<br />
::: "It may be best to remove the channel in entirety" this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)<br />
<br />
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more "official" place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:48, 23 June 2020 (UTC)<br />
<br />
== Put Chinese language wiki on other Languages ==<br />
Found it on Internet([http://cdf.wikidot.com/start]) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]</small><br />
<br />
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:40, 19 August 2020 (UTC)<br />
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: <code>https://dfzh.huijiwiki.com/wiki/$1</code> [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)<br />
<br />
:::Added. Prefix is "zh", for example: https://dwarffortresswiki.org/index.php?title=Main_Page&diff=266849&oldid=266730 &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 19:45, 28 November 2022 (UTC)<br />
<br />
== Villains Wiki ==<br />
<br />
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:<br><br />
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]<br><br />
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]<br />
<br />
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)<br />
<br />
== Replace Chinese Wiki with the new one on Fandom ==<br />
<br />
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)<br />
<br />
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)<br />
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)<br />
<br />
::Added. The "zh" prefix should work for links. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 19:43, 28 November 2022 (UTC)<br />
<br />
== Kitfox Discord ==<br />
<br />
<blockquote><br />
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135) . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''<br />
<br />
''2022-04-15 Ziusudra . . (8,729 bytes) (+135) . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''<br />
</blockquote><br />
<br />
Alright, I can do that.<br />
<br />
The Kitfox Games discord server has a code of law that contains the following immoralities:<br />
<br />
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases. (Not that they do that, but the fact that it's possible is concerning.)<br/><br />
:- Contains a "These rules are subject to common sense." clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of "common sense". This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.<br/><br />
:- Allows for infinite punishment.<br />
<br />
That last one could do with a bit of explaining. Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime. I think we can all agree on this. Therefore, an infinite punishment should only ever be given for an infinite crime. However, humans are not infallible. People make mistakes. And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve. This, I think we can all agree, is unnacceptable. Therefore, infinite punishment cannot every be administered ethically.<br />
<br />
I hope that this explains why I want the link to the Kitfox games discord removed.<br />
<br />
Regards,<br />
<br />
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)<br />
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.<br />
:* The "''depending on the action and our judgement''" is quite similar to the "''depending on how disruptive you were and your prior history''" found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.<br />
:* Their rules state "''Breaking these rules will result in a warning or ban''", which is not at all "''infinite punishment''", and is again quite similar to the "''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''" on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.<br />
: Your referring to their rules as "code of law" is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)<br />
::* The rules are pretty vague. Examples aren't enough. A strict, clear, unambiguous definition is necessary to prevent abuse.<br />
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.<br />
::* The explanation of bans doesn't explain how long the bans will last. Since there's nothing explicitly stating that infinite punishment won't be given, and since "ban" by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.<br />
::* I'm not sure how the term "code of law" is hyperbolic. I use the term synonymously with "set of rules".<br />
::* I can't seem to find a code of law for the forums. However, if what you said is true, then clearly we should also remove the link to the forums.<br />
::<br />
:: Regards,<br />
::<br />
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)<br />
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.<br />
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with "permanent bans", both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.<br />
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)<br />
<br />
::::I agree with Ziusudra. More broadly, I think we should keep links to "official" DF channels, and Kitfox is a DF publisher. If a potential for "infinite punishment" warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 05:34, 16 April 2022 (UTC)<br />
<br />
:::::Hello.<br />
<br />
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral. On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site. This is why I brought up my issues with an external site onto this one: because these issues also affect it.<br />
<br />
:::::It is true that by my logic, the DFwiki is operating immorally. However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor. I would think that you have the ability to change the Wiki's code of law to be more moral. You have the choice to make the wiki a better place, and I advise that you take it.<br />
<br />
:::::Regards,<br />
<br />
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)<br />
<br />
::::Hello.<br />
<br />
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me. Regardless, I thank you for clarifying which guidelines you were referring to.<br />
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language. However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.<br />
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it. Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.<br />
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power. If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe. There is, of course, a risk to this, and this should be deliberated before a decision is made.<br />
::::* I am not a troll. Why does everybody keep thinking that?<br />
<br />
::::Regards,<br />
<br />
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)<br />
<br />
== Advertisements problem ==<br />
<br />
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a "close" button, but it just tried to redirect me to another page.<br />
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]</small><br />
<br />
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 03:09, 2 June 2022 (UTC)<br />
<br />
== Kitfox Discord (again) ==<br />
<br />
Hi. I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time: the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals. These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)<br />
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves "infinite power", "punishment", "criminals", or other such hyperbole. Banning is not "punishment", it is protection of the community from those that act to harm it, nor is it "infinite power" since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)<br />
::Normalizing of horribly unethical practices is not okay. I do not think it is hyperbole to use the terms "infinite power, "punishment", and "criminals". The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law. It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent. Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.<br />
::<br />
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.<br />
::<br />
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)<br />
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)<br />
::::There's no need to be rude. But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)<br />
:::::You can't keep just keep making constant requests of "guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like" but then turn around and go "why does everyone think I'm a troll?" Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)<br />
::::::I really don't understand why people think that i'm a troll. If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)<br />
:::::::Hmmmmmmm, no. I'm gonna skip the "polite" thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)<br />
<br />
== Wiki logo ==<br />
<br />
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)<br />
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)<br />
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]<br />
<diagram><br />
¦¦¦¦¦¦ <br />
¦ ¦<br />
¦ ¦<br />
¦ ¦ ¦ ¦<br />
▒ ▒<br />
▒▒▒▒▒▒▒▒<br />
▒▒ ¦¦ ▒▒<br />
▒▒▒▒▒▒<br />
▒▒▒<br />
▒▒<br />
</diagram> --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)<br />
<br />
== steam release ==<br />
<br />
: "''We are working on a migration that will be complete in the next few days''"<br />
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)<br />
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)<br />
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 04:39, 17 December 2022 (UTC)<br />
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)<br />
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 07:15, 19 December 2022 (UTC)<br />
<br />
== wiki tasks ==<br />
<br />
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)<br />
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)<br />
<br />
== New main page gallery images ==<br />
<br />
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)<br />
:What's stopping us from just extracting the sprites? [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)<br />
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)<br />
:::Ahhh. Yeah, i suppose that half of the screenshots should be from Premium. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) <br />
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)<br />
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 03:13, 8 January 2023 (UTC)<br />
<br />
== Migration Progress ==<br />
<br />
{{User:OddballJoe/Sandbox/MigrationProgress}}<br />
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)<br />
<br />
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)<br />
<br />
== Proposal for holistic crafting/construction format changes across the wiki ==<br />
<br />
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components ("Rock boulder x1"), product output ("Rock block x4), and workshop of construction ("Stoneworker's Workshop").<br />
<br />
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items. When this information does exist, it is typically located inconsistently within the page in-line with narrative text.<br />
<br />
"Steel" on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.<br />
<br />
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.<br />
<br />
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.<br />
<br />
To get the ball rolling, parameters for some examples would be:<br />
<br />
"Rock Block"<br />
<br />
Recipe<br />
<br />
Skill used: Stonecrafter<br />
<br />
Workshop: Stoneworker's Shop<br />
<br />
Required Components: Economic or Non-economic Stone Boulder x1<br />
<br />
Resulting Product: Stone Block x4<br />
<br />
"Metworker's Shop"<br />
<br />
Recipe<br />
<br />
Required Components: Stone Boulders, Blocks, Bars x1<br />
<br />
"Bridge"<br />
<br />
Recipe<br />
<br />
Required Components: Stone Boulders, Blocks, Bars x(Variable)<br />
<br />
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]</small><br />
<br />
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:<br />
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.<br />
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)<br />
<br />
== Bad caching of main page ==<br />
<br />
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the "up-to-date" article count as 266, instead of v50.07 and 310. The html shows "Cached 20230205190127", so it's a 3-day old cached page. It also says "Cache expiry: 3600", which seems to imply hourly expiry. Maybe adding <nowiki>{{CURRENTHOUR}}</nowiki> to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)<br />
<br />
== Outdated Knockout Link ==<br />
<br />
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)<br />
<br />
== Duplicate version links ==<br />
<br />
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after "Archives", which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)<br />
<br />
== Remove the link to Masterwork ==<br />
<br />
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:<br />
# <br />
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.<br />
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.<br />
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.<br />
<br />
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)<br />
<br />
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&namespace=1000%3B1001&limit=500&days=90&enhanced=1&urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 03:43, 22 July 2023 (UTC)<br />
<br />
::Category:Game_development maybe? Fits the category of "other", isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)<br />
<br />
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical. &mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Modding&diff=294637Modding2023-07-30T09:34:39Z<p>Voliol: /* Modifying the vanilla objects */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Fine}}<br />
{{av}}<br />
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}<br />
{{Modding}}<br />
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.<br />
<br />
== Resource Overview==<br />
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. <br />
<br />
; Using Mods:<br />
* [[Mod#Installing Mods|Installing mods]]<br />
* [[Mod#Enabling Mods|Enabling mods in-game]]<br />
<br />
; Guides and references:<br />
* [[Modding guide|Modding Guide]]<br />
* [[Modding pitfalls]] for troubleshooting<br />
<br />
* [[Mod#Mod Format|Mod Format]] and [[Game folders and files]]<br />
* [[Mod#Publish on Steam Workshop|Publish on Steam Workshop]]<br />
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]<br />
* [[Character table]]<br />
<br />
; Where to get help?<br />
* This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.<br />
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord] <br />
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions] <br />
<br />
; Modding tools<br />
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].<br />
* Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like the free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]])<br />
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.<br />
<br />
=== Documentation===<br />
; [[Raw file]]s<br />
<br />
These object files, stored in <code>/data/vanilla/*/objects/</code>, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.<br />
<br />
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.<br />
<br />
; [[Graphics|Graphics Files]]:<br />
<br />
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets.<br />
<br />
; [[Reaction]]s:<br />
<br />
; [[Language token|Language]] and [[Speech file]]:<br />
<br />
; [[Audio|Sound and Music files]]:<br />
<br />
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the <code>/data/sound/</code> subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there.<br />
<br />
=== Best practice ===<br />
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.<br />
<br />
== Guide ==<br />
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.<br />
<br />
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.<br />
<br />
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.<br />
<br />
=== Token reference ===<br />
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].<br />
<br />
=== Basics of DF modding ===<br />
To make a mod, one must put a folder into the <code>/mods/</code> folder. The vast majority of modifications to the game can be done via this method. This folder should contain a file named "info.txt" and two subfolders: "graphics" (where you insert [[Graphics set repository|graphics sets]]), and "objects", which contains all the data for, generally, everything in the game that is not hardcoded.<br />
<br />
The [[info.txt]] is formatted like so:<br />
<br />
{{code|<br />
[ID:my_first_mod]<br />
[NUMERIC_VERSION:1]<br />
[DISPLAYED_VERSION:1.0.0]<br />
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]<br />
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]<br />
[AUTHOR:Your Name Here]<br />
[NAME:My First Mod]<br />
[DESCRIPTION:A cool mod I made!]<br />
}}<br />
<br />
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.<br />
<br />
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the <code>/data/vanilla</code> folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open <code>/data/vanilla/vanilla_creatures/creature_standard.txt</code>, it should look something like this:<br />
<br />
{{code|<br />
creature_standard<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:DWARF]<br />
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]<br />
[NAME:dwarf:dwarves:dwarven]<br />
[CASTE_NAME:dwarf:dwarves:dwarven]<br />
[CREATURE_TILE:1][COLOR:3:0:0]<br />
[CREATURE_SOLDIER_TILE:2]<br />
...<br />
}}<br />
<br />
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. <br />
<br />
'''In other words, to be recognized by the game, a raw file must have all of the following:'''<br />
<br />
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''<br />
# The filename on the first line of the file.<br />
# [OBJECT:type], where "type" is replaced with the relevant object type.<br />
<br />
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]]) Below that, we have the body of the entry, which determines the entry's specific properties.<br />
<br />
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.<br />
<br />
Before we continue, a few key things to remember when modding the raw files:<br />
<br />
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!<br />
* When adding files, token identifiers are all you need to include to ensure proper references are maintained. The game searches through all loaded raw files by tokens. For example, you can add a new pair of leather boots and not even have to add it to a file named item_shoes.txt, but rather your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].<br />
<br />
* When a new world is generated, the mods included are "baked in" and cannot be modified except to be updated--for this, the game checks that the mod used by the save is of a compatible NUMERIC_VERSION.<br />
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.<br />
<br />
=== Modifying the vanilla objects ===<br />
<br />
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions provided with ''Dwarf Fortress'' since v50.01.<br />
<br />
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:<br />
<br />
CREATURE, ENTITY, INTERACTION, ITEM, WORD, TRANSLATION, SYMBOL, INORGANIC, PLANT, MUSIC, REACTION, SOUND<br />
<br />
The syntax required for these functions is: '''['''<function>'''_'''<object>''':'''<specific object being affected>''']'''. For instance, [CUT_PLANT:MUSHROOM_HELMET_PLUMP] cuts the plump helmet object in the vanilla file plant_standard.txt, so the game will not use that object at all. However, [SELECT_ITEM_HELM:ITEM_HELM_HELM] does not select the helm object from the vanilla file item_helm.txt, even though that's how the object appears in that file, because there is no [SELECT_ITEM_HELM] token. Instead, the helm would be selected with [SELECT_ITEM:ITEM_HELM_HELM].<br />
<br />
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:<br />
<br />
{{code|<br />
creature_mypatch<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry<br />
[SELECT_CASTE:FEMALE]<br />
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]<br />
<br />
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature<br />
}}<br />
<br />
Or, say, add your own reaction and building to dwarves:<br />
<br />
{{code|<br />
entity_mypatch<br />
<br />
[OBJECT:ENTITY]<br />
<br />
[SELECT_ENTITY:MOUNTAIN]<br />
[PERMITTED_REACTION:MY_REACTION]<br />
[PERMITTED_BUILDING:MY_BUILDING]<br />
}}<br />
<br />
And in any of these, one can add the token [LOG_CURRENT_ENTRY] somewhere under one of the objects of the file, which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is. For instance if [LOG_CURRENT_ENTRY] were added on the next line after [CREATURE:DWARF] in your mod file, then the dwarf object would be the object detailed in the log entry.<br />
<br />
...Speaking of, let's move on to modifying and adding entities.<br />
<br />
=== Modding civilizations (entities) ===<br />
<br />
Entities - the objects that determine how civilizations work - are stored in <code>vanilla_entities/entity_default.txt</code> (though, like all other files, you may add more). They follow the same format as any other raw file:<br />
<br />
{{code|<br />
entity_default<br />
<br />
[OBJECT:ENTITY]<br />
<br />
[ENTITY:ENTITYNAME]<br />
[CREATURE:CREATURETYPE]<br />
[TRANSLATION:LANGUAGETYPE]<br />
[BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]<br />
...[OTHER TAGS]...<br />
}}<br />
<br />
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens.<br />
<br />
"[CREATURE:]" links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.<br />
<br />
"[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.<br />
<br />
"[BIOME_SUPPORT:]" defines the biomes that civs will attempt to settle in. The "FREQUENCY" value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:<br />
<br />
{{code|<br />
[BIOME_SUPPORT:ANY_FOREST:1]<br />
[BIOME_SUPPORT:SAVANNA:2]<br />
}}<br />
<br />
This would have very much the same effect as:<br />
<br />
{{code|<br />
[BIOME_SUPPORT:ANY_FOREST:5]<br />
[BIOME_SUPPORT:SAVANNA:10]<br />
}}<br />
<br />
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.<br />
<br />
You can find many details about the rest of the civilization tokens [[entity token|here]]. <br />
<br />
Besides those mentioned, some fundamental ones are the <code>[SITE_CONTROLLABLE]</code> token, which lets you control the civ in fortress mode, the <code>[OUTSIDER_CONTROLLABLE]</code> token, which allows you to play in adventure mode as an outsider, and the <code>[ALL_MAIN_POPS_CONTROLLABLE]</code> token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.<br />
<br />
If you have more than one civ with the <code>[SITE_CONTROLLABLE]</code> token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the "neighbors" display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.<br />
<br />
You can also attempt to discern the civ yourself by the names it uses - this is the realm of "symbols", collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:<br />
<br />
{{code|<br />
[SELECT_SYMBOL:WAR:NAME_WAR]<br />
[SUBSELECT_SYMBOL:WAR:VIOLENT]<br />
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]<br />
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
}}<br />
<br />
Here, we can see that dwarves will generally name their wars first after words in the "NAME_WAR" symbol group, and then, after words in the "VIOLENT" symbol group. This might, for example, result in a war being named "The War of Carnage". The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called "The Clash of Calm" or something.<br />
<br />
{{code|<br />
[SELECT_SYMBOL:ROAD:NAME_ROAD]<br />
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]<br />
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]<br />
[SELECT_SYMBOL:WALL:NAME_WALL]<br />
}}<br />
<br />
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.<br />
<br />
{{code|<br />
[SELECT_SYMBOL:REMAINING:ARTIFICE]<br />
[SELECT_SYMBOL:REMAINING:EARTH]<br />
[CULL_SYMBOL:ALL:DOMESTIC]<br />
[CULL_SYMBOL:ALL:SUBORDINATE]<br />
[CULL_SYMBOL:ALL:EVIL]<br />
[CULL_SYMBOL:ALL:UNTOWARD]<br />
[CULL_SYMBOL:ALL:FLOWERY]<br />
[CULL_SYMBOL:ALL:NEGATIVE]<br />
[CULL_SYMBOL:ALL:UGLY]<br />
[CULL_SYMBOL:ALL:NEGATOR]<br />
}}<br />
<br />
This section deals with everything else. The things that haven't already been dealt with (hence the "REMAINING") - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the "ALL") so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.<br />
<br />
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. <br />
<br />
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's "ENTITY:" identifier! This can be anything, so long as it's not already existing.<br />
<br />
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.<br />
<br />
==== Trade ====<br />
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:<br />
<br />
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.<br />
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.<br />
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON_PULLER] on creature, caste or class.<br />
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.<br />
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.<br />
<br />
=== Modding creatures ===<br />
<br />
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.<br />
<br />
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.<br />
<br />
==== Creature materials and tissues ====<br />
<br />
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[TISSUE:BRONZE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
}}<br />
<br />
At the top, we can see the "BODY:" token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.<br />
<br />
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?<br />
<br />
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (BY_CATEGORY), body part type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all body parts in every category and make them out of the tissue "BRONZE". The colossus is now made of bronze.<br />
<br />
By now you're probably thinking "Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded" and you're right. Luckily, there are two methods by which we can speed things up a lot.<br />
<br />
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.<br />
<br />
{{code|<br />
[TISSUE_TEMPLATE:BRONZE_TEMPLATE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
}}<br />
<br />
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
}}<br />
<br />
Material templates work in the same way, but refer to materials instead of tissues.<br />
<br />
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:<br />
<br />
{{code|<br />
...<br />
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
...<br />
}}<br />
<br />
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.<br />
<br />
{{code|<br />
...<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
...<br />
}}<br />
<br />
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?<br />
<br />
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:<br />
<br />
{{code|<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]<br />
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
...<br />
[BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]<br />
...<br />
}}<br />
<br />
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:<br />
<br />
{{code|<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
}}<br />
<br />
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).<br />
<br />
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
}}<br />
<br />
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.<br />
<br />
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:<br />
<br />
{{code|<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
}}<br />
<br />
We then, in our own mod, select the appropriate material:<br />
<br />
{{code|<br />
[SELECT_CREATURE:DWARF]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
...<br />
}}<br />
<br />
We don't want them burning to death, so we'll need to stop that from happening:<br />
<br />
{{code|<br />
[SELECT_CREATURE:DWARF]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
[SELECT_MATERIAL:ALL]<br />
[HEATDAM_POINT:NONE]<br />
...<br />
}}<br />
<br />
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.<br />
<br />
==== Creature castes ====<br />
<br />
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.<br />
<br />
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:<br />
<br />
{{code|<br />
...<br />
[CASTE:WORKER]<br />
[CASTE_NAME:worker ant woman:worker ant women:worker ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:10000]<br />
[CASTE:SOLDIER]<br />
[CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:1000]<br />
[CASTE:DRONE]<br />
[MALE]<br />
[CASTE_NAME:drone ant man:drone ant men:drone ant man]<br />
[POP_RATIO:5]<br />
[CASTE:QUEEN]<br />
[FEMALE]<br />
[CASTE_NAME:queen ant woman:queen ant women:queen ant woman]<br />
[POP_RATIO:1]<br />
[SELECT_CASTE:WORKER]<br />
[SELECT_ADDITIONAL_CASTE:SOLDIER]<br />
[SELECT_ADDITIONAL_CASTE:QUEEN]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[SELECT_CASTE:DRONE]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[FLIER]<br />
[SELECT_CASTE:ALL]<br />
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]<br />
[BODY_DETAIL_PLAN:CHITIN_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
...<br />
}}<br />
<br />
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.<br />
<br />
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.<br />
<br />
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.<br />
<br />
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.<br />
<br />
=== Modding items ===<br />
<br />
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token|item definition tokens]] don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.<br />
<br />
Let's look at the entry for, of course, the thong:<br />
<br />
{{code|<br />
[ITEM_PANTS:ITEM_PANTS_THONG]<br />
[NAME:thong:thongs]<br />
[LAYER:UNDER]<br />
[COVERAGE:25]<br />
[LAYER_SIZE:10]<br />
[LAYER_PERMIT:30]<br />
[MATERIAL_SIZE:1]<br />
[SOFT]<br />
[LEATHER]<br />
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]<br />
}}<br />
<br />
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.<br />
<br />
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..<br />
<br />
Weapons involve a little more detail:<br />
<br />
{{code|<br />
[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]<br />
[NAME:two-handed sword:two-handed swords]<br />
[SIZE:900]<br />
[SKILL:SWORD]<br />
[TWO_HANDED:67500]<br />
[MINIMUM_SIZE:62500]<br />
[MATERIAL_SIZE:5]<br />
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
}}<br />
<br />
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.<br />
<br />
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.<br />
<br />
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.<br />
<br />
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.<br />
<br />
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.<br />
<br />
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.<br />
<br />
=== Modding language files ===<br />
{{main|Language token}}<br />
<br />
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it is very simple.<br />
<br />
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with "language_LIZARDMAN" at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. <br />
<br />
All raw files use Code Page 437 encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the unicode question mark, which will corrupt the file. To fix this replace the file with a clean one downloaded from the distributed version of DF.<br />
<br />
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)<br />
<br />
=== Modding body parts ===<br />
<br />
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. <br />
<br />
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.<br />
<br />
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:<br />
<br />
{{code|<br />
[BODY:BODYNAME]<br />
[BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]<br />
}}<br />
<br />
The most important tokens are "CONTYPE" and "CON": CONTYPE means the body part in question is connected to a certain ''type'' of body part, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the body part's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.<br />
<br />
A list of body part tokens can be found [[body token|here]].<br />
<br />
Let's take a simple example, a head:<br />
<br />
{{code|<br />
[BODY:BASIC_HEAD]<br />
[BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]<br />
[DEFAULT_RELSIZE:300]<br />
}}<br />
<br />
It connects directly to an upper body.<br />
<br />
{{code|<br />
[BODY:2EYES]<br />
[BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]<br />
[DEFAULT_RELSIZE:5]<br />
[BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]<br />
[DEFAULT_RELSIZE:5]<br />
}}<br />
<br />
These are a pair of eyes, connecting to the head.<br />
<br />
{{code|<br />
[BODY:HUMANOID]<br />
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]<br />
[DEFAULT_RELSIZE:1000]<br />
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]<br />
[DEFAULT_RELSIZE:1000]<br />
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]<br />
[DEFAULT_RELSIZE:300]<br />
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]<br />
[DEFAULT_RELSIZE:80]<br />
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]<br />
[DEFAULT_RELSIZE:80]<br />
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]<br />
[DEFAULT_RELSIZE:500]<br />
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]<br />
[DEFAULT_RELSIZE:500]<br />
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]<br />
[DEFAULT_RELSIZE:400]<br />
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]<br />
[DEFAULT_RELSIZE:400]<br />
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]<br />
[DEFAULT_RELSIZE:120]<br />
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]<br />
[DEFAULT_RELSIZE:120]<br />
}}<br />
<br />
An entire humanoid body. The foot bone's connected to the ankle bone...<br />
<br />
"BODYGLOSS" entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via "[BODYGLOSS:CLAW_HAND]" and it'll replace all instances of "hand" with "claw" in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change "ear" and "ears" to "stalk" and "stalks", it would also change "h'''ear'''t" to "h'''stalk'''t"! For all intents and purposes the body part will still function as the proper part, though.<br />
<br />
=== Modding plants ===<br />
<br />
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].<br />
<br />
Below is the [[plump helmet]] raw description:<br />
<br />
{{code|<br />
[PLANT:MUSHROOM_HELMET_PLUMP]<br />
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PICKED_TILE:161][PICKED_COLOR:6:13:0]<br />
[GROWDUR:300][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]<br />
[STATE_NAME_ADJ:LIQUID:dwarven wine]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven wine]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:5:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:rounded tops]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:142]<br />
[DEAD_SHRUB_TILE:28]<br />
[SHRUB_COLOR:5:13:0]<br />
[DEAD_SHRUB_COLOR:5:6:0]<br />
}}<br />
<br />
Let's look at this line by line:<br><br />
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).<br />
<br />
{{code|<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
}}<br />
<br />
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.<br />
<br />
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.<br />
<br />
{{code|<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
}}<br />
<br />
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.<br />
<br />
{{code|<br />
[PICKED_TILE:161][PICKED_COLOR:6:13:0]<br />
}}<br />
<br />
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.<br><br />
[VALUE:2] Is the value of the harvested plant (default 1). <br />
<br />
{{code|<br />
[GROWDUR:300][VALUE:2]<br />
}}<br />
<br />
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.<br />
<br />
{{code|<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]<br />
[STATE_NAME_ADJ:LIQUID:dwarven wine]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven wine]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:5:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
}}<br />
<br />
After that we get our seed template:<br />
<br />
{{code|<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]<br />
}}<br />
<br />
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.<br />
<br />
And finally for the last chunk we have this:<br />
<br />
{{code|<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:rounded tops]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:142]<br />
[DEAD_SHRUB_TILE:28]<br />
[SHRUB_COLOR:5:13:0]<br />
[DEAD_SHRUB_COLOR:5:6:0]<br />
}}<br />
<br />
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.<br><br />
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).<br><br />
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.<br />
<br />
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.<br><br />
For the rest of the tokens, see [[plant token]].<br />
<br />
==== Trees ====<br />
<br />
Trees are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.<br />
<br />
Below is the [[apple|apple tree]] raw description:<br />
<br />
{{code|<br />
[PLANT:APPLE] malus sieversii<br />
[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:apple wood]<br />
[STATE_ADJ:ALL_SOLID:apple wood]<br />
[PREFIX:NONE]<br />
[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm<br />
[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]<br />
[STATE_NAME_ADJ:LIQUID:apple cider]<br />
[STATE_NAME_ADJ:GAS:boiling apple cider]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]<br />
[STATE_COLOR:ALL:GREEN]<br />
[DISPLAY_COLOR:2:0:0]<br />
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]<br />
[STATE_COLOR:ALL:ROSE]<br />
[DISPLAY_COLOR:5:0:1]<br />
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]<br />
[STATE_COLOR:ALL:RUST]<br />
[DISPLAY_COLOR:4:0:0]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[STOCKPILE_PLANT_GROWTH]<br />
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]<br />
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]<br />
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]<br />
[TRUNK_PERIOD:10]<br />
[HEAVY_BRANCH_DENSITY:25]<br />
[BRANCH_DENSITY:50]<br />
[MAX_TRUNK_HEIGHT:3]<br />
[HEAVY_BRANCH_RADIUS:1]<br />
[BRANCH_RADIUS:2]<br />
[TRUNK_BRANCHING:2]<br />
[MAX_TRUNK_DIAMETER:1]<br />
[TRUNK_WIDTH_PERIOD:200]<br />
[ROOT_DENSITY:5]<br />
[ROOT_RADIUS:3]<br />
[STANDARD_TILE_NAMES]<br />
[PREFSTRING:fruit]<br />
[DRY]<br />
[BIOME:ANY_TEMPERATE]<br />
[SAPLING]<br />
[GROWTH:LEAVES]<br />
[GROWTH_NAME:apple leaf:apple leaves]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_HOST_TILE:SAPLING]<br />
[GROWTH_TIMING:0:300000]<br />
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]<br />
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color<br />
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]<br />
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]<br />
[GROWTH_DROPS_OFF]<br />
[GROWTH:FLOWERS]<br />
[GROWTH_NAME:apple flower:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:60000:119999]<br />
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]<br />
[GROWTH:FRUIT]<br />
[GROWTH_NAME:apple:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:120000:200000]<br />
[GROWTH_DROPS_OFF_NO_CLOUD]<br />
[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]<br />
[GROWTH_HAS_SEED]<br />
}}<br />
<br />
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding that it should use the standard STRUCTURAL_PLANT material for its structure.<br />
<br />
{{code|<br />
[PLANT:APPLE] malus sieversii<br />
[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
}}<br />
<br />
Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE_MATERIAL_TEMPLATE] would allow us to change the color of the tree.<br />
<br />
{{code|<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[DISPLAY_COLOR:1:0:0]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
}}<br />
<br />
would give us a dark blue apple tree. This method is used by the game in [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].<br />
<br />
Next come the definitions of various other materials used by the tree:<br />
<br />
{{code|<br />
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:apple wood]<br />
[STATE_ADJ:ALL_SOLID:apple wood]<br />
[PREFIX:NONE]<br />
[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm<br />
[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]<br />
[STATE_NAME_ADJ:LIQUID:apple cider]<br />
[STATE_NAME_ADJ:GAS:boiling apple cider]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]<br />
[STATE_COLOR:ALL:GREEN]<br />
[DISPLAY_COLOR:2:0:0]<br />
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]<br />
[STATE_COLOR:ALL:ROSE]<br />
[DISPLAY_COLOR:5:0:1]<br />
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]<br />
[STATE_COLOR:ALL:RUST]<br />
[DISPLAY_COLOR:4:0:0]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[STOCKPILE_PLANT_GROWTH]<br />
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]<br />
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]<br />
}}<br />
<br />
<br />
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].<br />
<br />
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]<br />
<br />
[TREE] is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If NONE, the felled tree will give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.<br />
<br />
Note that all vanilla trees (that give logs) use the WOOD material defined above as the argument for [TREE], as opposed to the STRUCTURAL material. Thus, any changes to the properties of the wood harvested should be done to the WOOD material.<br />
<br />
The following tokens decide the dimensions of the tree, and how it grows.<br />
<br />
{{code|<br />
[TRUNK_PERIOD:10]<br />
[HEAVY_BRANCH_DENSITY:25]<br />
[BRANCH_DENSITY:50]<br />
[MAX_TRUNK_HEIGHT:3]<br />
[HEAVY_BRANCH_RADIUS:1]<br />
[BRANCH_RADIUS:2]<br />
[TRUNK_BRANCHING:2]<br />
[MAX_TRUNK_DIAMETER:1]<br />
[TRUNK_WIDTH_PERIOD:200]<br />
[ROOT_DENSITY:5]<br />
[ROOT_RADIUS:3]<br />
}}<br />
<br />
<br />
[TRUNK_PERIOD] and [TRUNK_WIDTH_PERIOD] determine how long it takes for the trunk to grow one tile taller respectively wider, in years. [MAX_TRUNK_HEIGHT:3] and [MAX_TRUNK_DIAMETER:1] determine the maximum value the above can reach. [TRUNK_BRANCHING] decides how "curvy" the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight. <br />
<br />
[HEAVY_BRANCH_DENSITY:25], [HEAVY_BRANCH_RADIUS:1], [BRANCH_DENSITY:50], [BRANCH_RADIUS:2], [ROOT_DENSITY:5], and [ROOT_RADIUS:3] determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.<br />
<br />
[STANDARD_TILE_NAMES] makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])<br />
<br />
[SAPLING] ensures saplings of this tree are called "[tree name] sapling", instead of the standard "young [tree name]".<br />
<br />
Lastly, we are introduced to the [GROWTH] token. [GROWTH] defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.<br />
<br />
{{code|<br />
[GROWTH:FRUIT]<br />
[GROWTH_NAME:apple:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:120000:200000]<br />
[GROWTH_DROPS_OFF_NO_CLOUD]<br />
[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]<br />
[GROWTH_HAS_SEED]<br />
}}<br />
<br />
<br />
First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth it is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed.<br />
<br />
=== Workshops ===<br />
<br />
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:<br />
<br />
{{code|code=<br />
[BUILDING_WORKSHOP:SOAP_MAKER]<br />
[NAME:Soap Maker's Workshop]<br />
[NAME_COLOR:7:0:1]<br />
[DIM:3:3]<br />
[WORK_LOCATION:2:2]<br />
[BUILD_LABOR:SOAP_MAKER]<br />
[BUILD_KEY:CUSTOM_SHIFT_P]<br />
[BLOCK:1:0:0:0] workbenches no longer block<br />
[BLOCK:2:0:0:0]<br />
[BLOCK:3:0:0:0]<br />
[TILE:0:1:' ':' ':150]<br />
[TILE:0:2:' ':' ':'/']<br />
[TILE:0:3:'-':' ':' ']<br />
[COLOR:0:1:0:0:0:0:0:0:6:0:0]<br />
[COLOR:0:2:0:0:0:0:0:0:6:0:0]<br />
[COLOR:0:3:6:0:0:0:0:0:0:0:0]<br />
[TILE:1:1:' ':' ':'=']<br />
[TILE:1:2:'-':' ':8]<br />
[TILE:1:3:' ':' ':150]<br />
[COLOR:1:1:0:0:0:0:0:0:6:0:0]<br />
[COLOR:1:2:6:0:0:0:0:0:6:0:0]<br />
[COLOR:1:3:0:0:0:0:0:0:6:0:0]<br />
[TILE:2:1:'-':' ':8]<br />
[TILE:2:2:' ':' ':8]<br />
[TILE:2:3:' ':150:' ']<br />
[COLOR:2:1:6:0:0:0:0:0:6:0:0]<br />
[COLOR:2:2:0:0:0:0:0:0:6:0:0]<br />
[COLOR:2:3:0:0:0:6:0:0:0:0:0]<br />
[TILE:3:1:150:' ':8]<br />
[TILE:3:2:' ':' ':8]<br />
[TILE:3:3:' ':240:' ']<br />
[COLOR:3:1:6:0:0:0:0:0:6:7:0]<br />
[COLOR:3:2:0:0:0:0:0:0:6:7:0]<br />
[COLOR:3:3:0:0:0:7:0:1:0:0:0]<br />
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]<br />
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]<br />
[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]<br />
}}<br />
<br />
A line-by-line breakdown:<br />
<br />
{{code|<br />
[NAME:Soap Maker's Workshop]<br />
[NAME_COLOR:7:0:1]<br />
}}<br />
<br />
These are the name of the workshop ("Soap Maker's Workshop") and [[color]] of the workshop's name when examined with 'q' (White with a black background).<br />
<br />
{{code|<br />
[DIM:3:3]<br />
[WORK_LOCATION:2:2]<br />
}}<br />
<br />
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.<br />
<br />
{{code|<br />
[BUILD_LABOR:SOAP_MAKER]<br />
[BUILD_KEY:CUSTOM_SHIFT_S]<br />
}}<br />
<br />
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).<br />
<br />
{{code|<br />
[BLOCK:1:0:0:0]<br />
...<br />
}}<br />
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.<br />
<br />
{{code|<br />
[TILE:0:1:' ':' ':150]<br />
...<br />
}}<br />
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.<br />
<br />
{{code|<br />
[COLOR:1:1:0:0:0:0:0:0:6:0:0]<br />
...<br />
}}<br />
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.<br />
<br />
{{code|<br />
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]<br />
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]<br />
}}<br />
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.<br />
<br />
{{code|<br />
[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]<br />
}}<br />
<br />
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.<br />
<br />
More can be seen at the [[Building token|building tokens]] article.<br />
<br />
=== Reactions ===<br />
<br />
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s, would allow the elves to craft steel and arrive clad in it in a [[siege]].<br />
<br />
Not all crafting reactions are defined in the raws, but some are, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys_2|alloy]] making.<br />
<br />
An in-depth guide for reactions is available [[Reactions|here]].<br />
<br />
=== Materials ===<br />
<br />
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as "inorganic"), which are (by default, at least) consigned purely to metal and stone types.<br />
<br />
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.<br />
<br />
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.<br />
<br />
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.<br />
<br />
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.<br />
<br />
== Selecting and Cutting ==<br />
<br />
[[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible, except for creature object tags removed and/or replaced with the use of [[Creature_variation_token|creature variation tokens]].<br />
<br />
The syntax for selecting and cutting objects is as follows:<br />
<br />
{{code|code=<br />
Substitute X for the desired object.<br />
<br />
[SELECT_CREATURE:X]<br />
[CUT_CREATURE:X]<br />
<br />
[SELECT_ENTITY:X]<br />
[CUT_ENTITY:X]<br />
<br />
[SELECT_INTERACTION:X]<br />
[CUT_INTERACTION:X]<br />
<br />
[SELECT_ITEM:X]<br />
[CUT_ITEM:X]<br />
<br />
[SELECT_WORD:X]<br />
[CUT_WORD:X]<br />
<br />
[SELECT_TRANSLATION:X]<br />
[CUT_TRANSLATION:X]<br />
<br />
[SELECT_SYMBOL:X]<br />
[CUT_SYMBOL:X]<br />
<br />
[SELECT_INORGANIC:X] <br />
[CUT_INORGANIC:X]<br />
<br />
[SELECT_PLANT:X]<br />
[CUT_PLANT:X]<br />
<br />
[SELECT_MUSIC:X]<br />
[CUT_MUSIC:X]<br />
<br />
[SELECT_REACTION:X]<br />
[CUT_REACTION:X]<br />
<br />
[SELECT_SOUND:X]<br />
[CUT_SOUND:X]<br />
<br />
}}<br />
<br />
== Examples ==<br />
:''Main articles: [[:Category:Modding_Examples]]''<br />
<br />
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.<br />
<br />
{{code|code=<br />
[CREATURE:HYDLING]<br />
[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]<br />
This is the description that shows up in-game when viewing the creature.<br />
<br />
[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as "hydlings" in the neighbors screen.<br />
<br />
[CASTE_NAME:hydling:hydlings:hydlish]<br />
<br />
[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green "=".<br />
<br />
[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.<br />
<br />
[LARGE_ROAMING] Will spawn outdoors, wandering around.<br />
<br />
[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.<br />
<br />
[BONECARN] Can eat meat and bones only--no vegetables.<br />
<br />
[PREFSTRING:loyalty] Dwarves will like it for its loyalty.<br />
<br />
[LARGE_PREDATOR] Will attack rather than flee.<br />
<br />
[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]<br />
<br />
Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.<br />
<br />
[BODYGLOSS:PAW] Feet will be called "paws"<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.<br />
<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.<br />
<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.<br />
<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.<br />
<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.<br />
<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.<br />
<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.<br />
<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.<br />
<br />
[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.<br />
<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.<br />
<br />
[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.<br />
<br />
[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.<br />
[GETS_INFECTIONS_FROM_ROT] And from necrosis.<br />
<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.<br />
<br />
[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...<br />
[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...<br />
[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.<br />
<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.<br />
<br />
[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.<br />
[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as "Hurl fireball".<br />
[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.<br />
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.<br />
[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.<br />
[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.<br />
[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.<br />
[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...<br />
[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)<br />
<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.<br />
[ATTACK_SKILL:BITE] Attack uses the BITE skill.<br />
[ATTACK_VERB:nom:noms] "The Hydling noms the Elf in the left first toe, tearing the muscle!"<br />
[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.<br />
[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.<br />
[ATTACK_FLAG_EDGE] Attack is an EDGE attack.<br />
[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.<br />
[ATTACK_FLAG_CANLATCH] Attack can latch on.<br />
[ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.<br />
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.<br />
<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.<br />
[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.<br />
[ATTACK_VERB:slice:slices] "You slice the Elf in the left foot and the severed part sails off in an arc!"<br />
[ATTACK_CONTACT_PERC:100] Uses the whole nail.<br />
[ATTACK_PENETRATION_PERC:100] The whole nail goes in.<br />
[ATTACK_FLAG_EDGE] Attack is an edge attack.<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK_PRIORITY:SECOND]<br />
<br />
[CHILD:1] Hydling will become an adult at 1 year old.<br />
<br />
[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as "hydies".<br />
<br />
[DIURNAL] Is active during the daytime.<br />
<br />
[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.<br />
<br />
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph<br />
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph<br />
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph<br />
[SWIMS_INNATE]Swims innately.<br />
<br />
[CASTE:FEMALE] Defines a caste called FEMALE.<br />
[FEMALE] FEMALE caste is female.<br />
<br />
[CASTE:MALE] As above, but with male.<br />
[MALE] See above.<br />
}}<br />
<br />
== See also ==<br />
{{catbox|DF2014:Modding}}<br />
<br />
* [[Raw file]]<br />
* [[Token]]<br />
* [[Modding pitfalls]]<br />
* [[Cheating]]<br />
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html<br />
<br />
{{Category|Modding}}<br />
{{Category|Guides}}<br />
[[ru:Modding]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Creature&diff=294462Creature2023-07-21T16:15:06Z<p>Voliol: /* Night creatures */ Rule T</p>
<hr />
<div>{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}<br />
{{av}}{{Category|Creatures}}<br />
[[File:animals_preview.png|370px|right|Many, many animals.]]<br />
[[File:many_creatures_v50_preview.png|thumb|172px|right|Many creatures packed into one area.]]<br />
In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.<br />
<br />
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.<br />
<br />
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).<br />
<br />
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.<br />
<br />
==Spawning==<br />
[[File:creatures_many.png|thumb|right|124px|Same concept, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:<br />
*<tt>[FREQUENCY:X]</tt>: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. <br />
*<tt>[CLUSTER_NUMBER:X]</tt>: This determines ''how many'' creatures will appear at one time on a map.<br />
*<tt>[POPULATION_NUMBER:X]</tt>: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies, depending on the map.<br />
<br />
For example, [[deer]] have a <tt>[POPULATION_NUMBER:15:30]</tt>, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.<br />
<br />
==Reading the Table==<br />
{{v50_creaturecurrent table head}}<br />
|}<br />
The above columns indicate, in order:<br />
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].<br />
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.<br />
* '''Name:''' The name of the creature as it displays in-game.<br />
* '''Playable:''' If "No", the creature is not playable in any modes. "Fort" indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). "Adv" indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.<br />
* '''Hostile:''' If "Yes", then the creature will attack on sight, if "No" then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.<br />
* '''Food Source:''' If "Yes", then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.<br />
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm<sup>3</sup>, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).<br />
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].<br />
* '''Biome:''' Where the creature can be found.<br />
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].<br />
<br />
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]<br />
<br />
==Creatures==<br />
===Civilized===<br />
====Main races====<br />
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}<br />
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers<sup>2</sup>}}<br />
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}<br />
|}<br />
:<small>1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.</small><br />
:<small>2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.</small><br />
<br />
==== Underground Tribes ====<br />
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.<br />
<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=Variable<sup>2</sup>|value=Not tameable|biome=Underground|note=Four castes}}<br />
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}<br />
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable<sup>1</sup>|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}<br />
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}<br />
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable<sup>1</sup>|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}<br />
|}<br />
:<small>1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}</small><br />
:<small>2. Ant-men body sizes depend on their caste.</small><br />
<br />
=== Livestock and Domestic Animals ===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans. Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].<br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=<br />
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}<br />
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special "creature" - see [[wagon|article]]}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}<br />
|}<br />
<br />
===Beasts and Monsters===<br />
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.<br />
<br />
====Semi-Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}<br />
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}<br />
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}<br />
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}<br />
|}<br />
<br />
====Megabeasts====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=<br />
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}<br />
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}<br />
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}<br />
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}<br />
|}<br />
<br />
====Procedurally generated====<br />
These creatures are procedurally generated, and different for every savefile. Their raws may be extracted from the world.dat file in uncompressed save folders.<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}<br />
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=<span style="font-size:90%;">Any</span>|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}<br />
|}<br />
<br />
=== Wild Animals ===<br />
This section includes wild [[animals]] as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]] [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dread [[elephant]].<br />
<br />
====Above Ground====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head|class="wikitable sortable"}}<br />
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}<br />
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}<br />
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}<br />
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}<br />
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} <br />
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}<br />
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}<br />
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}<br />
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}<br />
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]. '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}<br />
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}<br />
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}<br />
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland, temperate savanna|note=}}<br />
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}<br />
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}<br />
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}<br />
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}<br />
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}<br />
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}<br />
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}<br />
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}<br />
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}<br />
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}<br />
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}<br />
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}<br />
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}<br />
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}<br />
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}<br />
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}<br />
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}<br />
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}<br />
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}<br />
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}<br />
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}<br />
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}<br />
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}<br />
|}<br />
<br />
====Subterranean====<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}<br />
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}<br />
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}<br />
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}<br />
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}<br />
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}<br />
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}<br />
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}<br />
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}<br />
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}<br />
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}<br />
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}<br />
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}<br />
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}<br />
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}<br />
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}<br />
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}<br />
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}<br />
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}<br />
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}<br />
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}<br />
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}<br />
|}<br />
<br />
====Aquatic====<br />
Note: This does not include subterranean sea creatures.<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}<br />
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp, tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}<br />
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}<br />
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}<br />
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}<br />
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}<br />
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}<br />
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}<br />
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}<br />
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh, river|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}<br />
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}<br />
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}<br />
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}<br />
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}<br />
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}<br />
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}<br />
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}<br />
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}<br />
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}<br />
|}<br />
<br />
====Agitation====<br />
Disruption of the environment, such as deforestation or overfishing, may cause the appearance of "agitated" animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].<br />
<br />
== Night Creatures / Other ==<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
<br />
===Night creatures===<br />
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.<br />
{{v50_creaturecurrent_table_head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground <sup>pre-</sup>{{Version|0.47.01}}|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv<sup>1</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities<sup>1</sup>|note= Failed or successful products of experimentation on living citizens or livestock.}}<br />
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}<br />
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}<br />
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv<sup>2</sup>|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}<br />
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv<sup>3</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=See article for more information}} <br />
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv<sup>4</sup>|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}<br />
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}<br />
|}<br />
:<small>1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.</small><br /><br />
:<small>2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].</small><br /><br />
:<small>3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.</small><br /><br />
:<small>4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.</small><br />
<br />
===Hidden Fun Stuff===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--><br />
{{spoiler}}<br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}<br />
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}<br />
|}<br />
<br />
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]<br />
<br />
===Nonexistent===<br />
<!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--><br />
{{v50_creaturecurrent table head}}<br />
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}<br />
|}<br />
<br />
{{Translation<br />
| dwarven = mes<br />
| elvish = amu<br />
| goblin = los<br />
| human = mos<br />
}}<br />
{{Creatures}}<br />
{{Category|Creatures| }}<br />
[[ru:Creature]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=List_of_mods&diff=294455List of mods2023-07-21T11:33:21Z<p>Voliol: /* Steam Workshop */</p>
<hr />
<div>{{av}}<br />
{{mod}}<br />
{{For/see|an overview of the modding possibilities in Dwarf Fortress|[[Modding]]}}<br />
<br />
==[https://steamcommunity.com/app/975370/workshop/ Steam Workshop]==<br />
<br />
The [[Release_information/50.01|v50.01]] Steam release added support for the [https://steamcommunity.com/workshop/about/?appid=975370 Steam Workshop]. You can install mods from the Steam interface if you own Dwarf Fortress on Steam.<br />
<br />
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==<br />
{{Under construction}}<br />
<br />
A more complete list of mods (compared to this one) is on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.<br />
<br />
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.<br />
<br />
== Notable Mods ==<br />
{{Under construction}}<br />
<br />
This section is currently empty, as few mods have been updated to v50.0x. Feel free to copy over mod info from other namespaces, if/when those mods get updated.<br />
<br />
== See Also ==<br />
* [[Graphics set repository]]<br />
* [[Modding]]<br />
[[ru:List of mods]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Talk:Main_Page&diff=294454Talk:Main Page2023-07-21T11:26:40Z<p>Voliol: /* Remove the link to Masterwork */ new section</p>
<hr />
<div>{{Archive|<br />
# [[Talk:Main Page/archive1|Archive 1]]<br />
# [[Talk:Main Page/archive2|Archive 2]]<br />
# [[Talk:Main Page/archive3|Archive 3]]<br />
}}<br />
<br />
== How to create a new language page? ==<br />
<br />
I've just seen one dwarf requesting a Japanese page.<br />
<br />
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.<br />
<br />
I don't know where to ask about this :9<br />
<br />
== Free SSL Certificate ==<br />
<br />
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.<br />
:HTTPS is enabled now as of the June 2019 upgrades. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 22:53, 3 July 2019 (UTC)<br />
<br />
== Re: Discord ==<br />
<br />
I notice there's a Discord on this page. But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?<br />
<br />
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)<br />
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)<br />
<br />
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)<br />
<br />
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)<br />
<br />
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?<br />
<br />
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)<br />
<br />
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked. Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)<br />
<br />
== [[Multithreading]] ==<br />
<br />
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)<br />
* even perfectly implemented boost would not be significant<br />
* multithreading is not something that can be bolted on complex program<br />
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713<br />
* DF is filled with many gamebreaking bugs unfixed for many years, multithreading bugs are unusually awful to fix<br />
* author of DF has minimal experiences with multithreading<br />
* writing multithreaded code is hard<br />
* writing correct multithreaded code is awfully hard<br />
* fixing bugs in a multithreaded code is nightmare<br />
<br />
and multithreading is not going to happen, ever<br />
<br />
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713<br />
http://www.bay12forums.com/smf/index.php?topic=107833.0<br />
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf<br />
<br />
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)<br />
:I disagree with some of your talking points<br />
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup<br />
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program<br />
:* With training and experience a good developer can write and debug multithreaded code.<br />
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.<br />
:Is it worth to create a wiki page for what is essentially a one line explanation?<br />
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)<br />
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically "This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't". This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)<br />
<br />
== Re: Discord II ==<br />
<br />
Good morning.<br />
<br />
I was confiding with some friends, who had alerted me to the "Unofficial Bay 12 Discord" posted on this Wiki. Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.<br />
<br />
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:<br />
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]<br />
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.<br />
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community<br />
* This unofficial Discord will likely make it so that people steer away from the game.<br />
<br />
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.<br />
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)<br />
<br />
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well. I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)<br />
<br />
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)<br />
<br />
::The "Unofficial Bay 12 Discord" was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)<br />
<br />
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&diff=253449&oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:45, 22 June 2020 (UTC)<br />
<br />
:@Lethosor, I have emailed you the relevant images via the link you had created. The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord. In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)<br />
<br />
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.<br />
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.<br />
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.<br />
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.<br />
<br />
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more "free speech" orientation,<br />
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of<br />
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler<br />
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,<br />
and later making that channel hidden by default was another. Now, the discord is much much better to be in<br />
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor <br />
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord<br />
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems<br />
(though, as you probably know, some of them participate in #elfposting).<br />
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,<br />
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.<br />
It will be fully gone within one (1) week of now.<br />
<br />
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you<br />
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.<br />
&mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)<br />
<br />
: Thank you for replying here Lonjil. Unfortunately, I cannot trust your take on this matter for several reasons.<br />
: # One of the moderators has an anti-semitic stereotype profile picture<br />
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment. There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.<br />
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress. As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history. Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)<br />
<br />
:: Small edit / follow-up to my previous message. My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community. It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)<br />
<br />
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.<br />
<br />
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.<br />
<br />
::: "It may be best to remove the channel in entirety" this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)<br />
<br />
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more "official" place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:48, 23 June 2020 (UTC)<br />
<br />
== Put Chinese language wiki on other Languages ==<br />
Found it on Internet([http://cdf.wikidot.com/start]) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]</small><br />
<br />
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:40, 19 August 2020 (UTC)<br />
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: <code>https://dfzh.huijiwiki.com/wiki/$1</code> [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)<br />
<br />
:::Added. Prefix is "zh", for example: https://dwarffortresswiki.org/index.php?title=Main_Page&diff=266849&oldid=266730 &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 19:45, 28 November 2022 (UTC)<br />
<br />
== Villains Wiki ==<br />
<br />
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:<br><br />
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]<br><br />
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]<br />
<br />
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)<br />
<br />
== Replace Chinese Wiki with the new one on Fandom ==<br />
<br />
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)<br />
<br />
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)<br />
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)<br />
<br />
::Added. The "zh" prefix should work for links. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 19:43, 28 November 2022 (UTC)<br />
<br />
== Kitfox Discord ==<br />
<br />
<blockquote><br />
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135) . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''<br />
<br />
''2022-04-15 Ziusudra . . (8,729 bytes) (+135) . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''<br />
</blockquote><br />
<br />
Alright, I can do that.<br />
<br />
The Kitfox Games discord server has a code of law that contains the following immoralities:<br />
<br />
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases. (Not that they do that, but the fact that it's possible is concerning.)<br/><br />
:- Contains a "These rules are subject to common sense." clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of "common sense". This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.<br/><br />
:- Allows for infinite punishment.<br />
<br />
That last one could do with a bit of explaining. Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime. I think we can all agree on this. Therefore, an infinite punishment should only ever be given for an infinite crime. However, humans are not infallible. People make mistakes. And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve. This, I think we can all agree, is unnacceptable. Therefore, infinite punishment cannot every be administered ethically.<br />
<br />
I hope that this explains why I want the link to the Kitfox games discord removed.<br />
<br />
Regards,<br />
<br />
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)<br />
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.<br />
:* The "''depending on the action and our judgement''" is quite similar to the "''depending on how disruptive you were and your prior history''" found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.<br />
:* Their rules state "''Breaking these rules will result in a warning or ban''", which is not at all "''infinite punishment''", and is again quite similar to the "''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''" on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.<br />
: Your referring to their rules as "code of law" is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)<br />
::* The rules are pretty vague. Examples aren't enough. A strict, clear, unambiguous definition is necessary to prevent abuse.<br />
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.<br />
::* The explanation of bans doesn't explain how long the bans will last. Since there's nothing explicitly stating that infinite punishment won't be given, and since "ban" by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.<br />
::* I'm not sure how the term "code of law" is hyperbolic. I use the term synonymously with "set of rules".<br />
::* I can't seem to find a code of law for the forums. However, if what you said is true, then clearly we should also remove the link to the forums.<br />
::<br />
:: Regards,<br />
::<br />
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)<br />
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.<br />
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with "permanent bans", both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.<br />
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)<br />
<br />
::::I agree with Ziusudra. More broadly, I think we should keep links to "official" DF channels, and Kitfox is a DF publisher. If a potential for "infinite punishment" warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 05:34, 16 April 2022 (UTC)<br />
<br />
:::::Hello.<br />
<br />
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral. On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site. This is why I brought up my issues with an external site onto this one: because these issues also affect it.<br />
<br />
:::::It is true that by my logic, the DFwiki is operating immorally. However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor. I would think that you have the ability to change the Wiki's code of law to be more moral. You have the choice to make the wiki a better place, and I advise that you take it.<br />
<br />
:::::Regards,<br />
<br />
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)<br />
<br />
::::Hello.<br />
<br />
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me. Regardless, I thank you for clarifying which guidelines you were referring to.<br />
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language. However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.<br />
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it. Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.<br />
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power. If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe. There is, of course, a risk to this, and this should be deliberated before a decision is made.<br />
::::* I am not a troll. Why does everybody keep thinking that?<br />
<br />
::::Regards,<br />
<br />
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)<br />
<br />
== Advertisements problem ==<br />
<br />
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a "close" button, but it just tried to redirect me to another page.<br />
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]</small><br />
<br />
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 03:09, 2 June 2022 (UTC)<br />
<br />
== Kitfox Discord (again) ==<br />
<br />
Hi. I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time: the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals. These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)<br />
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves "infinite power", "punishment", "criminals", or other such hyperbole. Banning is not "punishment", it is protection of the community from those that act to harm it, nor is it "infinite power" since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)<br />
::Normalizing of horribly unethical practices is not okay. I do not think it is hyperbole to use the terms "infinite power, "punishment", and "criminals". The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law. It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent. Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.<br />
::<br />
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.<br />
::<br />
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)<br />
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)<br />
::::There's no need to be rude. But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)<br />
:::::You can't keep just keep making constant requests of "guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like" but then turn around and go "why does everyone think I'm a troll?" Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)<br />
::::::I really don't understand why people think that i'm a troll. If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)<br />
:::::::Hmmmmmmm, no. I'm gonna skip the "polite" thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)<br />
<br />
== Wiki logo ==<br />
<br />
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)<br />
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)<br />
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]<br />
<diagram><br />
¦¦¦¦¦¦ <br />
¦ ¦<br />
¦ ¦<br />
¦ ¦ ¦ ¦<br />
▒ ▒<br />
▒▒▒▒▒▒▒▒<br />
▒▒ ¦¦ ▒▒<br />
▒▒▒▒▒▒<br />
▒▒▒<br />
▒▒<br />
</diagram> --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)<br />
<br />
== steam release ==<br />
<br />
: "''We are working on a migration that will be complete in the next few days''"<br />
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)<br />
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)<br />
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 04:39, 17 December 2022 (UTC)<br />
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)<br />
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 07:15, 19 December 2022 (UTC)<br />
<br />
== wiki tasks ==<br />
<br />
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)<br />
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)<br />
<br />
== New main page gallery images ==<br />
<br />
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)<br />
:What's stopping us from just extracting the sprites? [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)<br />
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)<br />
:::Ahhh. Yeah, i suppose that half of the screenshots should be from Premium. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) <br />
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)<br />
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 03:13, 8 January 2023 (UTC)<br />
<br />
== Migration Progress ==<br />
<br />
{{User:OddballJoe/Sandbox/MigrationProgress}}<br />
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)<br />
<br />
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)<br />
<br />
== Proposal for holistic crafting/construction format changes across the wiki ==<br />
<br />
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components ("Rock boulder x1"), product output ("Rock block x4), and workshop of construction ("Stoneworker's Workshop").<br />
<br />
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items. When this information does exist, it is typically located inconsistently within the page in-line with narrative text.<br />
<br />
"Steel" on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.<br />
<br />
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.<br />
<br />
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.<br />
<br />
To get the ball rolling, parameters for some examples would be:<br />
<br />
"Rock Block"<br />
<br />
Recipe<br />
<br />
Skill used: Stonecrafter<br />
<br />
Workshop: Stoneworker's Shop<br />
<br />
Required Components: Economic or Non-economic Stone Boulder x1<br />
<br />
Resulting Product: Stone Block x4<br />
<br />
"Metworker's Shop"<br />
<br />
Recipe<br />
<br />
Required Components: Stone Boulders, Blocks, Bars x1<br />
<br />
"Bridge"<br />
<br />
Recipe<br />
<br />
Required Components: Stone Boulders, Blocks, Bars x(Variable)<br />
<br />
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]</small><br />
<br />
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:<br />
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.<br />
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)<br />
<br />
== Bad caching of main page ==<br />
<br />
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the "up-to-date" article count as 266, instead of v50.07 and 310. The html shows "Cached 20230205190127", so it's a 3-day old cached page. It also says "Cache expiry: 3600", which seems to imply hourly expiry. Maybe adding <nowiki>{{CURRENTHOUR}}</nowiki> to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)<br />
<br />
== Outdated Knockout Link ==<br />
<br />
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)<br />
<br />
== Duplicate version links ==<br />
<br />
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after "Archives", which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)<br />
<br />
== Remove the link to Masterwork ==<br />
<br />
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:<br />
# <br />
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.<br />
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.<br />
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.<br />
<br />
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Future_of_the_Fortress&diff=294453Future of the Fortress2023-07-21T10:51:35Z<p>Voliol: /* Future of the Fortress replies */ added the replies of 2017 and 2018. only older ones are missing from the list now</p>
<hr />
<div>'''Future of the Fortress''' is the name of a series of threads on the [[Bay 12 Forums]]. [[Toady]] will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions. Other forum members answer questions if the answers can be found elsewhere or the question is a repeat.<br />
<br />
==History==<br />
Future of the Fortress threads started out as discussions of the [[Dwarf Fortress Development|development logs]], called "Future of the Fortress" at the time. They eventually changed into a question and answer format.<br />
<br />
===Threads===<br />
{| class = "wikitable sortable"<br />
! No. !! Title !! Start date !! End date !! Replies !! Notes<br />
|-<br />
|1<br />
|[http://www.bay12forums.com/smf/index.php?topic=2286.0 Future of the Fortress]<br />
|August 17, 2006 <br />
|August 17, 2006 <br />
|9<br />
|<br />
|-<br />
|2<br />
|[http://www.bay12forums.com/smf/index.php?topic=1788.0 Future of the Fortress]<br />
|August 27, 2006<br />
|September 21, 2007<br />
|2529<br />
|Has the same top post as #1.<br />
|-<br />
|3<br />
|[http://www.bay12forums.com/smf/index.php?topic=2287.0 Future of the Fortress 2]<br />
|September 21, 2007<br />
|January 25, 2008<br />
|1097<br />
|<br />
|-<br />
|4<br />
|[http://www.bay12forums.com/smf/index.php?topic=1709.0 Future of the Fortress 3]<br />
|January 25, 2008<br />
|June 03, 2008<br />
|1033<br />
|<br />
|-<br />
|5<br />
|[http://www.bay12forums.com/smf/index.php?topic=2102.0 Future of the Fortress 4]<br />
|May 31, 2008<br />
|July 28, 2008<br />
|945<br />
|<br />
|-<br />
|6<br />
|[http://www.bay12forums.com/smf/index.php?topic=21498.0 The NEW Future of the Fortress]<br />
|July 24, 2008<br />
|June 4, 2009<br />
|2216<br />
|<br />
|-<br />
|7<br />
|[http://www.bay12forums.com/smf/index.php?topic=30026.0 Future of the Fortress: List of Remaining Items]<br />
|January 21, 2009<br />
|March 31, 2010<br />
|15974<br />
|<br />
|-<br />
|8<br />
|[http://www.bay12forums.com/smf/index.php?topic=60554.0 Future of the Fortress: The Development Page]<br />
|July 01, 2010<br />
|May 11, 2011<br />
|5118<br />
|<br />
|-<br />
|9<br />
|[http://www.bay12forums.com/smf/index.php?topic=84398.0 Future of the Fortress]<br />
|May 11, 2011<br />
|February 15, 2012<br />
|4460<br />
|<br />
|-<br />
|10<br />
|[http://www.bay12forums.com/smf/index.php?topic=100851.0 Future of the Fortress]<br />
|February 15, 2012<br />
|July 13, 2014<br />
|11217<br />
|<br />
|-<br />
|11<br />
|[http://www.bay12forums.com/smf/index.php?topic=140544.0 Future of the Fortress]<br />
|July 13, 2014<br />
|July 01, 2016<br />
|4579<br />
|<br />
|-<br />
|12<br />
|[http://www.bay12forums.com/smf/index.php?topic=159164.0 Future of the Fortress]<br />
|July 01, 2016<br />
|March 01, 2018<br />
|3158<br />
|<br />
|-<br />
|12<br />
|[http://www.bay12forums.com/smf//index.php?topic=169696.0 Future of the Fortress]<br />
|March 01, 2018<br />
|''Ongoing''<br />
|''Ongoing''<br />
|<br />
|}<br />
<br />
==Future of the Fortress replies==<br />
:''This is an incomplete list.''<br />
<!--Recent replies go at bottom--><br />
{| class = "wikitable sortable"<br />
! Link !! Date !! Notes<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg5998938#msg5998938]<br />
| January 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6067817#msg6067817]<br />
| February 27, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133060#msg6133060]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133062#msg6133062]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6203701#msg6203701]<br />
| May 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6270848#msg6270848]<br />
| June 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6345218#msg6345218]<br />
| July 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6415242#msg6415242]<br />
| August 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6481893#msg6481893]<br />
| September 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6528473#msg6528473]<br />
| September 29, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653]<br />
| October 31, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479]<br />
| December 29, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6781176#msg6781176]<br />
| February 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526]<br />
| February 29, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6907640#msg6907640]<br />
| March 31, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205]<br />
| May 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=140544.msg7028217#msg7028217]<br />
| June 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg7073587#msg7073587]<br />
| July 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7115531#msg7115531]<br />
| July 31, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]<br />
| August 30, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7195424#msg7195424]<br />
| September 29, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240]<br />
| November 02, 2016<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7281525#msg7281525]<br />
| December 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7312290#msg7312290]<br />
| January 01, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7345984#msg7345984]<br />
| February 01, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7384205#msg7384205]<br />
| March 07, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7410016#msg7410016]<br />
| April 01, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7440882#msg7440882]<br />
| May 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7472363#msg7472363]<br />
| June 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7657221#msg7657221]<br />
| January 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7500594#msg7500594]<br />
| July 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7526005#msg7526005]<br />
| August 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7553641#msg7553641]<br />
| September 02, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7583807#msg7583807]<br />
| October 04, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7606864#msg7606864]<br />
| November 01, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7632503#msg7632503]<br />
| December 01, 2017<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7657221#msg7657221]<br />
| January 02, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7681762#msg7681762]<br />
| February 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=159164.msg7701845#msg7701845]<br />
| March 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7724609#msg7724609]<br />
| March 31, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7749313#msg7749313]<br />
| May 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7775903#msg7775903]<br />
| June 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7797284#msg7797284]<br />
| June 30, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7821549#msg7821549]<br />
| August 01, 2018<br />
| Introduction of postlinks, when part of an answer was given by a forum user other than Toady. This replaces the section thanking those users, found in previous replies.<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7845170#msg7845170]<br />
| September 02, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7864338#msg7864338]<br />
| October 02, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7880729#msg7880729]<br />
| November 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7894820#msg7894820]<br />
| December 01, 2018<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7908714#msg7908714]<br />
| January 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7924237#msg7924237]<br />
| February 02, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7937882#msg7937882]<br />
| March 03, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7952064#msg7952064]<br />
| April 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7963854#msg7963854]<br />
| May 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7977325#msg7977325]<br />
| June 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7990286#msg7990286]<br />
| July 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8004239#msg8004239]<br />
| August 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8020553#msg8020553]<br />
| September 05, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8032567#msg8032567]<br />
| October 01, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8050372#msg8050372]<br />
| November 03, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8061645#msg8061645]<br />
| December 02, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983]<br />
| January 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871]<br />
| February 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8099137#msg8099137]<br />
| March 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8117326#msg8117326]<br />
| April 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8134419#msg8134419]<br />
| May 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8148050#msg8148050]<br />
| June 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224]<br />
| July 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]<br />
| August 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8185557#msg8185557]<br />
| September 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8195533#msg8195533]<br />
| October 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8206593#msg8206593]<br />
| November 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8219280#msg8219280]<br />
| December 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8230378#msg8230378]<br />
| January 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
| February 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8254142#msg8254142]<br />
| March 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]<br />
| May 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]<br />
| June 02, 2021<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8292042#msg8292042]<br />
| July 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8300987#msg8300987]<br />
| August 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8309877#msg8309877]<br />
| September 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
| October 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8325696#msg8325696]<br />
| November 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8333690#msg8333690]<br />
| December 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8341484#msg8341484]<br />
| January 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8349015#msg8349015]<br />
| February 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8356405#msg8356405]<br />
| March 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8364199#msg8364199]<br />
| April 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8371140#msg8371140]<br />
| May 01, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8378595#msg8378595]<br />
| June 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8385967#msg8385967]<br />
| July 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8395484#msg8395484]<br />
| August 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8403423#msg8403423]<br />
| September 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8413511#msg8413511]<br />
| October 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8424286#msg8424286]<br />
| November 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8431542#msg8431542]<br />
| December 03, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8442542#msg8442542]<br />
| January 04, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817]<br />
| February 02, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8458051#msg8458051]<br />
| March 03, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8466422#msg8466422]<br />
| April 05, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8473211#msg8473211]<br />
| May 01, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803]<br />
| June 08, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8486538#msg8486538]<br />
| July 02, 2023<br />
|<br />
|}<br />
<br />
== See Also ==<br />
* [[Dwarf Fortress Talk]] podcast<br />
* [[List of Dwarf Fortress developer interviews]]<br />
<br />
[[Category:Game development]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Future_of_the_Fortress&diff=294452Future of the Fortress2023-07-21T10:28:55Z<p>Voliol: /* Future of the Fortress replies */ 2019-2020 replies</p>
<hr />
<div>'''Future of the Fortress''' is the name of a series of threads on the [[Bay 12 Forums]]. [[Toady]] will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions. Other forum members answer questions if the answers can be found elsewhere or the question is a repeat.<br />
<br />
==History==<br />
Future of the Fortress threads started out as discussions of the [[Dwarf Fortress Development|development logs]], called "Future of the Fortress" at the time. They eventually changed into a question and answer format.<br />
<br />
===Threads===<br />
{| class = "wikitable sortable"<br />
! No. !! Title !! Start date !! End date !! Replies !! Notes<br />
|-<br />
|1<br />
|[http://www.bay12forums.com/smf/index.php?topic=2286.0 Future of the Fortress]<br />
|August 17, 2006 <br />
|August 17, 2006 <br />
|9<br />
|<br />
|-<br />
|2<br />
|[http://www.bay12forums.com/smf/index.php?topic=1788.0 Future of the Fortress]<br />
|August 27, 2006<br />
|September 21, 2007<br />
|2529<br />
|Has the same top post as #1.<br />
|-<br />
|3<br />
|[http://www.bay12forums.com/smf/index.php?topic=2287.0 Future of the Fortress 2]<br />
|September 21, 2007<br />
|January 25, 2008<br />
|1097<br />
|<br />
|-<br />
|4<br />
|[http://www.bay12forums.com/smf/index.php?topic=1709.0 Future of the Fortress 3]<br />
|January 25, 2008<br />
|June 03, 2008<br />
|1033<br />
|<br />
|-<br />
|5<br />
|[http://www.bay12forums.com/smf/index.php?topic=2102.0 Future of the Fortress 4]<br />
|May 31, 2008<br />
|July 28, 2008<br />
|945<br />
|<br />
|-<br />
|6<br />
|[http://www.bay12forums.com/smf/index.php?topic=21498.0 The NEW Future of the Fortress]<br />
|July 24, 2008<br />
|June 4, 2009<br />
|2216<br />
|<br />
|-<br />
|7<br />
|[http://www.bay12forums.com/smf/index.php?topic=30026.0 Future of the Fortress: List of Remaining Items]<br />
|January 21, 2009<br />
|March 31, 2010<br />
|15974<br />
|<br />
|-<br />
|8<br />
|[http://www.bay12forums.com/smf/index.php?topic=60554.0 Future of the Fortress: The Development Page]<br />
|July 01, 2010<br />
|May 11, 2011<br />
|5118<br />
|<br />
|-<br />
|9<br />
|[http://www.bay12forums.com/smf/index.php?topic=84398.0 Future of the Fortress]<br />
|May 11, 2011<br />
|February 15, 2012<br />
|4460<br />
|<br />
|-<br />
|10<br />
|[http://www.bay12forums.com/smf/index.php?topic=100851.0 Future of the Fortress]<br />
|February 15, 2012<br />
|July 13, 2014<br />
|11217<br />
|<br />
|-<br />
|11<br />
|[http://www.bay12forums.com/smf/index.php?topic=140544.0 Future of the Fortress]<br />
|July 13, 2014<br />
|July 01, 2016<br />
|4579<br />
|<br />
|-<br />
|12<br />
|[http://www.bay12forums.com/smf/index.php?topic=159164.0 Future of the Fortress]<br />
|July 01, 2016<br />
|March 01, 2018<br />
|3158<br />
|<br />
|-<br />
|12<br />
|[http://www.bay12forums.com/smf//index.php?topic=169696.0 Future of the Fortress]<br />
|March 01, 2018<br />
|''Ongoing''<br />
|''Ongoing''<br />
|<br />
|}<br />
<br />
==Future of the Fortress replies==<br />
:''This is an incomplete list.''<br />
<!--Recent replies go at bottom--><br />
{| class = "wikitable sortable"<br />
! Link !! Date !! Notes<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg5998938#msg5998938]<br />
| January 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6067817#msg6067817]<br />
| February 27, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133060#msg6133060]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133062#msg6133062]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6203701#msg6203701]<br />
| May 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6270848#msg6270848]<br />
| June 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6345218#msg6345218]<br />
| July 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6415242#msg6415242]<br />
| August 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6481893#msg6481893]<br />
| September 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6528473#msg6528473]<br />
| September 29, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653]<br />
| October 31, 2015<br />
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|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479]<br />
| December 29, 2015<br />
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|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6781176#msg6781176]<br />
| February 01, 2016<br />
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| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526]<br />
| February 29, 2016<br />
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| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6907640#msg6907640]<br />
| March 31, 2016<br />
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|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205]<br />
| May 01, 2016<br />
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|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=140544.msg7028217#msg7028217]<br />
| June 01, 2016<br />
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| [http://www.bay12forums.com/smf/index.php?topic=140544.msg7073587#msg7073587]<br />
| July 01, 2016<br />
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| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7115531#msg7115531]<br />
| July 31, 2016<br />
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|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]<br />
| August 30, 2016<br />
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| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7195424#msg7195424]<br />
| September 29, 2016<br />
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| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240]<br />
| November 02, 2016<br />
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| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7281525#msg7281525]<br />
| December 01, 2016<br />
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| ...<br />
| <br />
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|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7908714#msg7908714]<br />
| January 01, 2019<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7924237#msg7924237]<br />
| February 02, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7937882#msg7937882]<br />
| March 03, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7952064#msg7952064]<br />
| April 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7963854#msg7963854]<br />
| May 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7977325#msg7977325]<br />
| June 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg7990286#msg7990286]<br />
| July 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8004239#msg8004239]<br />
| August 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8020553#msg8020553]<br />
| September 05, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8032567#msg8032567]<br />
| October 01, 2019<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8050372#msg8050372]<br />
| November 03, 2019<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8061645#msg8061645]<br />
| December 02, 2019<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983]<br />
| January 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871]<br />
| February 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8099137#msg8099137]<br />
| March 02, 2020<br />
|<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8117326#msg8117326]<br />
| April 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8134419#msg8134419]<br />
| May 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8148050#msg8148050]<br />
| June 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224]<br />
| July 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]<br />
| August 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8185557#msg8185557]<br />
| September 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8195533#msg8195533]<br />
| October 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8206593#msg8206593]<br />
| November 01, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8219280#msg8219280]<br />
| December 02, 2020<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8230378#msg8230378]<br />
| January 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
| February 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8254142#msg8254142]<br />
| March 01, 2021<br />
|<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]<br />
| May 01, 2021<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]<br />
| June 02, 2021<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8292042#msg8292042]<br />
| July 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8300987#msg8300987]<br />
| August 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8309877#msg8309877]<br />
| September 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
| October 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8325696#msg8325696]<br />
| November 02, 2021<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8333690#msg8333690]<br />
| December 02, 2021<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8341484#msg8341484]<br />
| January 02, 2022<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8349015#msg8349015]<br />
| February 02, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8356405#msg8356405]<br />
| March 02, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8364199#msg8364199]<br />
| April 01, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8371140#msg8371140]<br />
| May 01, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8378595#msg8378595]<br />
| June 02, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8385967#msg8385967]<br />
| July 01, 2022<br />
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| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8395484#msg8395484]<br />
| August 01, 2022<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8403423#msg8403423]<br />
| September 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8413511#msg8413511]<br />
| October 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8424286#msg8424286]<br />
| November 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8431542#msg8431542]<br />
| December 03, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8442542#msg8442542]<br />
| January 04, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817]<br />
| February 02, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8458051#msg8458051]<br />
| March 03, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8466422#msg8466422]<br />
| April 05, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8473211#msg8473211]<br />
| May 01, 2023<br />
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|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803]<br />
| June 08, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8486538#msg8486538]<br />
| July 02, 2023<br />
|<br />
|}<br />
<br />
== See Also ==<br />
* [[Dwarf Fortress Talk]] podcast<br />
* [[List of Dwarf Fortress developer interviews]]<br />
<br />
[[Category:Game development]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Human_language&diff=294441Human language2023-07-20T15:57:50Z<p>Voliol: English as "Human language" is bad</p>
<hr />
<div>{{av}}<br />
<br />
{{distinguish|wikipedia: Language|l1= any real-life language}}<br />
The '''human language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, human governments and settlements, [[human]]s, [[artifact]]s and [[engraving]]s, However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.<br />
<br />
==Alphabet==<br />
The letters of the human alphabet are:<br />
<center><br />
{|class="wikitable" style="border-collapse:collapse;"<br />
|-<br />
|width=2% align="center"|1||width=2% align="center"|2<br />
|width=2% align="center"|3||width=2% align="center"|4<br />
|width=2% align="center"|5||width=2% align="center"|6<br />
|width=2% align="center"|7||width=2% align="center"|8<br />
|width=2% align="center"|9||width=2% align="center"|10<br />
|width=2% align="center"|11||width=2% align="center"|12<br />
|width=2% align="center"|13||width=2% align="center"|14<br />
|width=2% align="center"|15||width=2% align="center"|16<br />
|width=2% align="center"|17||width=2% align="center"|18<br />
|width=2% align="center"|19||width=2% align="center"|20<br />
|width=2% align="center"|21||width=2% align="center"|22<br />
|width=2% align="center"|23||width=2% align="center"|24<br />
|width=2% align="center"|25||width=2% align="center"|26<br />
|width=2% align="center"|27<br />
|-<br />
|bgcolor="#EFEFEF" align="center" colspan="27" | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')<br />
|-<br />
|width=2% align="center"|A||width=2% align="center"|Á||width=2% align="center"|B||width=2% align="center"|C||width=2% align="center"|D||width=2% align="center"|E||width=2% align="center"|F||width=2% align="center"|G||width=2% align="center"|H||width=2% align="center"|I||width=2% align="center"|J||width=2% align="center"|K||width=2% align="center"|L||width=2% align="center"|M||width=2% align="center"|N||width=2% align="center"|Ñ||width=2% align="center"|O||width=2% align="center"|P||width=2% align="center"|Q||width=2% align="center"|R||width=2% align="center"|S||width=2% align="center"|T||width=2% align="center"|U||width=2% align="center"|V||width=2% align="center"|W||width=2% align="center"|X||width=2% align="center"|Z<br />
|- <br />
|bgcolor="#EFEFEF" align="center" colspan="27" | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')<br />
|-<br />
|align="center"|a||align="center"|á||align="center"|b||align="center"|c||align="center"|d||align="center"|e||align="center"|f||align="center"|g||align="center"|h||align="center"|i||align="center"|j||align="center"|k||align="center"|l||align="center"|m||align="center"|n||align="center"|ñ||align="center"|o||align="center"|p||align="center"|q||align="center"|r||align="center"|s||align="center"|t||align="center"|u||align="center"|v||align="center"|w||align="center"|x||align="center"|z<br />
|}<br />
</center><br />
<br />
Of these 27 letters, 6 are vowels (A, Á, E, I, O, U); the 21 others are consonants.<br />
<br />
The letter Y of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] does not occur in the human alphabet.<br />
<br />
===Letter frequency===<br />
<br />
{| class = "wikitable sortable"<br />
! N !! Letter<br />
!colspan="2"| Frequency<br />
|-<br />
| 1 || A || 1022 || 10.51%<br />
|-<br />
| 2 || Á || 48 || 0.49%<br />
|-<br />
| 3 || B || 251 || 2.58%<br />
|-<br />
| 4 || C || 255 || 2.62%<br />
|-<br />
| 5 || D || 341 || 3.51%<br />
|-<br />
| 6 || E || 753 || 7.74%<br />
|-<br />
| 7 || F || 38 || 0.39%<br />
|-<br />
| 8 || G || 229 || 2.35%<br />
|-<br />
| 9 || H || 89 || 0.92%<br />
|-<br />
| 10 || I || 770 || 7.92%<br />
|-<br />
| 11 || J || 56 || 0.58%<br />
|-<br />
| 12 || K || 316 || 3.25%<br />
|-<br />
| 13 || L || 515 || 5.3%<br />
|-<br />
| 14 || M || 448 || 4.61%<br />
|-<br />
| 15 || N || 350 || 3.6%<br />
|-<br />
| 16 || Ñ || 56 || 0.58%<br />
|-<br />
| 17 || NG || 65 || 0.67%<br />
|-<br />
| 18 || O || 799 || 8.22%<br />
|-<br />
| 19 || P || 261 || 2.68%<br />
|-<br />
| 20 || QU || 59 || 0.61%<br />
|-<br />
| 21 || R || 586 || 6.03%<br />
|-<br />
| 22 || S || 656 || 6.75%<br />
|-<br />
| 23 || SH || 124 || 1.28%<br />
|-<br />
| 24 || T || 442 || 4.54%<br />
|-<br />
| 25 || TH || 289 || 2.97%<br />
|-<br />
| 26 || U || 690 || 7.1%<br />
|-<br />
| 27 || V || 47 || 0.48%<br />
|-<br />
| 28 || W || 57 || 0.59%<br />
|-<br />
| 29 || X || 32 || 0.33%<br />
|-<br />
| 30 || Z || 81 || 0.83%<br />
|}<br />
<br />
==Graphemics==<br />
<br />
''The study of the [[wikipedia: Grapheme|graphemes]], or writing units, of a script, and of their relation to the phonemes of the spoken language.''<br />
<br />
* [[wikipedia:Digraph (orthography)|Digraphs]] ''th'', ''sh'', ''ng'', and ''qu''.<br />
** ''q'' only occurs in the digraph ''qu''.<br />
* Common consonant clusters ''st'', ''sl'', ''sm'', ''sp'', ''str'', and ''thr''.<br />
* Human has no [[wikipedia:Diphthong|diphthongs]].<br />
* ''x'', ''ñ'', and ''j'' are always followed by a vowel.<br />
* Possible [[wikipedia:Syllable#Syllabification|syllable structure]] (C)<sup>3</sup>VC(C).<br />
===Diacritic meaning===<br />
The human language only has one diacritic ([[wikipedia:Acute accent|◌́]]) used on one vowel (''a''). It is probable that this is used to represent syllable stress. With the words revealed to us so far, this probably means only the syllables with an ''a'' can be stressed.<br />
<br />
==Vocabulary==<br />
{{main|Language#Vocabulary}}<br />
<br />
The average word in the Human language is 4.723 letters long. The longest known words are ''thrathdad'' ("fortress") and ''stithngat'' ("profane").<br />
<br />
The average word has 1.792 syllables. Words either have one or two syllables.<br />
<br />
{{gamedata}}<br />
{{Language}}<br />
<br />
[[Category:Language]]<br />
[[ru:Human language]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Talk:Future_of_the_Fortress&diff=294440Talk:Future of the Fortress2023-07-20T15:26:54Z<p>Voliol: Created page with "According to the current article, "Toady will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions.". Periodically is the..."</p>
<hr />
<div>According to the current article, "Toady will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions.". Periodically is the word here, since to my knowledge Toady has been posting replies on a monthly schedule for at least the last eight years (2015). This should be reflected in the text of this article, which at the moment seems to relate to an earlier time where the replies were indeed vaguely "periodic". Does anyone reading this know off-hand when this change to a monthly answer happened? So the text can be both descriptive of how it currently works, and how it worked back in the day. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 15:26, 20 July 2023 (UTC)</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Future_of_the_Fortress&diff=294439Future of the Fortress2023-07-20T15:16:40Z<p>Voliol: /* Future of the Fortress replies */ added the replies of 2021-now, removed "No." since the date suffices to identify each reply</p>
<hr />
<div>'''Future of the Fortress''' is the name of a series of threads on the [[Bay 12 Forums]]. [[Toady]] will periodically get around to a "Future of the Fortress reply", where he will answer any unanswered questions. Other forum members answer questions if the answers can be found elsewhere or the question is a repeat.<br />
<br />
==History==<br />
Future of the Fortress threads started out as discussions of the [[Dwarf Fortress Development|development logs]], called "Future of the Fortress" at the time. They eventually changed into a question and answer format.<br />
<br />
===Threads===<br />
{| class = "wikitable sortable"<br />
! No. !! Title !! Start date !! End date !! Replies !! Notes<br />
|-<br />
|1<br />
|[http://www.bay12forums.com/smf/index.php?topic=2286.0 Future of the Fortress]<br />
|August 17, 2006 <br />
|August 17, 2006 <br />
|9<br />
|<br />
|-<br />
|2<br />
|[http://www.bay12forums.com/smf/index.php?topic=1788.0 Future of the Fortress]<br />
|August 27, 2006<br />
|September 21, 2007<br />
|2529<br />
|Has the same top post as #1.<br />
|-<br />
|3<br />
|[http://www.bay12forums.com/smf/index.php?topic=2287.0 Future of the Fortress 2]<br />
|September 21, 2007<br />
|January 25, 2008<br />
|1097<br />
|<br />
|-<br />
|4<br />
|[http://www.bay12forums.com/smf/index.php?topic=1709.0 Future of the Fortress 3]<br />
|January 25, 2008<br />
|June 03, 2008<br />
|1033<br />
|<br />
|-<br />
|5<br />
|[http://www.bay12forums.com/smf/index.php?topic=2102.0 Future of the Fortress 4]<br />
|May 31, 2008<br />
|July 28, 2008<br />
|945<br />
|<br />
|-<br />
|6<br />
|[http://www.bay12forums.com/smf/index.php?topic=21498.0 The NEW Future of the Fortress]<br />
|July 24, 2008<br />
|June 4, 2009<br />
|2216<br />
|<br />
|-<br />
|7<br />
|[http://www.bay12forums.com/smf/index.php?topic=30026.0 Future of the Fortress: List of Remaining Items]<br />
|January 21, 2009<br />
|March 31, 2010<br />
|15974<br />
|<br />
|-<br />
|8<br />
|[http://www.bay12forums.com/smf/index.php?topic=60554.0 Future of the Fortress: The Development Page]<br />
|July 01, 2010<br />
|May 11, 2011<br />
|5118<br />
|<br />
|-<br />
|9<br />
|[http://www.bay12forums.com/smf/index.php?topic=84398.0 Future of the Fortress]<br />
|May 11, 2011<br />
|February 15, 2012<br />
|4460<br />
|<br />
|-<br />
|10<br />
|[http://www.bay12forums.com/smf/index.php?topic=100851.0 Future of the Fortress]<br />
|February 15, 2012<br />
|July 13, 2014<br />
|11217<br />
|<br />
|-<br />
|11<br />
|[http://www.bay12forums.com/smf/index.php?topic=140544.0 Future of the Fortress]<br />
|July 13, 2014<br />
|July 01, 2016<br />
|4579<br />
|<br />
|-<br />
|12<br />
|[http://www.bay12forums.com/smf/index.php?topic=159164.0 Future of the Fortress]<br />
|July 01, 2016<br />
|March 01, 2018<br />
|3158<br />
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|-<br />
|12<br />
|[http://www.bay12forums.com/smf//index.php?topic=169696.0 Future of the Fortress]<br />
|March 01, 2018<br />
|''Ongoing''<br />
|''Ongoing''<br />
|<br />
|}<br />
<br />
==Future of the Fortress replies==<br />
:''This is an incomplete list.''<br />
<!--Recent replies go at bottom--><br />
{| class = "wikitable sortable"<br />
! Link !! Date !! Notes<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg5998938#msg5998938]<br />
| January 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6067817#msg6067817]<br />
| February 27, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133060#msg6133060]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6133062#msg6133062]<br />
| March 30, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6203701#msg6203701]<br />
| May 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6270848#msg6270848]<br />
| June 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6345218#msg6345218]<br />
| July 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6415242#msg6415242]<br />
| August 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6481893#msg6481893]<br />
| September 01, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6528473#msg6528473]<br />
| September 29, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653]<br />
| October 31, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479]<br />
| December 29, 2015<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6781176#msg6781176]<br />
| February 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526]<br />
| February 29, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6907640#msg6907640]<br />
| March 31, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205]<br />
| May 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=140544.msg7028217#msg7028217]<br />
| June 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf/index.php?topic=140544.msg7073587#msg7073587]<br />
| July 01, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7115531#msg7115531]<br />
| July 31, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]<br />
| August 30, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7195424#msg7195424]<br />
| September 29, 2016<br />
|<br />
|-<br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240]<br />
| November 02, 2016<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf//index.php?topic=159164.msg7281525#msg7281525]<br />
| December 01, 2016<br />
|<br />
|- <br />
| ...<br />
| <br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8230378#msg8230378]<br />
| January 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]<br />
| February 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8254142#msg8254142]<br />
| March 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]<br />
| May 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]<br />
| June 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8292042#msg8292042]<br />
| July 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8300987#msg8300987]<br />
| August 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8309877#msg8309877]<br />
| September 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
| October 01, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8325696#msg8325696]<br />
| November 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8333690#msg8333690]<br />
| December 02, 2021<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8341484#msg8341484]<br />
| January 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8349015#msg8349015]<br />
| February 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8356405#msg8356405]<br />
| March 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8364199#msg8364199]<br />
| April 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8371140#msg8371140]<br />
| May 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8378595#msg8378595]<br />
| June 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8385967#msg8385967]<br />
| July 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8395484#msg8395484]<br />
| August 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8403423#msg8403423]<br />
| September 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8413511#msg8413511]<br />
| October 01, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8424286#msg8424286]<br />
| November 02, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8431542#msg8431542]<br />
| December 03, 2022<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8442542#msg8442542]<br />
| January 04, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817]<br />
| February 02, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8458051#msg8458051]<br />
| March 03, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8466422#msg8466422]<br />
| April 05, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8473211#msg8473211]<br />
| May 01, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803]<br />
| June 08, 2023<br />
|<br />
|- <br />
| [http://www.bay12forums.com/smf/index.php?topic=169696.msg8486538#msg8486538]<br />
| July 02, 2023<br />
|<br />
|}<br />
<br />
== See Also ==<br />
* [[Dwarf Fortress Talk]] podcast<br />
* [[List of Dwarf Fortress developer interviews]]<br />
<br />
[[Category:Game development]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Tree&diff=292652Tree2023-03-24T11:06:05Z<p>Voliol: fix link</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}<br />
<br />
{{buggy}}<br />
<br />
[[File:tree_z_levels_v50.gif|thumb|225px|right|Ascending z-levels of a [[pear|pear tree]].]]'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid, or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that "trees" in ''Dwarf Fortress'' also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).<br />
{{Translation<br />
| dwarven = dák<br />
| elvish = thelire<br />
| goblin = tonspe<br />
| human = akan<br />
}}<br />
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the "Choose Fortress Location" screen at embark.<br />
<br />
== Structure ==<br />
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[apricot]] tree. ASCII mode.]]<br />
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.<br />
<br />
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.<br />
<br />
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.<br />
<br />
Dug-away roots of a tree can spawn twigs and fruits of the tree around them if there is space and grass/cave moss there. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.<br />
<br />
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap''' consisting of ramps that can be walked upon.<br />
<br />
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.<br />
<br />
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.<br />
<br />
A tree's branches and leaves will result in the tiles below them being considered "inside", leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.<br />
<br />
<gallery caption="Heights of a tree (ASCII mode)" widths="90px" heights="90px" perrow="5"><br />
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill<br />
File:Tree0.png|Ground level: trunk<br />
File:Tree+1.png|1 level above ground, trunk, branches and twigs<br />
File:Tree+2.png|2 levels above ground<br />
File:Tree+3.png|3 levels above ground, includes some Open Space<br />
File:Tree+4.png|4 levels above ground<br />
File:Tree+5.png|5 levels above ground<br />
File:Tree+6.png|6 levels above ground<br />
File:Tree+7.png|7 levels above ground, only Open Space<br />
</gallery><br />
<br />
=== Growths ===<br />
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.<br />
<br />
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.<br />
<br />
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.<br />
<br />
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.<br />
<br />
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.<br />
<br />
== Chopping down trees ==<br />
{{main|Woodcutting}}<br />
<br />
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to - any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.<br />
<br />
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).<br />
<br />
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these "guest entrances". Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.<br />
<br />
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.<br />
<br />
=== Objects and tiles in trees ===<br />
<br />
Some trees have been found to have objects or tiles contained within the branches. Cutting down these trees can be hazardous to your dwarves. You can check all the z-levels of every tree you wish to cut, or you can just take the risk and experience occasional fun!<br />
<br />
== Products ==<br />
=== Wood ===<br />
{{main|Wood}}<br />
<br />
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.<br />
<br />
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.<br />
<br />
=== Fruit ===<br />
Various kinds of tree produce fruit. In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]]. Fruit can be eaten, producing [[seed]]s. The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.<br />
<br />
Instead of fruit some trees will produce nuts, which are actually seeds. Since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: almond, candlenut, chestnut, hazel, macadamia, oak, pecan, and walnut.<br />
<br />
== Growing trees ==<br />
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.<br />
<br />
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called "young &lt;tree&gt;" instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.<br />
<br />
Trees ''cannot'' be specifically "planted" ([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.<br />
<br />
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer. This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.<br />
{{clear}}<br />
<br />
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when tree grows, it may spread (fruit-bearing) branches there.<br />
<br />
== Growth rate & wood yield ==<br />
From the time a sapling appears, it takes about three years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three or avoid growing branches at all initially.<br />
<br />
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each "tree trunk" tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}<br />
<br />
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.<br />
<br />
Palm trees don't obscure other ones with canopies, so should be cut when wood is needed or when they reach their maximum height of 9.<br />
<br />
== Aboveground trees ==<br />
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks. At this time, only the ASCII graphics of the trees are shown in the following table, and not the [[premium version]]'s graphics.<br />
<br />
<!-- default template (see Template:Multi-tile_tree_table_row for more details)<br />
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=<br />
|tile1=<br />
|drink=|drinkv=|eat=|cook=<br />
|grow1=<br />
}}<br />
--><br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|graphic=[[File:abaca_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
}}<br />
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600<br />
|eat=n|cook=y<br />
|graphic=[[File:pomegranate_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} seed pod<br />
}}<br />
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540<br />
|eat=y|cook=y<br />
|graphic=[[File:avocado_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|2:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|graphic=[[File:banana_trunk_sprite.png]]<br />
|drink=Banana beer|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:0}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430<br />
|eat=n|cook=y<br />
|graphic=[[File:apple_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140<br />
|eat=n|cook=y<br />
|graphic=[[File:candlenut_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550<br />
|drink=Carambola wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:carambola_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450<br />
|eat=y|cook=y<br />
|graphic=[[File:cashew_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700<br />
|eat=y|cook=y<br />
|graphic=[[File:pomelo_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|graphic=[[File:mangrove_trunk_sprite.png]]<br />
|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|2:0}} spathe<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620<br />
|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360<br />
|drink=Custard-apple cider|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|graphic=[[File:orange_trunk_sprite.png]]<br />
|drink=Date wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520<br />
|drink=Durian wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:0}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610<br />
|drink=Guava wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260<br />
|eat=n|cook=n<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880<br />
|drink=Lychee wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:lychee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|5:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705<br />
|eat=Seed|super=4|cook=y<br />
|graphic=[[File:macadamia_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|graphic=[[File:mahogany_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520<br />
|drink=Mango wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|•|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990<br />
|eat=y|cook=y<br />
|graphic=[[File:macadamia_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|0:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:orange_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130<br />
|drink=Papaya wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820<br />
|eat=y|cook=y<br />
|graphic=[[File:paradise_nut_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:pomelo_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620<br />
|drink=Rambutan wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:rambutan_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590<br />
|eat=y|cook=y<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490<br />
|eat=n|cook=n<br />
|graphic=[[File:carambola_trunk_sprite.png]] <br />
|grow1={{tile|♠|2:0}} leaf<br />
}}<br />
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560<br />
|eat=n|cook=n<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770<br />
|drink=Pomegranate wine|drinkv=10|eat=y|cook=y<br />
|graphic=[[File:pomegranate_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830<br />
|eat=n|cook=n<br />
|graphic=[[File:mangrove_trunk_sprite.png]]<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|graphic=[[File:pine_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}} scale-leaf<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|5:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100<br />
|tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|─|7:1}} thick branches<br />
|tile3={{tile|¼|7:1}} branches<br />
|tile4={{tile|;|7:1}} twigs<br />
|tile5={{tile|¼|7:1}} roots<br />
|graphic=[[File:feather_trunk_sprite.png]]<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|7:1}} down<br />
|grow2={{tile|%|7:1}} egg<br />
}}<br />
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200<br />
|tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk<br />
|tile2={{tile|¼|5:0}} roots<br />
|graphic=[[File:glumprong_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
|graphic=[[File:highwood_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|─|2:0}} thick branches<br />
|tile3={{tile|¼|2:0}} roots<br />
|graphic=[[File:saguaro_trunk_sprite.png]]<br />
|eat=y|cook=y<br />
|grow1={{tile|♣|7:1}} flower<br />
|grow2={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|6:0}} fruit<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|4:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|*|6:0}} cone<br />
}}<br />
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|eat=Seed|super=4||cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
|graphic=[[File:almond_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745<br />
|drink=Apple cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
|graphic=[[File:apple_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745<br />
|drink=Apricot wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
|graphic=[[File:paradise_nut_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
|graphic=[[File:macadamia_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650<br />
|tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|7:1}} roots<br />
|graphic=[[File:birch_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
}}<br />
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425<br />
|drink=Cherry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
|graphic=[[File:cherry_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|2:0}} burr<br />
|graphic=[[File:chestnut_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|%|7:1}} seed<br />
|graphic=[[File:pomegranate_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
|graphic=[[File:coffee_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
|graphic=[[File:maple_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:0}} flower<br />
|grow3={{tile|•|6:0}} acorn<br />
|graphic=[[File:oak_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|drink=Peach cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
|graphic=[[File:peach_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Perry|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
|graphic=[[File:pear_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|2:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
|graphic=[[File:pomegranate_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835<br />
|drink=Persimmon wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
|graphic=[[File:guava_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795<br />
|drink=Plum wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
|graphic=[[File:macadamia_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690<br />
|drink=Sand pear cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
|graphic=[[File:pear_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562<br />
|eat=Seed|super=4|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|♣|2:1}} flower<br />
|grow4={{tile|%|6:0}} nut<br />
|graphic=[[File:peach_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700<br />
|drink=Bayberry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|%|5:0}} fruit<br />
|graphic=[[File:macadamia_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|2:0}} pollen cone<br />
|graphic=[[File:larch_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|*|2:0}} branches<br />
|tile3={{tile|*|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|graphic=[[File:pine_trunk_sprite.png]]<br />
|grow1={{tile|*|2:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|4:0}} pollen cone<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single fruit.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards.<br />
:<sup>3</sup> These trees do not produce wood when cut.<br />
:<sup>4</sup> These trees only edible raw product is seed, which dwarves will not currently eat raw despite the tag.<br />
<br />
== Underground trees ==<br />
<br />
These are the trees that can grow in subterranean caverns. None of them produce growths.<br />
<br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk<br />
|tile2={{tile|¼|6:1}} branches<br />
|tile3={{tile|;|6:1}} twigs<br />
|graphic=[[File:fungiwood_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|7:1}} trunk<br />
|tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap<br />
|eat=n|cook=n<br />
|graphic=[[File:tower-cap_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650<br />
|tile1={{tile|O|0:1}} trunk<br />
|tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap<br />
|eat=n|cook=n<br />
|graphic=[[File:black-cap_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|4:1}} trunk<br />
|tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap<br />
|eat=n|cook=n<br />
|graphic=[[File:goblin-cap_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk<br />
|tile2={{tile|─|3:0}} thick branches<br />
|tile3={{tile|¼|3:0}} branches<br />
|tile4={{tile|;|3:0}} twigs<br />
|eat=n|cook=n<br />
|graphic=[[File:spore_tree_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500<br />
|tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk<br />
|eat=n|cook=n<br />
|graphic=[[File:tunnel_tube_trunk_sprite.png]]<br />
}}<br />
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250<br />
|tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk<br />
|tile2={{tile|─|4:0}} thick branches<br />
|tile3={{tile|¼|4:0}} branches<br />
|tile4={{tile|;|4:0}} twigs<br />
|graphic=[[File:blood_thorn_trunk_sprite.png]]<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550<br />
|tile1={{tile|O|1:0}} trunk<br />
|tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap<br />
|eat=n|cook=n<br />
|graphic=[[File:nether-cap_trunk_sprite.png]]<br />
}}<br />
|}<br />
<br />
==Bugs==<br />
* Trees grow through bridges. {{bug|7872}}<br />
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} <br />
* Trees not yielding wood will not be generated. {{bug|10581}}<br />
* Some underground trees will only give one log. {{bug|7313}}<br />
<br />
==Trivia==<br />
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down. So the player should check higher z-levels above the wagon once the playing area is generated, and immediately cutting down any trees animals are stuck in.<br />
{{Plants}}<br />
<br />
[[Category:Map tiles]]<br />
{{Category|Trees}}<br />
[[ru:Tree]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Angel&diff=292651Angel2023-03-24T10:57:38Z<p>Voliol: Undo revision 292634 by Zippy (talk) It is the deities that release the evils, not the angels.</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{spoiler|filler=<br><br><br><br>}}<br />
<br />
<br />
{{Translation<br />
| dwarven = sedil<br />
| elvish = thili<br />
| goblin = asmuk<br />
| human = idla<br />
}}<br />
'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]].<br />
<br />
==Overview==<br />
[[File:Bim-sarasti.jpg|thumb|right|300px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]<br />
<br />
Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "'''Soldier'''" angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god; crystal angels, etc. (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations. All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called "divine sickness", whose effects are randomized, but typically include effects such as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes.<br />
<br />
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]].<br />
<br />
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one Soldier and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea. <br />
<br />
Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the soldiers become a playable race in adventure mode with dwarven starting setup and ethics. If you do embark on a vault, the assistants and archangel appear to become tame livestock. They can be made available as pets or slaughtered and butchered. Soldiers remain hostile, but do not appear to leave the vault on their own.<br />
<br />
Digging into an "[[unusual volcanic wall]] studded with gems" has a chance to reveal an angel, alongside [[magma|other]] [[demon|fun]] [[hell|things]].<br />
<br />
Overall, they are easier to defeat than demons for their smaller sizes (save for the Archangel) and lower chance of having a special ability.<br />
<br />
==Angel types==<br />
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]<br />
Angels come in three categories:<br />
<br />
===Assistant===<br />
'''Assistants''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with level 4 combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.<br />
<br />
===Soldier===<br />
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have "Talented"-level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language. Soldiers tend to be made of flesh, even though the others may be made of an inorganic material.<br />
<br />
===Archangel===<br />
The '''Archangel''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They occupy 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them almost equivalent in power to a unique demon if only they could have special attacks.<br />
<br />
Defeating the archangel grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].<br />
<br />
==Divine language==<br />
{{Main|Divine language}}<br />
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.<br />
<br />
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.<br />
<br />
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:HF852 DIVINE_2]<br />
[DESCRIPTION:A one-eyed humanoid. It has large mandibles and it has a rattling exhale. Its gray skin is leathery. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Dead Minion:Dead Minions:Dead minion]<br />
[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[LARGE_PREDATOR]<br />
[DIFFICULTY:2]<br />
[NATURAL_SKILL:WRESTLING:4]<br />
[NATURAL_SKILL:BITE:4]<br />
[NATURAL_SKILL:GRASP_STRIKE:4]<br />
[NATURAL_SKILL:STANCE_STRIKE:4]<br />
[NATURAL_SKILL:MELEE_COMBAT:4]<br />
[NATURAL_SKILL:RANGED_COMBAT:4]<br />
[NATURAL_SKILL:DODGING:4]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]<br />
[LARGE_ROAMING]<br />
[MALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:70000]<br />
[CREATURE_TILE:142]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[HOMEOTHERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:6:0:0]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
<br />
[CREATURE:HF852 DIVINE_1]<br />
[DESCRIPTION:A large humanoid composed of vomit. It has wings and its body is bent and misshapen. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Warrior of Deformity:Warriors of Deformity:warrior]<br />
[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[DIFFICULTY:6]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[LARGE_ROAMING]<br />
[FEMALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:RANGED_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[NATURAL_SKILL:AXE:6]<br />
[NATURAL_SKILL:SWORD:6]<br />
[NATURAL_SKILL:DAGGER:6]<br />
[NATURAL_SKILL:PIKE:6]<br />
[NATURAL_SKILL:MACE:6]<br />
[NATURAL_SKILL:HAMMER:6]<br />
[NATURAL_SKILL:WHIP:6]<br />
[NATURAL_SKILL:SPEAR:6]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:80000]<br />
[CREATURE_TILE:142]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:VOMIT]<br />
[TISSUE_MAT_STATE:SOLID]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[ODOR_STRING:vomit]<br />
[ODOR_LEVEL:90]<br />
[COLOR:2:0:0]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]<br />
[ENTERS_BLOOD]<br />
[SYNDROME]<br />
[SYN_NAME:divine sickness]<br />
[SYN_AFFECTED_CLASS:GENERAL_POISON]<br />
[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]<br />
[SYN_INJECTED]<br />
[SYN_CONTACT]<br />
[SYN_INHALED]<br />
[SYN_INGESTED]<br />
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:sting:stings]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
<br />
[CREATURE:HF852 DIVINE_3]<br />
[DESCRIPTION:A great pterosaur composed of grime and filth. It has two long, spiral horns and it has a rattling exhale. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]<br />
[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]<br />
[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]<br />
[GENERATED]<br />
[SOURCE_HFID:852]<br />
[LARGE_PREDATOR]<br />
[DIFFICULTY:10]<br />
[NATURAL_SKILL:WRESTLING:14]<br />
[NATURAL_SKILL:BITE:14]<br />
[NATURAL_SKILL:GRASP_STRIKE:14]<br />
[NATURAL_SKILL:STANCE_STRIKE:14]<br />
[NATURAL_SKILL:MELEE_COMBAT:14]<br />
[NATURAL_SKILL:RANGED_COMBAT:14]<br />
[NATURAL_SKILL:DODGING:14]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]<br />
[LARGE_ROAMING]<br />
[FEMALE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[FANCIFUL]<br />
[SUPERNATURAL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:BALANCE]<br />
[SPHERE:DEATH]<br />
[SPHERE:DEFORMITY]<br />
[SPHERE:DISEASE]<br />
[SPHERE:SUICIDE]<br />
[BODY_SIZE:0:0:10000000]<br />
[CREATURE_TILE:142]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]<br />
[FLIER]<br />
[TISSUE:UNIFORM_TIS]<br />
[TISSUE_NAME:tissue:NP]<br />
[TISSUE_MATERIAL:GRIME]<br />
[TISSUE_MAT_STATE:SOLID]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[NOT_LIVING]<br />
[NOT_BUTCHERABLE]<br />
[ODOR_STRING:filth]<br />
[ODOR_LEVEL:90]<br />
[COLOR:6:0:0]<br />
[NOBREATHE]<br />
[EXTRAVISION]<br />
[HOMEOTHERM:10040]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:gore:gores]<br />
[ATTACK_CONTACT_PERC:5]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]<br />
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
}}<br />
<br />
{{Creatures}}<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|HFS}}<br />
{{Category|Fanciful}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
[[ru:Angel]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Talk:Werebeast&diff=292650Talk:Werebeast2023-03-24T10:44:47Z<p>Voliol: /* Verification notes */</p>
<hr />
<div>== Verification notes ==<br />
<br />
Re: [[Werebeast#Infecting_your_entire_fort]] - verification of some were-beasts too small to trap in cage traps.<br />
*I've no reason to doubt this is true, but the editor sounded like there was an element of doubt, so just wondering if we can get confirmation. Also, a screenshot mentioned in the edit sounds interesting, and would be quite cool to include in the page, which is quite text dense in this section. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 02:49, 11 March 2023 (UTC)<br />
<br />
*Editor here re above post: I tried uploading the screenshot of the wereraccoon, but it won't let me upload files. I doubt external links are allowed in page, so I will post the imgur link here and someone with permission can add it: https://imgur.com/a/F0Y72ZA [[User:Scavello|Scavello]] ([[User talk:Scavello|talk]]) 4:33 18 March 2023 (UTC)<br />
<br />
:Thanks, I'll upload the image. You might not have been able to upload if you hadn't made three edits yet on your registered account. Upon reading some relevant wiki sections, I think the sentence might need some rewording, or further investigation: Supposedly werebeasts are immune to traps due to [[Trapavoid]], rather than size. Do you have any more information on catching the wereracoon? Did you have any webs in the room, or mods installed that might have influenced this, for instance? It might even be a bug. Either way, thanks for commenting and sharing the image. It's an interesting discovery that should lead to even more comprehensive wiki info. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 15:38, 19 March 2023 (UTC)<br />
<br />
:I slightly reworded the sentence in question, to reflect the current state of this discussion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:34, 19 March 2023 (UTC)<br />
<br />
*There were no webs in the room, and I have no extra mods installed that would affect this (better transparency for smooth stone designation is about it really), and that room specifically works with the wereapes I have in my fortress as well, I have already spread the wereape infection to 2 other "volun-dorfs". Also side note, the wereapes, and wereraccoons do not get along at all. Perhaps I will try the wereraccoon again to see if it continues to happen, maybe also setup a trap gauntlet for it to run to see if it triggers any other traps, that the wereapes don't. [[User:Scavello|Scavello]] 23:41, March 20 2023 (UTC)<br />
<br />
*Second test - results: Same sterile test room, no webs, no mods that would interfere, has worked previously with wereapes, wereraccoon was trapped again and did not get a chance to attack the test subject. [[User:Scavello|Scavello]] 04:22, March 22, 2023 (UTC)<br />
<br />
*It would be strange if wereraccoons could not be caught in cage traps due to their (small) size. I do not believe we have the numbers for the werebeast sizes (though they would not be difficult to extract), but all manners of creatures such as crundles and stoats can be caught in cage traps - and those are surely smaller. In other words, the only reason for wereraccoons to be trappable would be for there to either be a mechanic which prevents small creatures to be caught in cage traps, which must in that case be new to v50, or for the wereraccoons to have some other token influencing their interaction with traps. Or it could be a bug of course, or human error. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:44, 24 March 2023 (UTC)<br />
<br />
== Page structure ==<br />
<br />
I found myself having trouble finding or accurately referencing sections of this article that were within quite long sections and paragraphs. I took the liberty of restructuring a couple of section headings, and adding a few subsections. It's a bit subjective, so I'm just leaving a note here, in case anyone has any thoughts on this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:31, 19 March 2023 (UTC)<br />
<br />
== Werebeasts in fortresses update ==<br />
<br />
The [[Werebeast#Werebeasts_in_fortresses|Werebeasts in fortresses]] section could do with some specific information about visitors being able to transform whilst visiting one of your fortress locations.</div>Voliolhttp://dwarffortresswiki.org/index.php?title=DF2014:Tax_collector&diff=291217DF2014:Tax collector2023-02-20T14:33:21Z<p>Voliol: Replaced content with "{{del|No need to exist in this namespace}}"</p>
<hr />
<div>{{del|No need to exist in this namespace}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=v0.34:Tax_collector&diff=291216v0.34:Tax collector2023-02-20T14:33:10Z<p>Voliol: </p>
<hr />
<div>{{del|No need to exist in this namespace}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Egg&diff=291000Egg2023-02-16T23:15:26Z<p>Voliol: Undo revision 290775 by 76.108.125.32 (talk) Rule W</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<onlyinclude><br />
[[File:egg_sprite_preview.png|right]]'''Eggs''' are laid by creatures with the {{token|LAYS_EGGS|c}} token, or grown by [[feather tree]]s. This includes ordinary fowl and reptiles, and also some more exotic creatures such as [[giant eagle]]s, [[dragon]]s, [[kobold]]s, and many others. Eggs can be used by dwarves as [[food]], or they can be hatched. Eggs can only be eaten raw if at least one of their component materials (yolk, white, or shell) is edible raw; otherwise, they have to be cooked into prepared meals first.<br />
<br />
Egg-laying animals will claim an empty [[nest box]] if one is available.<br />
<br />
Males can also be [[mod]]ded to lay eggs, although these may not hatch.<sup>Needs clarification</sup><br />
</onlyinclude><br />
[[File:eggs.png|thumb|290px|center|What's an egg's least favorite drug?<br>Crack.]]<br />
== Hatching Conditions ==<br />
<br />
{{catbox|DF2014:Egglaying}}Hatching eggs requires that the dwarves are prevented from removing the eggs (and mother) from the nest box until they have a chance to hatch. This can be done by placing the nest box behind a locked [[door]] or by [[forbid]]ding the eggs in the nest box. Forbidding eggs on the [[menu#Kitchen Screen|kitchen menu]] will ''not'' prevent dwarves from removing them from the nest box &mdash; it will only prevent them from being cooked. Similarly, modifying all [[stockpile]]s to disallow eggs will prevent hauling jobs, however the eggs remain available for [[cook]]ing and eating. It is sometimes possible to remove the mother briefly or near the end of gestation, and have the eggs still hatch (shown with both sentients and livestock). However, for elk bird feeding it is recommended to use chains and animal caretakers instead.<br />
<br />
Eggs may be fertilized when laid, or they may not be. In order for eggs to be fertilized, a male of the species must be present (though this does not always ''guarantee'' fertilization). Unlike in previous versions of ''Dwarf Fortress'', the male must have spent time with the female to fertilize their seed pouch (the male need not be ''alive'' at the time of egglaying, however). One fertilization provides seed for two egglayings, but in practice the first tends to bring the population over the pet cap. Depending on the animal, fertilization chances seem to differ. {{verify}} If the creature is sapient (has any of the {{token|INTELLIGENT|c}}, {{token|CAN_LEARN|c}} or {{token|CAN_SPEAK|c}} tokens), then the egg-laying female must also be married in order for her eggs to be fertilized, and she must also have spent time with her husband. (In short, egg fertilization has the same conditions as normal impregnation in the game.)<br />
<br />
All fertilized eggs left undisturbed in a nest box hatch after exactly 3 months, unlike in real life.<br />
<br />
== Egg Production ==<br />
{{main|Egg production}}<br />
Fortresses can set up [[egg production]] as a source of [[food]]. This requires at least one adult, tame, female egg-laying [[animal]], a built and unclaimed [[nest box]], [[food hauling]], and [[cooking]].<br />
<br />
== Egg Composition ==<br />
It appears from tests that the [[material]] an egg is made out of is actually the shell; this includes meals made from the eggs.<br />
<br />
{{Translation<br />
| dwarven = acöb<br />
| elvish = amira<br />
| goblin = donsmok<br />
| human = edi<br />
}}<br />
<br />
{{materials}}<br />
<br />
{{Category|Food}}<br />
{{Category|Creature attributes}}<br />
[[ru:Egg]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=DF2014:Release_information&diff=290999DF2014:Release information2023-02-16T23:11:39Z<p>Voliol: fix version/date</p>
<hr />
<div>{{Quality|Fine|12:24, 28 July 2014 (UTC)}}<br />
{{release notes}}<br />
<br />
The first version in this release cycle, '''DF 0.40.01''', was released on '''July 7, 2014'''. The last version was '''v0.47.05''', released on '''January 28, 2021'''. The changes in each version are listed in the sidebar to the right.<br />
<br />
As with all major releases, version 0.40.01 broke [[save compatibility]] with old versions. Due to major save corruption bugs, versions 0.40.02 and 0.40.03 both broke save compatibility with older versions.<br />
<br />
== Bugs ==<br />
Please report bugs on the [http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php official bug tracker], and optionally add them to [[Known bugs and issues]]. Please do not add them to this page.</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Giant_eagle&diff=290423Giant eagle2023-02-09T16:23:00Z<p>Voliol: Added an image, though surely there is a better way to show two images side-by-side...</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{Creaturelookup/0<br />
|image=giant_eagle_sprite.png<br />
|contrib=no<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|intestine=1<br />
|liver=1<br />
|heart=1<br />
|lung=2<br />
|brain=1<br />
|meat=18<br />
|fat=12<br />
|skull=1<br />
|bone=23<br />
|skin=hide<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
'''Giant eagles''' are the over-sized version of [[eagle]]s, found in the same wide array of [[savage]] [[biome]]s. They can be extremely annoying to an early fortress due to their ability to fly over your fortress defenses and kill your unarmed civilians. Unlike [[giant kea|other aerial pests]], giant eagles will generally not path into your fortress, and usually only attack if provoked. They may also appear as [[mount]]s during a [[siege]], resulting in a highly-maneuverable and dangerous squad of attackers. All giant eagles are born with Legendary [[skill]] in [[Climber|climbing]].<br />
<br />
Captured giant eagles may be kept as exotic [[pet]]s, requiring substantial time and effort to tame. Unfortunately, they cannot be trained to increase their combat effectiveness. [[elf|Elven]] [[caravan]]s may offer to trade tame giant eagles if the elven [[civilization]] is situated in a mountainous area.<br />
<br />
Giant eagles are relatively useless for [[egg production]] thanks to their small clutch sizes, but they are a viable choice for your [[meat industry]], yielding a respectable amount of food without [[grazer|grazing]]. Once hatched, giant eagle hatchlings take roughly one year to reach adulthood.<br />
<br />
There is a current bug where tamed animals that have the [FLYING] tag won't actually fly. Once tamed, your giant eagles will remain earthbound and never take to the sky, which makes them somewhat less deadly than they would otherwise be.<br />
<br />
Some dwarves [[Preferences|like]] giant eagles for their ''high soaring''.<br />
<br />
{{D for Dwarf}}<br />
Through the use of the latest magma-powered and minecart-driven science, we have solved the riddle of whether a dwarf carrying a ◄gold ring► can be flown to a volcano to dispose of said ring. It cannot.<br />
<br />
<gallery><br />
File:giant_eagle_drawing.jpeg|The terror of the skies.<br />
File:giant_eagle.jpg|Nice once you get to know them.<br />
</gallery><br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Axe&diff=290422Axe2023-02-09T16:16:06Z<p>Voliol: Rule T, no references to DF2014 sub-versions in this namespace</p>
<hr />
<div>{{av}}<br />
<br />
'''Axe''' may refer to:<br />
* [[Battle axe]]<br />
* [[Great axe]]<br />
* [[Training weapon|Training axe]], a type of training weapon<br />
* Stone axe, a [[tool]] craftable in Adventure Mode<br />
<br />
Axes are [[weapon]]s. Every axe except the training one can be used as [[equipment]] for tree cutting.<br />
<br />
{{Translation<br />
| dwarven = libash<br />
| elvish = cuthefi<br />
| goblin = agun<br />
| human = osp<br />
}}<br />
<br />
{{disambig}}<br />
[[ru:Axe]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Instrumentalist&diff=290421Instrumentalist2023-02-09T16:15:28Z<p>Voliol: no changes to instruments afaik</p>
<hr />
<div>{{av}}<br />
'''Instrumentalist''' could refer to:<br />
* [[Wind instrumentalist]]<br />
* [[Stringed instrumentalist]]<br />
{{disambig}}<br />
[[ru:Instrumentalist]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=File:Giant_eagle_drawing.jpeg&diff=290420File:Giant eagle drawing.jpeg2023-02-09T16:12:21Z<p>Voliol: Drawn as a reward for Mortiss (http://www.bay12forums.com/smf/index.php?action=profile;u=30505) in 2010. Source: http://www.bay12forums.com/smf/index.php?topic=77360.msg8453227#msg8453227</p>
<hr />
<div>== Summary ==<br />
Drawn as a reward for Mortiss (http://www.bay12forums.com/smf/index.php?action=profile;u=30505) in 2010. Source: http://www.bay12forums.com/smf/index.php?topic=77360.msg8453227#msg8453227<br />
== Licensing ==<br />
{{No license from license selector|Don't know}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Training_weapon&diff=290235Training weapon2023-02-07T10:52:54Z<p>Voliol: Rule T. I've had fortress guards maul criminals in v50, so that isn't entirely gone.</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
[[File:training_axe_sprite_preview.png|right]]<br />
'''Training weapons''' are [[Edge|edgeless]] [[Wood|wooden]] [[Weapon|weapons]] created at a [[carpenter's workshop]]. There are three kinds available; axes, spears, and swords.<br />
<br />
[[Dwarves]] won't harm each other (or themselves) during [[combat drills]], or [[Training#Sparring_and_demonstration|sparring]] while using [[Metal|metal weapons]], so training weapons are only useful when you have no metal weapon of the kind you'd like your soldiers to train with, and in a few specific circumstances.<br />
<br />
Training weapons are virtually useless in [[combat]], so make sure that your soldiers have exchanged them for real weapons before sending them into battle, even if it means using a weapon they are totally unfamiliar with. Their utter uselessness can prove useful for [[live training]], however.<br />
<br />
Note that soldiers equipped with training weapons for extended periods of time can grow [[Attachment|attached]] to their worthless wooden weapons. Congratulations - you now have a legendary stick.<br />
<br />
Training weapons may also be used as non-lethal equipment for your [[fortress guard]], to prevent them to [[Fun|seriously wound or kill]] [[Justice#Crimes|criminals]], including [[Mandate|mandate violators]]. Though it is unclear how often this happens in ''Dwarf Fortress'' v50.<br />
<br />
Training axes cannot be used for [[Wood cutter|cutting down trees]].<br />
<br />
{{Weapons}}<br />
<br />
{{Category|Military}}<br />
{{Category|Weapons}}<br />
[[ru:Training weapon]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Pumice&diff=290011Pumice2023-02-06T10:12:02Z<p>Voliol: Revert changes by 99.243.38.75 (talk). Redirecting to an old namespace article like this is correct.</p>
<hr />
<div>#REDIRECT [[23a:Pumice]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Glass&diff=289965Glass2023-02-05T19:03:42Z<p>Voliol: remove confusing paragraph</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
<br />
[[File:glass_green.png|thumb|210px|right|The see-through kind.]]'''Glass''' is produced at the [[glass furnace]] using [[fuel]] with either [[sand]] (green glass), sand and [[pearlash]] (clear glass), or [[rock crystal]] and pearlash (crystal glass). A [[magma glass furnace]] can also be used, in which case no fuel is required. Raw glass (of all three types) can also be acquired from some [[trading|trade]] caravans and be purchased in the [[embark]] screen. Note that raw glass can '''''not''''' be made into glass items (excluding [[strange mood]]s), but can only be [[gem cutting|cut]] into [[gem]]-like items which can be used for [[decoration|decorating]] items. You have to buy or collect [[sand]] to get the raw materials to make glass.<br />
<br />
Glass value corresponds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (10).<br />
<br />
== Uses ==<br />
Glass can be used for most things that can be produced at a [[mason's workshop]], with the exception of slabs, querns and millstones. Glass can also be used to make [[tube]]s. Note that the names for some glass products are different from the same products made from different materials. For example, a glass tube has the same uses as a wooden pipe. It can also be used to produce goods normally made at a [[craftsdwarf's workshop]] by a [[stone crafter]], with the exception of obsidian short swords and generic crafts. In addition, it may be made as raw glass, which can then be cut as a gem at a [[jeweler's workshop]] by a [[gem cutter]], in a similar fashion to cutting generic stones.<br />
<br />
Raw glass, especially raw green glass, is excellent practice for aspiring jewelers (and its production provides experience for [[glassmaker]]s). The value of glass is on par with low-to-mid value gemstones, meaning that a source of sand on your map used in tandem with a [[magma glass furnace]] makes decoration with cut raw green glass an essentially free, and very lucrative, way to increase the value of your goods, while training legendary [[glassmaker]]s and [[jeweler]]s – particularly when those goods are themselves made of glass.<br />
<br />
Glass can also be made into [[block]]s which can be used to build [[workshop]]s and [[construction]]s, even glass [[trap component]]s. Unique goods made from glass include glass [[window]]s and [[flask|vial]]s, as well as [[Furniture#Furniture_types_with_multiple_names|renamed versions]] of common furniture.<br />
* A glass [[chest]] is called a box.<br />
* A glass [[door]] is called a [[portal]]. <br />
* A glass [[pipe]] is called a tube.<br />
* A glass [[cage]] is called a terrarium.<br />
* A glass [[flask]] is called a [[vial]].<br />
<br />
For more information on the use of glass, see the [[Glass industry]] page.<br />
<br />
Raw and cut glass storage options can be found under the Gem [[stockpile]] sub-menu. Glass blocks are stored in Bar/Block stockpiles.<br />
<br />
==Glass Block Floors, AKA The Dwarven X-Ray==<br />
In DF Premium's graphical mode, floors made out of glass blocks reveal the z-level directly beneath them and everything on those tiles in real time, even if built on top of a solid cave floor. This exploit can be a useful when you need to avoid digging into some [[Hidden Fun Stuff]], because even though players can see through glass floors no matter what, entities in the game itself never can.[https://www.reddit.com/r/dwarffortress/comments/10tpcbd/glass_floors_reveal_without_digging/]<br />
<br />
==Glass and magma==<br />
Glass behaves somewhat oddly with [[magma]], despite being strictly magma-safe (with a melting point of {{ct|13600}}) - '''built''' glass furniture will survive indefinitely when covered with magma, but '''unbuilt''' glass items tend to disappear instantly when submerged in magma.{{bug|10314}}<br />
<br />
==Physical properties==<br />
Through memory hacking, the material properties of each type of glass have been determined; for reference, they have been reconstructed below as material definitions:<br />
<br />
{{gamedata|title=Green glass<br />
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_GREEN}}}}<br />
<br />
{{gamedata|title=Clear glass<br />
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CLEAR}}}}<br />
<br />
{{gamedata|title=Crystal glass<br />
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CRYSTAL}}}}<br />
<br />
==See also==<br />
*[[Glass industry]]<br />
*[[Glassmaker]]<br />
<br />
{{materials}}<br />
<br />
{{Category|Materials}}<br />
[[ru:Glass]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Creature_token&diff=289964Creature token2023-02-05T18:55:41Z<p>Voliol: /* C */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below. <br />
<br />
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>. <br />
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.<br />
<br />
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)<br />
<br />
__NOTOC__ <br />
{{clear}}<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==A==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ADOPTS_OWNER}}<br />
| Caste<br />
|<br />
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".<br />
<br />
|-<br />
| {{text anchor|ALCOHOL_DEPENDENT}}<br />
| Caste<br />
| <br />
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.<br />
<br />
|-<br />
| {{text anchor|ALL_ACTIVE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}<br />
<br />
|-<br />
| {{text anchor|ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. <br />
<br />
|-<br />
| {{text anchor|AMBUSHPREDATOR}}<br />
| Caste<br />
| <br />
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}<br />
<br />
|-<br />
| {{text anchor|AMPHIBIOUS}}<br />
| Caste<br />
| <br />
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].<br />
<br />
|-<br />
| {{text anchor|APP_MOD_DESC_RANGE}}<br />
| Caste<br />
|<br />
*Range (6 values, low to high)<br />
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]<br />
<br />
|-<br />
| {{text anchor|APP_MOD_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)<br />
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}<br />
<br />
|-<br />
| {{text anchor|APP_MOD_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Creates a noun for the appearance, and whether it is singular or plural.<br />
<br />
|-<br />
| {{text anchor|APP_MOD_RATE}}<br />
| Caste<br />
| <br />
*Rate (integer)<br />
*Scale (DAILY, YEARLY)<br />
*min (growth)<br />
*max (growth)<br />
*start year<br />
*start day<br />
*end year<br />
*end day <br />
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.<br />
<br />
|-<br />
| {{text anchor|APPLY_CREATURE_VARIATION}}<br />
| Caste<br />
| <br />
*creature variation ID<br />
*(optional) any amount of arbitrary arguments<br />
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.<br />
<br />
|-<br />
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}<br />
| Special<br />
| <br />
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.<br />
<br />
|-<br />
| {{text anchor|AQUATIC}}<br />
| Caste<br />
| <br />
| Enables the creature to breathe in water, but causes it to air-drown on dry land. <br />
<br />
|-<br />
| {{text anchor|ARENA_RESTRICTED}}<br />
| Caste<br />
| <br />
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list. Typically applied to spoileriffic creatures.<br />
<br />
|-<br />
| {{text anchor|ARTIFICIAL_HIVEABLE}}<br />
| Creature<br />
|<br />
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.<br />
<br />
|-<br />
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}<br />
| Caste<br />
|<br />
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.<br />
<br />
|-<br />
| {{text anchor|ATTACK}}<br />
| Caste<br />
| <br />
*token<br />
*bodypart<br />
*selection criteria<br />
*location <br />
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens<br />
'''Example:'''<br /><br />
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br /><br />
''GORE'' = name of the attack<br /><br />
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)<br />
<br />
|-<br />
| {{text anchor|ATTACK_TRIGGER}}<br />
| Caste<br />
| <br />
*population<br />
*exported wealth<br />
*created wealth<br />
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==B==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|BABY}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.<br />
<br />
|-<br />
| {{text anchor|BABYNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|BEACH_FREQUENCY}}<br />
| Caste<br />
| <br />
*integer<br />
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|BENIGN}}<br />
| Caste<br />
| <br />
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.<br />
<br />
|-<br />
| {{text anchor|BIOME}}<br />
| Creature<br />
| <br />
* [[biome token]]<br />
| Select a [[biome]] the creature may appear in.<br />
<br />
|-<br />
| {{text anchor|BLOOD}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Specifies what the creature's blood is made of.<br />
<br />
|-<br />
| {{text anchor|BLOODSUCKER}}<br />
| Caste<br />
| <br />
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.<br />
<br />
|-<br />
| {{text anchor|BODY}}<br />
| Caste<br />
| <br />
*body parts <br />
| Draws body parts from OBJECT:BODY files (such as body_default.txt)<br />
'''Example:'''<br /><br />
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br /><br />
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.<br />
<br />
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}<br />
<br />
|-<br />
| {{text anchor|BODY_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.<br />
'''Example:'''<br /><br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br /><br />
''HEIGHT'' : marks the height to be changed <br /><br />
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.<br />
<br />
|-<br />
| {{text anchor|BODY_DETAIL_PLAN}}<br />
| Caste<br />
| <br />
*PlanName<br />
*Arguments <br />
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.<br />
'''Example:'''<br /><br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br /><br />
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.<br /><br />
A [[Purring maggot|maggot]] would only need:<br /><br />
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' <br />
<br />
|-<br />
| {{text anchor|BODY_SIZE}}<br />
| Caste<br />
| <br />
*years<br />
*days<br />
*size <br />
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.<br />
'''Example:'''<br /><br />
[BODY_SIZE:0:0:10000]<br /><br />
[BODY_SIZE:1:168:50000]<br /><br />
[BODY_SIZE:12:0:220000]<br /><br />
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.<br />
<br />
|-<br />
| {{text anchor|BODYGLOSS}}<br />
| Caste<br />
| <br />
*gloss <br />
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)<br />
<br />
|-<br />
| {{text anchor|BONECARN}}<br />
| Caste<br />
| <br />
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}<br />
<br />
|-<br />
| {{text anchor|BP_ADD_TYPE}}<br />
| Caste<br />
| <br />
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. <br />
<br />
|-<br />
| {{text anchor|BP_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)<br />
<br />
|-<br />
| {{text anchor|BP_REMOVE_TYPE}}<br />
| Caste<br />
| <br />
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. <br />
<br />
|-<br />
| {{text anchor|BUILDINGDESTROYER}}<br />
| Caste<br />
| <br />
*1 or 2 <br />
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==C==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|CAN_DO_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction token<br />
| The creature can perform an interaction. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CAN_LEARN}}<br />
| Caste<br />
| <br />
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.<br />
<br />
|-<br />
| {{text anchor|CAN_SPEAK}}<br />
| Caste<br />
| <br />
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.<br />
<br />
|-<br />
| {{text anchor|CANNOT_CLIMB}}<br />
| Caste<br />
| <br />
| Creature cannot [[climber|climb]], even if it has free grasp parts.<br />
<br />
|-<br />
| {{text anchor|CANNOT_JUMP}}<br />
| Caste<br />
| <br />
| Creature cannot [[jump]].<br />
<br />
|-<br />
| {{text anchor|CANNOT_UNDEAD}}<br />
| Caste<br />
| <br />
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.<br />
<br />
|-<br />
| {{text anchor|CANOPENDOORS}}<br />
| Caste<br />
| <br />
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}<br />
<br />
|-<br />
| {{text anchor|CARNIVORE}}<br />
| Caste<br />
| <br />
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.<br />
<br />
|-<br />
| {{text anchor|CASTE}}<br />
| Creature<br />
| <br />
*name <br />
| Defines a [[caste]].<br />
<br />
|-<br />
| {{text anchor|CASTE_ALTTILE}}<br />
| Caste<br />
|<br />
*tile number or "letter"<br />
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_COLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|COLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWCOLOR}}<br />
| Caste<br />
|<br />
*fg<br />
*bg<br />
*brightness<br />
| Caste-specific {{token|GLOWCOLOR|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_GLOWTILE}}<br />
| Caste<br />
|<br />
*tile value or "letter"<br />
| Caste-specific {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_NAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| Caste-specific {{token|NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_PROFESSION_NAME}}<br />
| Caste<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| Caste-specific {{token|PROFESSION_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_ALTTILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_SOLDIER_TILE}}<br />
| Caste<br />
| <br />
*'character' or tile number<br />
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CASTE_TILE}}<br />
| Caste<br />
|<br />
* tile number or "letter"<br />
| Caste-specific {{token|CREATURE_TILE|c}}.<br />
<br />
|-<br />
| {{text anchor|CAVE_ADAPT}}<br />
| Caste<br />
| <br />
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. <br />
<br />
|-<br />
| {{text anchor|CDI}}<br />
| Caste<br />
| <br />
*Varies<br />
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].<br />
<br />
|-<br />
| {{text anchor|CHANGE_BODY_SIZE_PERC}}<br />
| Caste<br />
| <br />
*integer<br />
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.<br />
<br />
|-<br />
| {{text anchor|CHANGE_FREQUENCY_PERC}}<br />
| Creature<br />
| <br />
*integer<br />
| Multiplies frequency by a factor of (integer)%.<br />
<br />
|-<br />
| {{text anchor|CHILD}}<br />
| Caste<br />
| <br />
*integer <br />
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. <br />
<br />
|-<br />
| {{text anchor|CHILDNAME}}<br />
| Caste<br />
| <br />
*singular<br />
*plural <br />
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.<br />
<br />
|-<br />
| {{text anchor|CLUSTER_NUMBER}}<br />
| Creature<br />
|<br />
*min<br />
*max<br />
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|CLUTCH_SIZE}}<br />
| Caste<br />
|<br />
*min<br />
*max<br />
|Number of [[egg]]s laid in one sitting.<br />
<br />
|-<br />
| {{text anchor|COLONY_EXTERNAL}}<br />
| Caste<br />
|<br />
| Caste hovers around colony.<br />
<br />
|-<br />
| {{text anchor|COLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| Color of the creature's tile. See [[Color]] for usage.<br />
<br />
|-<br />
| {{text anchor|COMMON_DOMESTIC}}<br />
| Caste<br />
| <br />
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}}, {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.<br />
<br />
|-<br />
| {{text anchor|CONVERTED_SPOUSE}}<br />
| Caste<br />
|<br />
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.<br />
<br />
|-<br />
| {{text anchor|COOKABLE_LIVE}}<br />
| Caste<br />
| <br />
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.<br />
<br />
|-<br />
| {{text anchor|CRAZED}}<br />
| Caste<br />
| <br />
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.<br />
<br />
|-<br />
| {{text anchor|COPY_TAGS_FROM}}<br />
| Special<br />
| <br />
*creature ID<br />
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.<br />
<br />
|-<br />
| {{text anchor|CREATURE}}<br />
| Creature<br />
|<br />
*creature ID<br />
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.<br />
<br />
|-<br />
| {{text anchor|CREATURE_CLASS}}<br />
| Caste<br />
|<br />
*classname<br />
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.<br />
<br />
The full list of tokens that use creature classes is: <br />
<br />
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}<br />
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}<br />
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}<br />
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}<br />
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}<br />
|-<br />
| {{text anchor|CREATURE_SOLDIER_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| Creatures active in their civilization's [[military]] will use this tile instead.<br />
<br />
|-<br />
| {{text anchor|CREATURE_TILE}}<br />
| Creature<br />
| <br />
*'character' or tile number <br />
| The symbol of the creature in ASCII mode.<br />
<br />
|-<br />
| {{text anchor|CREPUSCULAR}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at twilight in adventurer mode.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_EATER}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_GUZZLER}}<br />
| Caste<br />
| <br />
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.<br />
<br />
|-<br />
| {{text anchor|CURIOUSBEAST_ITEM}}<br />
| Caste<br />
| <br />
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.<br />
<br />
|-<br />
| {{text anchor|CV_ADD_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Adds a tag. Used in conjunction with creature variation templates.<br />
<br />
|-<br />
| {{text anchor|CV_REMOVE_TAG}}<br />
| Special<br />
| <br />
*TAG NAME <br />
| Removes a tag. Used in conjunction with creature variation templates. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==D==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.<br />
<br />
|-<br />
| {{text anchor|DESCRIPTION}}<br />
| Caste<br />
| <br />
*text <br />
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.<br />
<br />
|-<br />
| {{text anchor|DIE_WHEN_VERMIN_BITE}}<br />
| Caste<br />
|<br />
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.<br />
<br />
|-<br />
| {{text anchor|DIFFICULTY}}<br />
| Caste<br />
| <br />
*integer <br />
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.<br />
<br />
|-<br />
| {{text anchor|DIURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the day in Adventurer Mode.<br />
<br />
|-<br />
| {{text anchor|DIVE_HUNTS_VERMIN}}<br />
| Caste<br />
| <br />
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.<br />
<br />
|-<br />
| {{text anchor|DOES_NOT_EXIST}}<br />
| Creature<br />
| <br />
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. <br />
<br />
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==E==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|EBO_ITEM}}<br />
| Caste<br />
| <br />
*[[item token]]<br />
*[[material token]] (ANY_HARD_STONE can be used for the material)<br />
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EBO_SHAPE}}<br />
| Caste<br />
| <br />
*gem shape<br />
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.<br />
<br />
|-<br />
| {{text anchor|EGG_MATERIAL}}<br />
| Caste<br />
|<br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.<br />
<br />
|-<br />
| {{text anchor|EGG_SIZE}}<br />
| Caste<br />
|<br />
*size<br />
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.<br />
<br />
|-<br />
| {{text anchor|EQUIPMENT_WAGON}}<br />
| Creature<br />
| <br />
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.<br />
<br />
|-<br />
| {{text anchor|EQUIPS}}<br />
| Caste<br />
| <br />
| Allows the creature to wear or wield items.<br />
<br />
|-<br />
| {{text anchor|EVIL}}<br />
| Creature<br />
| <br />
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.<br />
<br />
|-<br />
| {{text anchor|EXTRA_BUTCHER_OBJECT}}<br />
| Caste<br />
| <br />
* BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
* TYPE, CATEGORY, or TOKEN<br />
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}<br />
<br />
|-<br />
| {{text anchor|EXTRACT}}<br />
| Caste<br />
|<br />
* [[material token]]<br />
| Defines a creature extract which can be obtained via [[small animal dissection]].<br />
<br />
|-<br />
| {{text anchor|EXTRAVISION}}<br />
| Caste<br />
| <br />
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. <br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==F==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|FANCIFUL}}<br />
| Creature<br />
| <br />
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.<br />
<br />
|-<br />
| {{text anchor|FEATURE_ATTACK_GROUP}}<br />
| Caste<br />
|<br />
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.<br />
<br />
|-<br />
| {{text anchor|FEATURE_BEAST}}<br />
| Caste<br />
|<br />
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.<br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.<br />
<br />
|-<br />
| {{text anchor|FEMALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE}}<br />
| Caste<br />
| <br />
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).<br />
<br />
|-<br />
| {{text anchor|FIREIMMUNE_SUPER}}<br />
| Caste<br />
| <br />
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. <br />
<br />
|-<br />
| {{text anchor|FISHITEM}}<br />
| Caste<br />
| <br />
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen). <br />
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.<br />
<br />
|-<br />
| {{text anchor|FIXED_TEMP}}<br />
| Caste<br />
| <br />
*temperature <br />
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.<br />
<br />
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.<br />
<br />
|-<br />
| {{text anchor|FLEEQUICK}}<br />
| Caste<br />
| <br />
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|FLIER}}<br />
| Caste<br />
| <br />
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).<br />
<br />
|-<br />
| {{text anchor|FREQUENCY}}<br />
| Creature<br />
|<br />
*number, max 100<br />
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==G==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|GAIT}}<br />
| Caste<br />
| <br />
* <gait type><br />
* <gait name><br />
* <max [[Gait#Speed|speed]]><br />
* <build up time><br />
* <max turning [[Gait#Speed|speed]]><br />
* <start [[Gait#Speed|speed]]><br />
* <energy expenditure><br />
* <gait flag(s)><br />
| Defines a gait by which the creature can move. See [[Gait]] for more information.<br />
<br />
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait<br />
* <start speed> indicates the creature's speed when it starts moving using this gait<br />
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.<br />
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.<br />
* <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].<br />
<br />
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.<br />
<br />
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.<br />
<br />
<br />
'''valid gait types:'''<br />
*'''WALK'''<br><br />
Used for moving normally over ground tiles.<br />
<br />
*'''CRAWL'''<br><br />
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].<br />
<br />
*'''SWIM'''<br><br />
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. <br />
<br />
*'''FLY'''<br><br />
Used for moving through [[open space]].<br />
<br />
*'''CLIMB'''<br><br />
Used for moving whilst [[Climber|climbing]].<br />
<br />
<br />
'''valid gait flags:'''<br />
* '''AGILITY'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.<br />
<br />
* '''STRENGTH'''<br><br />
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.<br />
<br />
* '''LAYERS_SLOW'''<br><br />
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.<br />
<br />
* '''STEALTH_SLOWS:'''<percentage><br><br />
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].<br />
<br />
|-<br />
| {{text anchor|GENERAL_BABY_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|BABYNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_CHILD_NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural <br />
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.<br />
<br />
|-<br />
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*value A<br />
*value B<br />
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).<br />
<br />
|-<br />
| {{text anchor|GENERATED}}<br />
| Creature<br />
| <br />
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}<br />
| Caste<br />
| <br />
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.<br />
<br />
|-<br />
| {{text anchor|GETS_WOUND_INFECTIONS}}<br />
| Caste<br />
| <br />
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.<br />
<br />
|-<br />
| {{text anchor|GLOWCOLOR}}<br />
| Creature<br />
| <br />
*foreground<br />
*background<br />
*brightness <br />
| The colour of the creature's {{token|GLOWTILE|c}}.<br />
<br />
|-<br />
| {{text anchor|GLOWTILE}}<br />
| Creature<br />
| <br />
*ascii character <br />
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.<br />
<br />
|-<br />
| {{text anchor|GNAWER}}<br />
| Caste<br />
| <br />
*verb<br />
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CLASS}}<br />
| Caste<br />
| <br />
*class<br />
| The creature eats vermin of the specified class.<br />
<br />
|-<br />
| {{text anchor|GOBBLE_VERMIN_CREATURE}}<br />
| Caste<br />
| <br />
*creature<br />
*caste<br />
| The creature eats a specified [[vermin]].<br />
<br />
|-<br />
| {{text anchor|GO_TO_END}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the end of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_START}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags at the beginning of the creature.<br />
<br />
|-<br />
| {{text anchor|GO_TO_TAG}}<br />
| Special<br />
| <br />
| When using tags from an existing creature, inserts new tags after the specified tag.<br />
<br />
|-<br />
| {{text anchor|GOOD}}<br />
| Creature<br />
| <br />
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.<br />
<br />
|-<br />
| {{text anchor|GRASSTRAMPLE}}<br />
| Caste<br />
| <br />
*value <br />
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.<br />
<br />
|-<br />
| {{text anchor|GRAVITATE_BODY_SIZE}}<br />
| Caste<br />
| <br />
*target value<br />
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.<br />
<br />
|-<br />
| {{text anchor|GRAZER}}<br />
| Caste<br />
|<br />
*number<br />
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==H==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|HABIT}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Defines certain behaviors for the creature. The habit types are:<br />
*COLLECT_TROPHIES<br />
*COOK_PEOPLE<br />
*COOK_VERMIN<br />
*GRIND_VERMIN<br />
*COOK_BLOOD<br />
*GRIND_BONE_MEAL<br />
*EAT_BONE_PORRIDGE<br />
*USE_ANY_MELEE_WEAPON<br />
*GIANT_NEST<br />
*COLLECT_WEALTH.<br />
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.<br />
<br />
|-<br />
| {{text anchor|HABIT_NUM}}<br />
| Caste<br />
| <br />
*number or TEST_ALL<br />
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]<br />
<br />
|-<br />
| {{text anchor|HAS_NERVES}}<br />
| Caste<br />
| <br />
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.<br />
<br />
|-<br />
| {{text anchor|HASSHELL}}<br />
| Caste<br />
| <br />
| The creature has a shell. Seemingly no longer used - holdover from previous versions.<br />
<br />
|-<br />
| {{text anchor|HIVE_PRODUCT}}<br />
| Creature<br />
|<br />
*number<br />
*[[time]]<br />
*[[item token]]s<br />
| What product is harvested from [[Beekeeping industry|beekeeping]].<br />
<br />
|-<br />
| {{text anchor|HOMEOTHERM}}<br />
| Caste<br />
| <br />
*number or NONE<br />
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.<br />
<br />
|-<br />
| {{text anchor|HUNTS_VERMIN}}<br />
| Caste<br />
|<br />
| Creature hunts and kills nearby [[vermin]].<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==I==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|IMMOBILE}}<br />
| Caste<br />
| <br />
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).<br />
<br />
|-<br />
| {{text anchor|IMMOBILE_LAND}}<br />
| Caste<br />
| <br />
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.<br />
<br />
|-<br />
| {{text anchor|IMMOLATE}}<br />
| Caste<br />
| <br />
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).<br />
<br />
|-<br />
| {{text anchor|INTELLIGENT}}<br />
| Caste<br />
| <br />
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE}}<br />
| Caste<br />
| <br />
* [[item token]]<br />
* [[material token]]<br />
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.<br />
<br />
|-<br />
| {{text anchor|ITEMCORPSE_QUALITY}}<br />
| Caste<br />
| <br />
* number<br />
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==L==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|LAIR}}<br />
| Caste<br />
| <br />
*type<br />
*probability<br />
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:<br />
*SIMPLE_BURROW<br />
*SIMPLE_MOUND<br />
*WILDERNESS_LOCATION<br />
*SHRINE<br />
*LABYRINTH<br />
<br />
|-<br />
| {{text anchor|LAIR_CHARACTERISTIC}}<br />
| Caste<br />
| <br />
*characteristic<br />
*probability<br />
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER}}<br />
| Caste<br />
|<br />
| This creature will actively hunt adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LAIR_HUNTER_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| What this creature says while hunting adventurers in its lair.<br />
<br />
|-<br />
| {{text anchor|LARGE_PREDATOR}}<br />
| Caste<br />
| <br />
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." <br />
<br />
|-<br />
| {{text anchor|LARGE_ROAMING}}<br />
| Creature<br />
| <br />
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.<br />
<br />
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.<br />
<br />
|-<br />
| {{text anchor|LAYS_EGGS}}<br />
| Caste<br />
|<br />
| Creature lays [[egg]]s instead of giving birth to live young.<br />
<br />
|-<br />
| {{text anchor|LAYS_UNUSUAL_EGGS}}<br />
| Caste<br />
|<br />
* [[item token]]<br />
* [[material token]]<br />
| Creature lays the specified item instead of regular eggs.<br />
<br />
|-<br />
| {{text anchor|LIGAMENTS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|LIGHT_GEN}}<br />
| Caste<br />
| <br />
| The creature will generate light, such as in adventurer mode at night. <br />
<br />
|-<br />
| {{text anchor|LIKES_FIGHTING}}<br />
| Caste<br />
| <br />
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.<br />
<br />
|-<br />
| {{text anchor|LISP}}<br />
| Caste<br />
| <br />
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.<br />
<br />
|-<br />
| {{text anchor|LITTERSIZE}}<br />
| Caste<br />
| <br />
* minimum<br />
* maximum<br />
| Determines the number of offspring per one birth.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}<br />
| Creature<br />
|<br />
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}<br />
|<br />
|<br />
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.<br />
<br />
|-<br />
| {{text anchor|LOCKPICKER}}<br />
| Caste<br />
| <br />
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.<br />
<br />
|-<br />
| {{text anchor|LOOSE_CLUSTERS}}<br />
| Creature<br />
| <br />
| The creatures will scatter if they have this tag, or form tight packs if they don't. <br />
<br />
|-<br />
| {{text anchor|LOW_LIGHT_VISION}}<br />
| Caste<br />
| <br />
*number<br />
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==M==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|MAGICAL}}<br />
| Caste<br />
| <br />
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]<br />
<br />
|-<br />
| {{text anchor|MAGMA_VISION}}<br />
| Caste<br />
| <br />
| The creature is able to see while submerged in [[magma]]. <br />
<br />
|-<br />
| {{text anchor|MALE}}<br />
| Caste<br />
| <br />
| Makes the creature biologically male. Usually declared inside a caste.<br />
<br />
|- <br />
| {{text anchor|MANNERISM|MANNERISM_*}}<br />
| Caste<br />
| <br />
*occasionally body part <br />
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.<br />
<br />
|-<br />
| {{text anchor|MATERIAL}}<br />
| Creature<br />
|<br />
*material id<br />
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.<br />
<br />
|-<br />
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}<br />
| Caste<br />
| <br />
*[[Material token]]<br />
*value A<br />
*value B<br />
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.<br />
<br />
|-<br />
| {{text anchor|MATUTINAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at dawn in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|MAXAGE}}<br />
| Caste<br />
| <br />
*min<br />
*max <br />
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. <br />
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.<br />
<br />
|-<br />
| {{text anchor|MEANDERER}}<br />
| Caste<br />
| <br />
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.<br />
<br />
|-<br />
| {{text anchor|MEGABEAST}}<br />
| Caste<br />
| <br />
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. <br />
<br />
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RANGE}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|MENT_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.<br />
<br />
|-<br />
| {{text anchor|MILKABLE}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
* frequency<br />
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].<br />
<br />
|-<br />
| {{text anchor|MISCHIEVIOUS}}<br />
| Caste<br />
|<br />
| Alias for {{token|MISCHIEVOUS|c}}.<br />
<br />
|-<br />
| {{text anchor|MISCHIEVOUS}}<br />
| Caste<br />
| <br />
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers." <br />
<br />
|-<br />
| {{text anchor|MODVALUE}}<br />
| Caste<br />
| <br />
| Seemingly no longer used.<br />
<br />
|-<br />
| {{text anchor|MOUNT}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.<br />
<br />
|-<br />
| {{text anchor|MOUNT_EXOTIC}}<br />
| Caste<br />
| <br />
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.<br />
<br />
|-<br />
| {{text anchor|MULTIPART_FULL_VISION}}<br />
| Caste<br />
| <br />
| Allows the creature to have all-around vision as long as it has multiple heads that can see.<br />
<br />
|-<br />
| {{text anchor|MULTIPLE_LITTER_RARE}}<br />
| Caste<br />
| <br />
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.<br />
<br />
|-<br />
| {{text anchor|MUNDANE}}<br />
| Creature<br />
| <br />
| Marks if the creature is an actual real-life creature. Only used for age-names at present.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==N==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|NAME}}<br />
| Creature<br />
| <br />
*singular<br />
*plural<br />
*adjective <br />
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.<br />
<br />
|-<br />
| {{text anchor|NATURAL}}<br />
| Caste<br />
| <br />
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.<br />
<br />
|-<br />
| {{text anchor|NATURAL_ANIMAL}}<br />
| Caste<br />
| <br />
| Alias of {{token|NATURAL|c}}.<br />
<br />
|-<br />
| {{text anchor|NATURAL_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill_token|Skill token]]<br />
*value<br />
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}<br />
| Caste<br />
|<br />
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}<br />
| Caste<br />
|<br />
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_HUNTER}}<br />
| Caste<br />
|<br />
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.<br />
<br />
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.<br />
<br />
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).<br />
<br />
|-<br />
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}<br />
| Caste<br />
|<br />
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.<br />
<br />
|-<br />
| {{text anchor|NO_AUTUMN}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|autumn]].<br />
<br />
|-<br />
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.<br />
<br />
|-<br />
| {{text anchor|NO_DIZZINESS}}<br />
| Caste<br />
| <br />
| Creature cannot become [[Symptom#Dizziness|dizzy]].<br />
<br />
|-<br />
| {{text anchor|NO_DRINK}}<br />
| Caste<br />
| <br />
| Creature does not need to drink. <br />
<br />
|-<br />
| {{text anchor|NO_EAT}}<br />
| Caste<br />
| <br />
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}<br />
<br />
|-<br />
| {{text anchor|NO_FEVERS}}<br />
| Caste<br />
| <br />
| Creature cannot suffer [[Symptom#Fever|fevers]].<br />
<br />
|-<br />
| {{text anchor|NO_GENDER}}<br />
| Caste<br />
|<br />
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_GAIN}}<br />
| Caste<br />
|<br />
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_PHYS_ATT_RUST}}<br />
| Caste<br />
| <br />
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].<br />
<br />
|-<br />
| {{text anchor|NO_SLEEP}}<br />
| Caste<br />
| <br />
| Creature does not need to sleep. Can still be rendered unconscious by other means.<br />
<br />
|-<br />
| {{text anchor|NO_SPRING}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|spring]].<br />
<br />
|-<br />
| {{text anchor|NO_SUMMER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|summer]].<br />
<br />
|-<br />
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}<br />
| Caste<br />
| <br />
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.<br />
<br />
|-<br />
| {{text anchor|NO_UNIT_TYPE_COLOR}}<br />
| Caste<br />
| <br />
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).<br />
<br />
|-<br />
| {{text anchor|NO_VEGETATION_PERTURB}}<br />
| Caste{{Verify}}<br />
| <br />
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}<br />
<br />
|-<br />
| {{text anchor|NO_WINTER}}<br />
| Caste<br />
| <br />
| The creature caste does not appear in [[Calendar|winter]].<br />
<br />
|-<br />
| {{text anchor|NOBONES}}<br />
| Caste<br />
| <br />
| Creature has no bones.<br />
<br />
|-<br />
| {{text anchor|NOBREATHE}}<br />
| Caste<br />
| <br />
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.<br />
<br />
|-<br />
| {{text anchor|NOCTURNAL}}<br />
| Caste<br />
| <br />
| Sets the creature to be active at night in adventure mode. <br />
<br />
|-<br />
| {{text anchor|NOEMOTION}}<br />
| Caste<br />
| <br />
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|NOEXERT}}<br />
| Caste<br />
| <br />
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. <br />
<br />
|-<br />
| {{text anchor|NOFEAR}}<br />
| Caste<br />
| <br />
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.<br />
<br />
|-<br />
| {{text anchor|NOMEAT}}<br />
| Caste<br />
| <br />
| Creature will not be hunted or fed to wild beasts.<br />
<br />
|-<br />
| {{text anchor|NONAUSEA}}<br />
| Caste<br />
| <br />
| Creature isn't nauseated by gut hits and cannot vomit.<br />
<br />
|-<br />
| {{text anchor|NOPAIN}}<br />
| Caste<br />
| <br />
| Creature doesn't feel pain. <br />
<br />
|-<br />
| {{text anchor|NOSKIN}}<br />
| Caste<br />
| <br />
| Creature will not drop a hide when [[butcher|butchered]]. <br />
<br />
|-<br />
| {{text anchor|NOSKULL}}<br />
| Caste<br />
| <br />
| Creature will not drop a skull on butchering, rot, or decay of severed head.<br />
<br />
|-<br />
| {{text anchor|NOSMELLYROT}}<br />
| Caste<br />
| <br />
| Does not produce [[miasma]] when rotting.<br />
<br />
|-<br />
| {{text anchor|NOSTUCKINS}}<br />
| Caste<br />
| <br />
| Weapons can't get stuck in the creature. <br />
<br />
|-<br />
| {{text anchor|NOSTUN}}<br />
| Caste<br />
| <br />
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it <b>will</b> die.<br />
<br />
|-<br />
| {{text anchor|NOT_BUTCHERABLE}}<br />
| Caste<br />
| <br />
| Cannot be [[butcher|butchered]].<br />
<br />
|-<br />
| {{text anchor|NOT_LIVING}}<br />
| Caste<br />
| <br />
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.<br />
<br />
|-<br />
| {{text anchor|NOTHOUGHT}}<br />
| Caste<br />
| <br />
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==O==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ODOR_LEVEL}}<br />
| Caste<br />
| <br />
*number<br />
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).<br />
<br />
|-<br />
| {{text anchor|ODOR_STRING}}<br />
| Caste<br />
| <br />
*string<br />
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.<br />
<br />
|-<br />
| {{text anchor|OPPOSED_TO_LIFE}}<br />
| Caste<br />
| <br />
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.<br />
<br />
|-<br />
| {{text anchor|ORIENTATION}}<br />
| Caste<br />
| <br />
*MALE/FEMALE<br />
*disinterested chance<br />
*casual chance<br />
*strong chance<br />
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.<br />
<br />
|-<br />
| {{text anchor|OUTSIDER_CONTROLLABLE}}<br />
| Caste<br />
|<br />
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==P==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|PACK_ANIMAL}}<br />
| Caste<br />
| <br />
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!<br />
<br />
|-<br />
| {{text anchor|PARALYZEIMMUNE}}<br />
| Caste<br />
| <br />
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.<br />
<br />
|-<br />
| {{text anchor|PATTERNFLIER}}<br />
| Caste<br />
| <br />
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.<br />
<br />
|-<br />
| {{text anchor|PEARL}}<br />
| Caste<br />
| <br />
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}<br />
<br />
|-<br />
| {{text anchor|PENETRATEPOWER}}<br />
| Caste<br />
| <br />
*value <br />
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.<br />
<br />
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.<br />
<br />
|-<br />
| {{text anchor|PERSONALITY}}<br />
| Caste<br />
| <br />
*ATTRIBUTE<br />
*lowest<br />
*median<br />
*highest <br />
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.<br />
<br />
|-<br />
| {{text anchor|PET}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.<br />
<br />
|-<br />
| {{text anchor|PET_EXOTIC}}<br />
| Caste<br />
| <br />
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).<br />
<br />
|-<br />
| {{text anchor|PETVALUE}}<br />
| Caste<br />
| <br />
*value <br />
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. <br />
<br />
|-<br />
| {{text anchor|PETVALUE_DIVISOR}}<br />
| Caste<br />
| <br />
*value<br />
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_CAP_PERC}}<br />
| Caste<br />
|<br />
*[[Attribute|ATTRIBUTE]] Token<br />
*Cap %<br />
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RANGE}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]]<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.<br />
<br />
|-<br />
| {{text anchor|PHYS_ATT_RATES}}<br />
| Caste<br />
| <br />
*[[Attribute|ATTRIBUTE]] Token<br />
*cost to improve<br />
*unused counter rate<br />
*rust counter rate<br />
*demotion counter rate<br />
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.<br />
<br />
|-<br />
| {{text anchor|PLUS_BP_GROUP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, or BY_TOKEN<br />
*body type, category, or token<br />
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.<br />
<br />
|-<br />
| {{text anchor|PLUS_MATERIAL}}<br />
| Creature<br />
| <br />
*material<br />
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.<br />
<br />
|-<br />
| {{text anchor|POP_RATIO}}<br />
| Caste<br />
| <br />
*number<br />
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.<br />
<br />
|-<br />
| {{text anchor|POPULATION_NUMBER}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.<br />
<br />
|-<br />
| {{text anchor|POWER}}<br />
| Caste<br />
|<br />
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).<br />
<br />
|-<br />
| {{text anchor|PREFSTRING}}<br />
| Creature<br />
| <br />
*string<br />
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.<br />
<br />
|-<br />
| {{text anchor|PROFESSION_NAME}}<br />
| Creature<br />
| <br />
*[[Unit type token]] (Profession)<br />
*singular<br />
*plural <br />
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.<br />
<br />
|-<br />
| {{text anchor|PRONE_TO_RAGE}}<br />
| Caste<br />
| <br />
*Chance<br />
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.<br />
<br />
|-<br />
| {{text anchor|PUS}}<br />
| Caste<br />
| <br />
* <[[material token]]><br />
* <[[Material_definition_token#Material_States|material state]]><br />
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==R==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|RELSIZE}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*body category, type, or token<br />
*Relsize <br />
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.<br />
<br />
|-<br />
| {{text anchor|REMAINS}}<br />
| Caste<br />
| <br />
*singular<br />
*plural<br />
| What the creature's [[remains]] are called.<br />
<br />
|-<br />
| {{text anchor|REMAINS_COLOR}}<br />
| Caste<br />
|<br />
| What color the creature's [[remains]] are.<br />
<br />
|-<br />
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}<br />
| Caste<br />
|<br />
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.<br />
<br />
|-<br />
| {{text anchor|REMAINS_UNDETERMINED}}<br />
| Caste<br />
|<br />
| Unknown.<br />
<br />
|-<br />
| {{text anchor|REMOVE_MATERIAL}}<br />
| Creature<br />
| <br />
*material token <br />
| Removes a material from the creature.<br />
<br />
|-<br />
| {{text anchor|REMOVE_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Removes a tissue from the creature.<br />
<br />
|-<br />
| {{text anchor|RETRACT_INTO_BP}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") retract verb text<br />
*Third person ("The giant snail") retract verb text<br />
*Second person cancel retract text<br />
*Third person cancel retract text<br />
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)<br />
<br />
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. <br />
<br />
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.<br />
|-<br />
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}<br />
|<br />
|<br />
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.<br />
<br />
|-<br />
| {{text anchor|ROOT_AROUND}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY or BY_TOKEN<br />
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]<br />
*Second person ("You") verb text<br />
*Third person ("The hen") verb text<br />
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:<br />
<br />
[creature] [verb text] the [description of creature's location]<br />
<br />
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.<br />
<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==S==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SAVAGE}}<br />
| Creature<br />
| <br />
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.<br />
<br />
|-<br />
| {{text anchor|SECRETION}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*BY_TOKEN / BY_CATEGORY / BY_TYPE<br />
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])><br />
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL<br />
*<trigger><br />
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:<br />
*'''CONTINUOUS'''<br />
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].<br />
*'''EXERTION'''<br />
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.<br />
*'''EXTREME_EMOTION'''<br />
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_ADDITIONAL_CASTE}}<br />
| Creature<br />
| <br />
*<caste><br />
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.<br />
<br />
|-<br />
| {{text anchor|SELECT_CASTE}}<br />
| Creature<br />
| <br />
*<caste> or ALL <br />
| Selects a previously defined caste<br />
<br />
|-<br />
| {{text anchor|SELECT_MATERIAL}}<br />
| Creature<br />
| <br />
*<[[material token]]><br />
| Selects a locally defined material. Can be ALL.<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE}}<br />
| Creature<br />
|<br />
*tissue token<br />
| Selects a tissue for editing.<br />
<br />
|-<br />
| {{text anchor|SEMIMEGABEAST}}<br />
| Caste<br />
| <br />
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.<br />
<br />
|-<br />
| {{text anchor|SENSE_CREATURE_CLASS}}<br />
| Caste<br />
| <br />
* <[[Creature_token#CREATURE_CLASS|creature class]]><br />
* [[Tilesets|<tile value or character>]]<br />
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]<br />
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.<br />
<br />
|-<br />
| {{text anchor|SET_BP_GROUP}}<br />
| Caste<br />
| <br />
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*category, type, or token <br />
| Begins a selection of body parts.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATE}}<br />
| Caste<br />
| <br />
*<[[skill_token]]><br />
*<percentage><br />
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_LEARN_RATES}}<br />
| Caste<br />
| <br />
*<percentage><br />
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RATES}}<br />
| Caste<br />
| <br />
*<% of improvement points gained><br />
*<unused counter rate><br />
*<rust counter rate><br />
*<demotion counter rate><br />
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.<br />
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATE}}<br />
| Caste<br />
| <br />
*[[skill_token]]<br />
*value<br />
*value<br />
*value<br />
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SKILL_RUST_RATES}}<br />
| Caste<br />
| <br />
*value<br />
*value<br />
*value<br />
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.<br />
<br />
|-<br />
| {{text anchor|SLAIN_CASTE_SPEECH}}<br />
| Caste<br />
| <br />
*speech file<br />
| Caste-specific {{token|SLAIN_SPEECH|c}}.<br />
<br />
|-<br />
| {{text anchor|SLAIN_SPEECH}}<br />
| Creature<br />
| <br />
*speech file <br />
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.<br />
<br />
|-<br />
| {{text anchor|SLOW_LEARNER}}<br />
| Caste<br />
| <br />
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.<br />
<br />
|-<br />
| {{text anchor|SMALL_REMAINS}}<br />
| Caste<br />
| <br />
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].<br />
<br />
|-<br />
| {{text anchor|SMELL_TRIGGER}}<br />
| Creature<br />
| <br />
*value<br />
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.<br />
<br />
|-<br />
| {{text anchor|SOLDIER_ALTTILE}}<br />
| Creature<br />
| <br />
*'character' or tile number<br />
| If this creature is active in its civilization's military, it will blink between its default tile and this one.<br />
<br />
|-<br />
| {{text anchor|SOUND}}<br />
| Caste<br />
|<br />
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)<br />
* Sound range (in tiles)<br />
* Sound delay (lower values = sound is produced more often)<br />
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)<br />
* First-person description<br />
* Third-person description<br />
* Description when out of sight<br />
| Creature makes sounds periodically, which can be heard in Adventure mode.<br />
* First-person reads "You '''bark'''"<br />
* Third-person reads "The [[capybara]] '''barks'''"<br />
* Out of sight reads "You hear '''a loud bark'''"<br />
with the text in bold being the description arguments of the token.<br />
<br />
|-<br />
| {{text anchor|SOURCE_HFID}}<br />
| Creature<br />
| <br />
*Integer<br />
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.<br />
<br />
|-<br />
| {{text anchor|SPECIFIC_FOOD}}<br />
| Caste<br />
|<br />
* PLANT or CREATURE<br />
* Plant/creature ID<br />
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. <br />
<br />
|-<br />
| {{text anchor|SPHERE}}<br />
| Creature<br />
| <br />
* [[Sphere#Available_spheres|sphere]]<br />
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERSION_TARGET}}<br />
| Caste<br />
|<br />
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.<br />
<br />
|-<br />
| {{text anchor|SPOUSE_CONVERTER}}<br />
| Caste<br />
|<br />
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.<br />
<br />
|-<br />
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}<br />
| Caste<br />
|<br />
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|STANCE_CLIMBER}}<br />
| Caste<br />
|<br />
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.<br />
<br />
|-<br />
| {{text anchor|STANDARD_GRAZER}}<br />
| Caste<br />
|<br />
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.<br />
<br />
|-<br />
| {{text anchor|STRANGE_MOODS}}<br />
| Caste<br />
|<br />
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.<br />
<br />
|-<br />
| {{text anchor|SUPERNATURAL}}<br />
| Caste<br />
| <br />
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.<br />
<br />
|-<br />
| {{text anchor|SWIMS_INNATE}}<br />
| Caste<br />
| <br />
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. <br />
<br />
|-<br />
| {{text anchor|SWIMS_LEARNED}}<br />
| Caste<br />
| <br />
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.<br />
<br />
|-<br />
| {{text anchor|SYNDROME_DILUTION_FACTOR}}<br />
| Caste<br />
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage><br />
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==T==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|TENDONS}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
*healing rate <br />
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.<br />
<br />
|-<br />
| {{text anchor|THICKWEB}}<br />
| Caste<br />
| <br />
| The creature's [[web]]s can catch larger creatures.<br />
<br />
|-<br />
| {{text anchor|TISSUE}}<br />
| Creature<br />
| <br />
*name <br />
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Adds the tissue layer to wherever it is required.<br />
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_OVER}}<br />
| Caste<br />
|<br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
*LOCATION <br />
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_UNDER}}<br />
| Caste<br />
| <br />
*BY_TYPE, BY_CATEGORY, BY_TOKEN<br />
*TYPE,CATEGORY, or TOKEN<br />
*TISSUE<br />
| Adds the tissue layer under a given part.<br />
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:<br> <br />
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] <br />
<br />
|-<br />
| {{text anchor|TITAN}}<br />
| Caste<br />
|<br />
| Found on [[titan]]s. Cannot be specified in user-defined raws.<br />
<br />
|-<br />
| {{text anchor|TRADE_CAPACITY}}<br />
| Caste<br />
| <br />
*number<br />
| How much the creature can carry when used by merchants. <br />
<br />
|-<br />
| {{text anchor|TRAINABLE}}<br />
| Caste<br />
| <br />
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_HUNTING}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.<br />
<br />
|-<br />
| {{text anchor|TRAINABLE_WAR}}<br />
| Caste<br />
| <br />
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.<br />
<br />
|-<br />
| {{text anchor|TRANCES}}<br />
| Caste<br />
| <br />
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|TRAPAVOID}}<br />
| Caste<br />
| <br />
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.<br />
<br />
|-<br />
| {{text anchor|TRIGGERABLE_GROUP}}<br />
| Creature<br />
| <br />
*min<br />
*max <br />
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TSU_NOUN}}<br />
| Caste<br />
| <br />
*noun<br />
*SINGULAR or PLURAL <br />
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==U==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|UBIQUITOUS}}<br />
| Creature<br />
|<br />
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.<br />
<br />
|-<br />
| {{text anchor|UNDERGROUND_DEPTH}}<br />
| Creature<br />
|<br />
*mindepth<br />
*maxdepth <br />
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.<br />
<br />
|-<br />
| {{text anchor|UNDERSWIM}}<br />
| Caste<br />
| <br />
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.<br />
<br />
|-<br />
| {{text anchor|UNIQUE_DEMON}}<br />
| Caste<br />
| <br />
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.<br />
<br />
|-<br />
| {{text anchor|USE_CASTE}}<br />
| Creature<br />
|<br />
*new caste token<br />
*old caste token<br />
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL}}<br />
| Creature<br />
|<br />
*new material ID<br />
*old material ID<br />
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.<br />
<br />
|-<br />
| {{text anchor|USE_MATERIAL_TEMPLATE}}<br />
| Creature<br />
|<br />
*new material token<br />
*material template <br />
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*old tissue id<br />
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.<br />
<br />
|-<br />
| {{text anchor|USE_TISSUE_TEMPLATE}}<br />
| Creature<br />
|<br />
*new tissue token<br />
*tissue template<br />
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. <br />
<br />
|-<br />
| {{text anchor|UTTERANCES}}<br />
| Creature<br />
| <br />
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==V==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|VEGETATION}}<br />
| Caste<br />
| <br />
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.<br />
<br />
|-<br />
| {{text anchor|VERMIN_BITE}}<br />
| Caste<br />
| <br />
*chance of occurrence{{verify}}<br />
*verb (bitten, stung, etc.)<br />
* [[material token]]<br />
* [[Material_definition_token#Material_States|material state]]<br />
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_EATER}}<br />
| Creature<br />
|<br />
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.<br />
<br />
|-<br />
| {{text anchor|VERMIN_FISH}}<br />
| Creature<br />
| <br />
| The vermin appears in [[water]] and will attempt to swim around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_GROUNDER}}<br />
| Creature<br />
| <br />
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).<br />
<br />
|-<br />
| {{text anchor|VERMIN_HATEABLE}}<br />
| Caste<br />
|<br />
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.<br />
<br />
|-<br />
| {{text anchor|VERMIN_MICRO}}<br />
| Caste<br />
| <br />
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).<br />
<br />
|-<br />
| {{text anchor|VERMIN_NOFISH}}<br />
| Caste<br />
| <br />
| The creature cannot be caught by [[fishing]]. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOROAM}}<br />
| Caste<br />
| <br />
| The creature will not be observed randomly roaming about the map. <br />
<br />
|-<br />
| {{text anchor|VERMIN_NOTRAP}}<br />
| Caste<br />
| <br />
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.<br />
<br />
|-<br />
| {{text anchor|VERMIN_ROTTER}}<br />
| Creature<br />
| <br />
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL}}<br />
| Creature<br />
| <br />
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the "Capture live land animal" task.<br />
<br />
|-<br />
| {{text anchor|VERMIN_SOIL_COLONY}}<br />
| Creature<br />
| <br />
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.<br />
<br />
|-<br />
| {{text anchor|VERMINHUNTER}}<br />
| Caste<br />
| <br />
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.<br />
<br />
|-<br />
| {{text anchor|VESPERTINE}}<br />
| Caste<br />
| <br />
| Sets the creature to be active during the evening in adventurer mode. <br />
<br />
|-<br />
| {{text anchor|VIEWRANGE}}<br />
| Caste<br />
| <br />
*value<br />
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.<br />
<br />
|-<br />
| {{text anchor|VISION_ARC}}<br />
| Caste<br />
| <br />
*binocular vision arc<br />
*non-binocular vision arc<br />
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.<br />
|}<br />
<br />
{{alphabetical TOC|style=margin: 1em auto;}}<br />
<br />
==W==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|WAGON_PULLER}}<br />
| Caste<br />
| <br />
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.<br />
<br />
|-<br />
| {{text anchor|WEBBER}}<br />
| Caste<br />
| <br />
* [[material token]]<br />
| Allows the creature to create [[web]]s, and defines what the webs are made of.<br />
<br />
|-<br />
| {{text anchor|WEBIMMUNE}}<br />
| Caste<br />
| <br />
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.<br />
|}<br />
<br />
==Attack Tokens==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|ATTACK_SKILL}}<br />
| Caste<br />
| <br />
*[[Skill token]]<br />
| Defines the skill used by the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VERB}}<br />
| Caste<br />
| <br />
*2nd person<br />
*3rd person <br />
| Descriptive text for the attack.<br />
<br />
|-<br />
| {{text anchor|ATTACK_CONTACT_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PENETRATION_PERC}}<br />
| Caste<br />
| <br />
*% value <br />
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PRIORITY}}<br />
| Caste<br />
| <br />
*MAIN or SECOND <br />
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.<br />
<br />
|-<br />
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}<br />
| Caste<br />
| <br />
*number<br />
| The velocity multiplier of the attack, multiplied by 1000.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_CANLATCH}}<br />
| Caste<br />
| <br />
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_WITH}}<br />
| Caste<br />
| <br />
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_EDGE}}<br />
| Caste<br />
| <br />
| The attack is edged, with all the effects on physical resistance and contact area that it entails.<br />
<br />
|-<br />
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}<br />
| Caste<br />
| <br />
* Preparation time<br />
* Recovery time<br />
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack cannot be performed effectively.<br />
<br />
|-<br />
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}<br />
| Caste<br />
| <br />
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}<br />
| Caste<br />
| <br />
*<[[material token]]><br />
*<[[Material_definition_token#Material_States|material state]]><br />
*<min quantity><br />
*<max quantity><br />
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. <br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_INTERACTION}}<br />
| Caste<br />
| <br />
*interaction<br />
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.<br />
<br />
|-<br />
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}<br />
| Caste<br />
| <br />
*min<br />
*max<br />
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.<br />
|}<br />
<br />
==Tissue Layer Tokens==<br />
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].<br />
<br />
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the "actual" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.<br />
<br />
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! width="20%" | Token<br />
! width="10%" | Type<br />
! width="20%" | Arguments<br />
! width="50%" | Description<br />
<br />
|-<br />
| {{text anchor|SELECT_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token | Selects a tissue at a location<br />
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.<br />
| Begins a selection of tissue layers. <br />
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]<br />
<br />
|-<br />
| {{text anchor|PLUS_TISSUE_LAYER}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token <br />
| Adds tissue layers to those selected.<br />
<br />
|-<br />
| {{text anchor|SET_TL_GROUP}}<br />
| Caste<br />
| <br />
*TISSUE<br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. <br />
<br />
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.<br />
<br />
|-<br />
| {{text anchor|PLUS_TL_GROUP}}<br />
| Caste<br />
| <br />
*BY_CATEGORY, BY_TYPE, BY_TOKEN<br />
*Location - category, type, or token<br />
*tissue <br />
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.<br />
<br />
|-<br />
| {{text anchor|SET_LAYER_TISSUE}}<br />
| Caste<br />
|<br />
*TISSUE<br />
| Sets a selected tissue layer to be made of a different tissue.<br />
<br />
|-<br />
| {{text anchor|SHEARABLE_TISSUE_LAYER}}<br />
| Caste<br />
|<br />
* tissue modifier<br />
* required value<br />
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).<br />
<br />
|-<br />
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}<br />
| Caste<br />
| <br />
*QUALITY<br />
*lowest<br />
*lower<br />
*low<br />
*median<br />
*high<br />
*higher<br />
*highest <br />
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY<br />
<br />
|-<br />
| {{text anchor|TISSUE_STYLE_UNIT}}<br />
| Caste<br />
| <br />
*tissue style unit ID<br />
*shaping<br />
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.<br />
<br />
|-<br />
| {{text anchor|TL_COLOR_MODIFIER}}<br />
| Caste<br />
| <br />
*COLOR<br />
*freq<br />
*COLOR<br />
*freq etc. <br />
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being "transparent".<br />
<br />
|-<br />
| {{text anchor|TLCM_GENETIC_MODEL}}<br />
| Caste<br />
|<br />
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}<br />
<br />
|-<br />
| {{text anchor|TLCM_IMPORTANCE}}<br />
| Caste<br />
|<br />
*number<br />
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.<br />
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.<br />
<br />
|-<br />
| {{text anchor|TLCM_NOUN}}<br />
| Caste<br />
| <br />
*name<br />
*SINGULAR or PLURAL<br />
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. <br />
<br />
|-<br />
| {{text anchor|TLCM_TIMING}}<br />
| Caste<br />
| <br />
*ROOT<br />
*start change window years<br />
*days<br />
*end change window years<br />
*days<br />
| Determines the point in the creature's life when the color change begins and ends.<br />
<br />
|-<br />
| {{text anchor|TL_CONNECTS}}<br />
| Caste<br />
|<br />
| Gives the CONNECTS attribute to selected layers.<br />
<br />
|-<br />
| {{text anchor|TL_HEALING_RATE}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the HEALING_RATE of the selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_MAJOR_ARTERIES}}<br />
| Caste<br />
|<br />
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.<br />
<br />
|-<br />
| {{text anchor|TL_PAIN_RECEPTORS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the number of pain receptors for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_RELATIVE_THICKNESS}}<br />
| Caste<br />
| <br />
*value<br />
| Changes the relative thickness for selected tissue layers.<br />
<br />
|-<br />
| {{text anchor|TL_VASCULAR}}<br />
| Caste<br />
| <br />
*value<br />
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.<br />
<br />
|}<br />
<br />
==See Also==<br />
*[[Body detail plan token]]<br />
*[[Body token]]<br />
*[[Material definition token]]<br />
*[[Syndrome]]<br />
*[[Tissue definition token]]<br />
*[[Creature examples]]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Creature token]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Giant_animal&diff=289963Giant animal2023-02-05T18:50:01Z<p>Voliol: Not everything is migrated, partially due to some Rule T. I wonder what is up with the giant desert scorpion - if it hasn't been re-added it should not be included in this list in this namespace.</p>
<hr />
<div>{{av}}<br />
[[File:giant_animal_preview.png|thumb|220px|right|Should've played dead.]]'''Giant animals''' are variants of normal [[creature|animals]], characterized by simply being much larger, and appearing in [[savage]] biomes. Giant animals are based on all kinds of animals, ranging from [[giant thrips|the smallest of vermin]], to [[giant sperm whale|the largest of beasts]]; from [[giant hare|peaceful grazers]], to [[giant lion|ferocious predators]]. The main exception to this are the [[domestic animal]]s - there is no giant [[turkey]]. Creatures with no basis in reality are also exempt from becoming giant animals.<br />
<br />
Both the largest creature in the game, the [[giant sperm whale]], and the largest land creature, the [[giant elephant]], are giant animals. Other giant animals, such as the [[giant orca]], [[giant rhinoceros]], [[giant elephant seal]] and [[giant walrus]], are still larger than the fort-threatening monsters that are [[megabeast]]s, [[titan]]s and [[forgotten beast]]s.<br />
<br />
The rule in ''Dwarf Fortress'' is that a giant creature should be at least as large as a black bear, even if it's a giant version of a small insect. As the real-world creatures approach black bear size, and then beyond, a curve is applied, so that the largest ones are only roughly twice as large in every dimension as their counterpart. Giant whales are very, very large, but they are just eight times as massive as a normal whale, rather than the kind of scaling you see when you go from a spider to a giant spider.<br />
<br />
Three giant animals are called ”gigantic” instead of ”giant” to avoid confusion with real-life creatures. They are the [[gigantic panda]], [[gigantic squid]] and [[gigantic tortoise]]. The [[giant tortoise]] and [[giant grouper]] are not technically giant animals, despite having "giant" in their names.<br />
<br />
==List of giant animals==<br />
{{migrated section}}<br />
{| {{prettytable}}<br />
|-<br />
|-<br />
|| [[File:giant_aardvark_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant aardvark]] <br />
|| [[File:giant_adder_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant adder]]<br />
|| [[File:giant_albatross_sprite.png|20px]] / {{Tile|A|7:1}} [[Giant albatross]] <br />
|-<br />
|| [[File:giant_alligator_sprite.png|20px]] / {{Tile|A|2:0}} [[Giant alligator]]<br />
|| [[File:giant_anaconda_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant anaconda]] <br />
|| [[File:giant_anole_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant anole]]<br />
|-<br />
|| [[File:giant_armadillo_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant armadillo]] <br />
|| [[File:giant_axolotl_sprite.png|20px]] / {{Tile|A|5:0}} [[Giant axolotl]]<br />
|| [[File:giant_aye_aye_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant aye-aye]] <br />
|-<br />
|| [[File:giant_bat_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant bat]]<br />
|| [[File:giant_badger_sprite.png|20px]] / {{Tile|B|7:0}} [[Giant badger]]<br />
|| [[File:giant_bark_scorpion_sprite.png|20px]] / {{Tile|S|6:1}} [[Giant bark scorpion]] <br />
|-<br />
|| [[File:giant_barn_owl_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant barn owl]]<br />
|| [[File:giant_beaver_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant beaver]] <br />
|| [[File:giant_beetle_sprite.png|20px]] / {{Tile|B|4:0}} [[Giant beetle]]<br />
|-<br />
|| [[File:giant_black_bear_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant black bear]]<br />
|| [[File:giant_black_mamba_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant black mamba]]<br />
|| [[File:giant_bluejay_sprite.png|20px]] / {{Tile|B|1:1}} [[Giant bluejay]]<br />
|-<br />
|| [[File:giant_bobcat_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant bobcat]]<br />
|| [[File:giant_brown_recluse_spider_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant brown recluse spider]] <br />
|| [[File:giant_bushmaster_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant bushmaster]]<br />
|-<br />
|| [[File:giant_bushtit_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant bushtit]] <br />
|| [[File:giant_buzzard_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant buzzard]]<br />
|| [[File:giant_capuchin_sprite.png|20px]] / {{Tile|C|7:1}} [[Giant capuchin]] <br />
|-<br />
|| [[File:giant_capybara_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant capybara]]<br />
|| [[File:giant_cardinal_sprite.png|20px]] / {{Tile|C|4:1}} [[Giant cardinal]]<br />
|| [[File:giant_cave_spider_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant cave spider]]<br />
|-<br />
|| [[File:giant_cave_swallow_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant cave swallow]]<br />
|| [[File:giant_cave_toad_sprite.png|20px]] / {{Tile|T|7:0}} [[Giant cave toad]]<br />
|| [[File:giant_cassowary_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant cassowary]]<br />
|-<br />
|| [[File:giant_chameleon_sprite.png|20px]] / {{Tile|C|2:1}} [[Giant chameleon]]<br />
|| [[File:giant_cheetah_sprite.png|20px]] / {{Tile|C|6:1}} [[Giant cheetah]]<br />
|| [[File:giant_chinchilla_sprite.png|20px]] / {{Tile|C|7:0}} [[Giant chinchilla]] <br />
|-<br />
|| [[File:giant_chipmunk_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant chipmunk]]<br />
|| [[File:giant_coati_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant coati]] <br />
|| [[File:giant_cockatiel_sprite.png|20px]] / {{Tile|C|7:1}} [[Giant cockatiel]]<br />
|-<br />
|| [[File:giant_copperhead_snake_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant copperhead snake]] <br />
|| [[File:giant_cougar_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant cougar]]<br />
|| [[File:giant_coyote_sprite.png|20px]] / {{Tile|C|7:0}} [[Giant coyote]] <br />
|-<br />
|| [[File:giant_crab_sprite.png|20px]] / {{Tile|C|4:1}} [[Giant crab]]<br />
|| [[File:giant_crow_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant crow]] <br />
|| [[File:giant_cuttlefish_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant cuttlefish]]<br />
|-<br />
|| [[File:giant_damselfly_sprite.png|20px]] / {{Tile|D|3:1}} [[Giant damselfly]]<sup>†</sup> <br />
|| [[File:giant_deer_sprite.png|20px]] / {{Tile|D|6:0}} [[Giant deer]]<br />
|| [[File:giant_desert_scorpion_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant desert scorpion]]<sup><small>Until </small></sup>{{version|0.42.04}}<br />
|-<br />
|| [[File:giant_desert_tortoise_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant desert tortoise]] <br />
|| [[File:giant_dingo_sprite.png|20px]] / {{Tile|D|6:1}} [[Giant dingo]]<br />
|| [[File:giant_dragonfly_sprite.png|20px]] / {{Tile|D|3:1}} [[Giant dragonfly]]<sup>†</sup><br />
|-<br />
|| [[File:giant_eagle_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant eagle]]<br />
|| [[File:giant_earthworm_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant earthworm]]<br />
|| [[File:giant_echidna_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant echidna]] <br />
|-<br />
|| [[File:giant_elephant_sprite.png|20px]] / {{Tile|E|7:0}} [[Giant elephant]]<br />
|| [[File:giant_elephant_seal_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant elephant seal]] <br />
|| [[File:giant_elk_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant elk]]<br />
|-<br />
|| [[File:giant_emu_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant emu]] <br />
|| [[File:giant_firefly_sprite.png|20px]] / {{Tile|F|2:1}} [[Giant firefly]]<br />
|| [[File:giant_fly_sprite.png|20px]] / {{Tile|F|0:1}} [[Giant fly]]<br />
|-<br />
|| [[File:giant_flying_squirrel_sprite.png|20px]] / {{Tile|F|6:0}} [[Giant flying squirrel]]<br />
|| [[File:giant_fox_sprite.png|20px]] / {{Tile|F|4:0}} [[Giant fox]]<br />
|| [[File:giant_gazelle_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant gazelle]]<br />
|-<br />
|| [[File:giant_tortoise_sprite.png|20px]] / {{Tile|T|6:0}} [[Gigantic tortoise]] <br />
|| [[File:giant_gila_monster_sprite.png|20px]] / {{Tile|G|4:1}} [[Giant gila monster]]<br />
|| [[File:giant_giraffe_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant giraffe]]<br />
|-<br />
|| [[File:giant_grackle_sprite.png|20px]] / {{Tile|G|0:1}} [[Giant grackle]]<br />
|| [[File:giant_grasshopper_sprite.png|20px]] / {{Tile|G|2:1}} [[Giant grasshopper]] <br />
|| [[File:giant_gray_langur_sprite.png|20px]] / {{Tile|L|7:0}} [[Giant gray langur]]<br />
|-<br />
|| [[File:giant_gray_squirrel_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant gray squirrel]]<br />
|| [[File:giant_great_horned_owl_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant great horned owl]]<br />
|| [[File:giant_green_tree_frog_sprite.png|20px]] / {{Tile|F|2:1}} [[Giant green tree frog]] <br />
|-<br />
|| [[File:giant_grey_parrot_sprite.png|20px]] / {{Tile|P|7:0}} [[Giant grey parrot]]<br />
|| [[File:giant_grizzly_bear_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant grizzly bear]]<br />
|| [[File:giant_groundhog_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant groundhog]]<br />
|-<br />
|| [[File:giant_hamster_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant hamster]] <br />
|| [[File:giant_hare_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hare]]<br />
|| [[File:giant_harp_seal_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant harp seal]] <br />
|-<br />
|| [[File:giant_hedgehog_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hedgehog]]<br />
|| [[File:giant_hippo_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant hippo]]<br />
|| [[File:giant_hoary_marmot_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant hoary marmot]]<br />
|-<br />
|| [[File:giant_honey_badger_sprite.png|20px]] / {{Tile|B|7:1}} [[Giant honey badger]]<br />
|| [[File:giant_hornbill_sprite.png|20px]] / {{Tile|H|0:1}} [[Giant hornbill]] <br />
|| [[File:giant_horseshoe_crab_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant horseshoe crab]] <br />
|-<br />
|| [[File:giant_hyena_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hyena]]<br />
|| [[File:giant_ibex_sprite.png|20px]] / {{Tile|I|6:0}} [[Giant ibex]] <br />
|| [[File:giant_iguana_sprite.png|20px]] / {{Tile|I|2:1}} [[Giant iguana]]<br />
|-<br />
|| [[File:giant_impala_sprite.png|20px]] / {{Tile|I|6:0}} [[Giant impala]] <br />
|| [[File:giant_jackal_sprite.png|20px]] / {{Tile|J|6:0}} [[Giant jackal]]<br />
|| [[File:giant_jaguar_sprite.png|20px]] / {{Tile|J|6:1}} [[Giant jaguar]] <br />
|-<br />
|| [[File:giant_jumping_spider_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant jumping spider]]<br />
|| [[File:giant_kakapo_sprite.png|20px]] / {{Tile|K|2:0}} [[Giant kakapo]] <br />
|| [[File:giant_kangaroo_sprite.png|20px]] / {{Tile|K|6:0}} [[Giant kangaroo]]<br />
|-<br />
|| [[File:giant_kea_sprite.png|20px]] / {{Tile|K|2:0}} [[Giant kea]] <br />
|| [[File:giant_kestrel_sprite.png|20px]] / {{Tile|K|4:0}} [[Giant kestrel]]<br />
|| [[File:giant_king_cobra_sprite.png|20px]] / {{Tile|K|0:1}} [[Giant king cobra]] <br />
|-<br />
|| [[File:giant_kingsnake_sprite.png|20px]] / {{Tile|K|7:1}} [[Giant kingsnake]]<br />
|| [[File:giant_kiwi_sprite.png|20px]] / {{Tile|K|6:0}} [[Giant kiwi]] <br />
|| [[File:giant_koala_sprite.png|20px]] / {{Tile|K|7:0}} [[Giant koala]]<br />
|-<br />
|| [[File:giant_leech_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant leech]] <br />
|| [[File:giant_leopard_gecko_sprite.png|20px]] / {{Tile|G|6:1}} [[Giant leopard gecko]]<br />
|| [[File:giant_leopard_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant leopard]] <br />
|-<br />
|| [[File:giant_leopard_seal_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant leopard seal]]<br />
|| [[File:giant_lion_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant lion]] <br />
|| [[File:giant_lion_tamarin_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant lion tamarin]]<br />
|-<br />
|| [[File:giant_lizard_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant lizard]]<br />
|| [[File:giant_loon_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant loon]]<br />
|| [[File:giant_lorikeet_sprite.png|20px]] / {{Tile|L|4:1}} [[Giant lorikeet]] <br />
|-<br />
|| [[File:giant_louse_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant louse]]<br />
|| [[File:giant_lynx_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant lynx]] <br />
|| [[File:giant_magpie_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant magpie]]<br />
|-<br />
|| [[File:giant_mandrill_sprite.png|20px]] / {{Tile|M|1:1}} [[Giant mandrill]]<br />
|| [[File:giant_mantis_sprite.png|20px]] / {{Tile|M|2:1}} [[Giant mantis]]<br />
|| [[File:giant_masked_lovebird_sprite.png|20px]] / {{Tile|L|2:1}} [[Giant masked lovebird]] <br />
|-<br />
|| [[File:giant_mink_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant mink]]<br />
|| [[File:giant_mole_sprite.png|20px]] / {{Tile|m|6:0}} [[Giant mole]]<br />
|| [[File:giant_monarch_butterfly_sprite.png|20px]] / {{Tile|B|4:1}} [[Giant monarch butterfly]]<br />
|-<br />
|| [[File:giant_mongoose_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant mongoose]]<br />
|| [[File:giant_monitor_lizard_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant monitor lizard]] <br />
|| [[File:giant_moon_snail_sprite.png|20px]] / {{Tile|S|4:1}} [[Giant moon snail]]<br />
|-<br />
|| [[File:giant_moose_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant moose]] <br />
|| [[File:giant_mosquito_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant mosquito]]<br />
|| [[File:giant_moth_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant moth]] <br />
|-<br />
|| [[File:giant_mountain_goat_sprite.png|20px]] / {{Tile|G|7:1}} [[Giant mountain goat]]<br />
|| [[File:giant_muskox_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant muskox]]<br />
|| [[File:giant_narwhal_sprite.png|20px]] / {{Tile|N|7:0}} [[Giant narwhal]]<br />
|-<br />
|| [[File:giant_nautilus_sprite.png|20px]] / {{Tile|N|4:1}} [[Giant nautilus]] <br />
|| [[File:giant_ocelot_sprite.png|20px]] / {{Tile|O|6:1}} [[Giant ocelot]]<br />
|| [[File:giant_octopus_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant octopus]] <br />
|-<br />
|| [[File:giant_one_humped_camel_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant one-humped camel]]<br />
|| [[File:giant_opossum_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant opossum]] <br />
|| [[File:giant_orca_sprite.png|20px]] / {{Tile|O|0:1}} [[Giant orca]]<br />
|-<br />
|| [[File:giant_oriole_sprite.png|20px]] / {{Tile|O|6:1}} [[Giant oriole]]<br />
|| [[File:giant_osprey_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant osprey]]<br />
|| [[File:giant_ostrich_sprite.png|20px]] / {{Tile|O|0:1}} [[Giant ostrich]] <br />
|-<br />
|| [[File:giant_otter_sprite.png|20px]] / {{Tile|O|6:0}} [[Giant otter]]<br />
|| [[File:giant_olm_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant olm]]<br />
|| [[File:gigantic_panda_sprite.png|20px]] / {{Tile|P|7:1}} [[Gigantic panda]] <br />
|-<br />
|| [[File:giant_pangolin_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant pangolin]]<br />
|| [[File:giant_parakeet_sprite.png|20px]] / {{Tile|P|2:1}} [[Giant parakeet]] <br />
|| [[File:giant_peach_faced_lovebird_sprite.png|20px]] / {{Tile|L|2:1}} [[Giant peach-faced lovebird]]<br />
|-<br />
|| [[File:giant_penguin_sprite.png|20px]] / {{Tile|P|7:1}} [[Giant penguin]] <br />
|| [[File:giant_peregrine_falcon_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant peregrine falcon]]<br />
|| [[File:giant_platypus_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant platypus]] <br />
|-<br />
|| [[File:giant_polar_bear_sprite.png|20px]] / {{Tile|B|7:1}} [[Giant polar bear]]<br />
|| [[File:giant_pond_turtle_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant pond turtle]]<sup>†</sup><br />
|| [[File:giant_porcupine_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant porcupine]]<br />
|-<br />
|| [[File:giant_puffin_sprite.png|20px]] / {{Tile|P|0:1}} [[Giant puffin]] <br />
|| [[File:giant_python_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant python]]<br />
|| [[File:giant_raccoon_sprite.png|20px]] / {{Tile|R|7:0}} [[Giant raccoon]]<br />
|-<br />
|| [[File:giant_rat_sprite.png|20px]] / {{Tile|R|0:1}} [[Giant rat]]<br />
|| [[File:giant_rattlesnake_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant rattlesnake]] <br />
|| [[File:giant_raven_sprite.png|20px]] / {{Tile|R|0:1}} [[Giant raven]]<br />
|-<br />
|| [[File:giant_red_panda_sprite.png|20px]] / {{Tile|R|4:0}} [[Giant red panda]] <br />
|| [[File:giant_red_squirrel_sprite.png|20px]] / {{Tile|R|6:0}} [[Giant red squirrel]]<br />
|| [[File:giant red-winged blackbird sprite.png|20px]] / {{Tile|R|0:1}} [[Giant red-winged blackbird]]<br />
|-<br />
|| [[File:giant_rhesus_macaque_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant rhesus macaque]]<br />
|| [[File:giant_rhinoceros_sprite.png|20px]] / {{Tile|R|7:0}} [[Giant rhinoceros]]<br />
|| [[File:giant_roach_sprite.png|20px]] / {{Tile|R|6:0}} [[Giant roach]]<br />
|-<br />
|| [[File:giant_saltwater_crocodile_sprite.png|20px]] / {{Tile|C|2:0}} [[Giant saltwater crocodile]]<br />
|| [[File:giant_skink_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant skink]]<br />
|| [[File:giant_skunk_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant skunk]] <br />
|-<br />
|| [[File:giant_sloth_bear_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant sloth bear]]<br />
|| [[File:giant_sloth_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant sloth]] <br />
|| [[File:giant_slug_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant slug]]<br />
|-<br />
|| [[File:giant_snail_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant snail]] <br />
|| [[File:giant_snapping_turtle_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant snapping turtle]]<br />
|| [[File:giant_snowy_owl_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant snowy owl]] <br />
|-<br />
|| [[File:giant_sparrow_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant sparrow]]<br />
|| [[File:giant_sperm_whale_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant sperm whale]] <br />
|| [[File:giant_spider_monkey_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant spider monkey]]<br />
|-<br />
|| [[File:giant_sponge_sprite.png|20px]] / {{Tile|S|4:1}} [[Giant sponge]] <br />
|| [[File:gigantic_squid_sprite.png|20px]] / {{Tile|S|7:1}} [[Gigantic squid]]<br />
|| [[File:giant_stoat_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant stoat]] <br />
|-<br />
|| [[File:giant_swan_sprite.png|20px]] / {{Tile|S|7:1}} [[Giant swan]]<br />
|| [[File:giant_tapir_sprite.png|20px]] / {{Tile|T|7:1}} [[Giant tapir]] <br />
|| [[File:giant_thrips_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant thrips]]<br />
|-<br />
|| [[File:giant_tick_sprite.png|20px]] / {{Tile|T|0:1}} [[Giant tick]] <br />
|| [[File:giant_tiger_sprite.png|20px]] / {{Tile|T|6:1}} [[Giant tiger]]<br />
|| [[File:giant_toad_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant toad]]<sup>†</sup> <br />
|-<br />
|| [[File:giant_two_humped_camel_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant two-humped camel]]<br />
|| [[File:giant_vulture_sprite.png|20px]] / {{Tile|V|4:0}} [[Giant vulture]]<br />
|| [[File:giant_walrus_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant walrus]]<br />
|-<br />
|| [[File:giant_warthog_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant warthog]]<br />
|| [[File:giant_weasel_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant weasel]]<br />
|| [[File:giant_white_stork_sprite.png|20px]] / {{Tile|S|7:1}} [[Giant white stork]] <br />
|-<br />
|| [[File:giant_wild_boar_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant wild boar]]<br />
|| [[File:giant_wolf_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant wolf]]<br />
|| [[File:giant_wolverine_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wolverine]]<br />
|-<br />
|| [[File:giant_wombat_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wombat]]<br />
|| [[File:giant_wren_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wren]]<br />
<br />
|}<br />
:<small><sup>†</sup>This creature is a variant of a solely [[pool]]-dwelling vermin, and will thus never appear in-game.{{verify}}</small><br />
<br />
==History==<br />
<br />
Giant animals have existed since the [[Release_information#2D_Version|2D days of Dwarf Fortress]]. Initially, the only giant animals were [[23a:giant bat|giant bat]]s, [[23a:giant cave spider|giant cave spider]]s, [[23a:giant cheetah|giant cheetah]]s, [[23a:giant leopard|giant leopard]]s, [[23a:giant lion|giant lion]]s, [[23a:giant mole|giant mole]]s, [[23a:giant rat|giant rat]]s, [[23a:giant tiger|giant tiger]]s, and [[23a:giant toad|giant toad]]s. The [[23a:giant desert scorpion|giant desert scorpion]] was also one of these.<br />
<br />
More giant animals were added up until sometime during [[v0.31:Release_information|0.31]], when creature variations were added. After this, any new giant animal was added as a creature variant. Several new giant animals came with [[v0.34:release_information|0.34.01]], due to the animals of the [[main:animal sponsorship drive|animal sponsorship drive]] receiving giant variants.<br />
<br />
Sometime during [[Release_information|DF2014]], the original giant animals were refactored to be creature variants, instead of being defined separately from their common versions. The [[giant cave spider]] was an exception from this. <br />
<br />
[[Release_information/0.42.04|0.42.04]] added many giant animals as variants of existing creatures, including the [[giant elephant]]. The [[giant desert scorpion]] was removed, as there existed no normal ”desert scorpion”.<br />
<br />
{{Category|Creatures}}<br />
[[ru:Giant animal]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Wood&diff=289579Wood2023-02-03T21:14:18Z<p>Voliol: /* Types */</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{catbox}}<br />
[[File:logs.jpg|thumb|230px|right|So many roots, that you wood hardly believe it.]]<br />
''"Timber" redirects here. For the month, see [[Calendar]].''<br />
<br />
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' [[File:wooden_log_sprite.png|20px]] / {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.<br />
<br />
== Occurrence and production ==<br />
<br />
=== Chopping down trees ===<br />
<br />
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.<br />
<br />
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.<br />
<br />
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.<br />
<br />
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.<br />
<br />
=== Civilizations ===<br />
<br />
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s. Except for [[kobold]]s, all civilizations use some type of wood.<br />
<br />
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.<br />
<br />
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.<br />
<br />
=== Other sources ===<br />
<br />
"Wagon wood" can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.<br />
<br />
== Types ==<br />
<br />
{{Main|Tree}}<br />
<br />
{| class="wikitable sortable floatright"<br />
|+ Comparison of [[density]], [[weight]], [[color]] and [[graphics|sprites]].<br />
! Wood<br />
! Density<br><small>(kg/m³)</small><br />
! Weight (Γ)<br/>per log <br />
! Color<br><small>(ASCII)</small><br />
! Graphic<br />
|-<br />
| [[Feather tree|Feather]] || 100 || 5 || style="background: {{fgcolor|7:1}};"| Cream || style="text-align:center;"| [[File:feather_wood_logs_sprite.png]]<br />
|-<br />
| [[Papaya]] || 130 || 6.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"| [[File:papaya_wood_logs_sprite.png]]<br />
|-<br />
| [[Candlenut]] ||140 || 7 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ochre || style="text-align:center;"|[[File:candlenut_logs_sprite.png]]<br />
|-<br />
| [[Kapok]] || 260 || 13 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:kapok_logs_sprite.png]]<br />
|-<br />
| [[Custard-apple]] || 360 || 18 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:custard_apple_logs_sprite.png]]<br />
|-<br />
| [[Willow]] || 390 || 19.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:willow_logs_sprite.png]]<br />
|-<br />
| [[Alder]] || 410 || 20.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:alder_logs_sprite.png]]<br />
|-<br />
| [[Cherry]] || 425 || 21.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Gold || style="text-align:center;"|[[File:cherry_logs_sprite.png]]<br />
|-<br />
| [[Cacao tree|Cacao]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate || style="text-align:center;"|[[File:cacao_logs_sprite.png]]<br />
|-<br />
| [[Chestnut]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut || style="text-align:center;"|[[File:chestnut_logs_sprite.png]]<br />
|-<br />
| [[Saguaro]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ecru || style="text-align:center;"|[[File:saguaro_logs_sprite.png]]<br />
|-<br />
| [[Cashew]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut || style="text-align:center;"|[[File:cashew_logs_sprite.png]]<br />
|-<br />
| [[Ginkgo]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach || style="text-align:center;"|[[File:ginkgo_logs_sprite.png]]<br />
|-<br />
| [[Rubber tree|Rubber]] || 490 || 24.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax || style="text-align:center;"|[[File:rubber_logs_sprite.png]]<br />
|-<br />
| ''Default wood'' || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:default_logs_sprite.png]]<br />
|-<br />
| [[Highwood]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:highwood_logs_sprite.png]]<br />
|-<br />
| [[Tunnel tube]] || 500 || 25 || style="background: {{fgcolor|5:1}};"| Violet || style="text-align:center;"|[[File:tunnel_tube_logs_sprite.png]]<br />
|-<br />
| [[Wagon]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:wagon_logs_sprite.png]]<br />
|-<br />
| [[Pine]] || 510 || 25.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Beige || style="text-align:center;"|[[File:pine_logs_sprite.png]]<br />
|-<br />
| [[Durian]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:durian_logs_sprite.png]]<br />
|-<br />
| [[Mango tree|Mango]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna || style="text-align:center;"|[[File:mango_logs_sprite.png]]<br />
|-<br />
| [[Avocado]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chestnut || style="text-align:center;"|[[File:avacado_logs_sprite.png]]<br />
|-<br />
| [[Maple]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Rust || style="text-align:center;"|[[File:maple_logs_sprite.png]]<br />
|-<br />
| [[Carambola]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax || style="text-align:center;"|[[File:carambola_logs_sprite.png]]<br />
|-<br />
| [[Nether-cap]] || 550 || 27.5 || style="background: {{fgcolor|1:0}}; color: #fff;"| Dark indigo || style="text-align:center;"|[[File:nether_cap_logs_sprite.png]]<br />
|-<br />
| [[Tea]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:tea_logs_sprite.png]]<br />
|-<br />
| [[Walnut]] || 562 || 28.1 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan || style="text-align:center;"|[[File:walnut_logs_sprite.png]]<br />
|-<br />
| [[Cedar]] || 570 || 28.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Olive || style="text-align:center;"|[[File:cedar_logs_sprite.png]]<br />
|-<br />
| [[Hazel]] || 580 || 29 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:hazel_logs_sprite.png]]<br />
|-<br />
| [[Bitter orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:bitter_orange_logs_sprite.png]]<br />
|-<br />
| [[Desert lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:desert_lime_logs_sprite.png]]<br />
|-<br />
| [[Finger lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:finger_lime_logs_sprite.png]]<br />
|-<br />
| [[Kumquat]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:kumquat_logs_sprite.png]]<br />
|-<br />
| [[Larch]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown || style="text-align:center;"|[[File:larch_logs_sprite.png]]<br />
|-<br />
| [[Lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:lime_logs_sprite.png]]<br />
|-<br />
| [[Orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna || style="text-align:center;"|[[File:orange_logs_sprite.png]]<br />
|-<br />
| [[Pomelo]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray || style="text-align:center;"|[[File:pomelo_logs_sprite.png]]<br />
|-<br />
| [[Round lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:round_lime_logs_sprite.png]]<br />
|-<br />
| [[Acacia]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach || style="text-align:center;"|[[File:acacia_logs_sprite.png]]<br />
|-<br />
| [[Ash (tree)|Ash]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown || style="text-align:center;"|[[File:ash_logs_sprite.png]]<br />
|-<br />
| [[Fungiwood]] || 600 || 30 || style="background: {{fgcolor|6:1}};"| Lemon || style="text-align:center;"|[[File:fungiwood_logs_sprite.png]]<br />
|-<br />
| [[Goblin-cap]] || 600 || 30 || style="background: {{fgcolor|4:1}}; color: #fff;"| Red || style="text-align:center;"|[[File:goblin_cap_logs_sprite.png]]<br />
|-<br />
| [[Mahogany]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Mahogany || style="text-align:center;"|[[File:mahogany_logs_sprite.png]]<br />
|-<br />
| [[Pear]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff || style="text-align:center;"|[[File:pear_logs_sprite.png]]<br />
|-<br />
| [[Spore tree|Spore]] || 600 || 30 || style="background: {{fgcolor|3:0}}; color: #fff;"| Teal || style="text-align:center;"|[[File:spore_logs_sprite.png]]<br />
|-<br />
| [[Tower-cap]] || 600 || 30 || style="background: {{fgcolor|7:1}};"| White || style="text-align:center;"|[[File:tower_cap_logs_sprite.png]]<br />
|-<br />
| [[Guava]] || 610 || 30.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:guava_logs_sprite.png]]<br />
|-<br />
| [[Coffee]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:coffee_logs_sprite.png]]<br />
|-<br />
| [[Rambutan]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Bronze || style="text-align:center;"|[[File:rambutan_logs_sprite.png]]<br />
|-<br />
| [[Birch]] || 650 || 32.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt umber || style="text-align:center;"|[[File:birch_logs_sprite.png]]<br />
|-<br />
| [[Black-cap]] || 650 || 32.5 || style="background: {{fgcolor|0:1}}; color: #fff;"| Black || style="text-align:center;"|[[File:black_cap_logs_sprite.png]]<br />
|-<br />
| [[Coconut palm]] || 680 || 34 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe || style="text-align:center;"|[[File:coconut_palm_logs_sprite.png]]<br />
|-<br />
| [[Sand pear]] || 690 || 34.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff || style="text-align:center;"|[[File:sand_pear_logs_sprite.png]]<br />
|-<br />
| [[Bayberry]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown || style="text-align:center;"|[[File:bayberry_logs_sprite.png]]<br />
|-<br />
| [[Citron]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray || style="text-align:center;"|[[File:citron_logs_sprite.png]]<br />
|-<br />
| [[Oak]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Auburn || style="text-align:center;"|[[File:oak_logs_sprite.png]]<br />
|-<br />
| [[Macadamia]] || 705 || 35.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown || style="text-align:center;"|[[File:macadamia_logs_sprite.png]]<br />
|-<br />
| [[Pecan]] || 735 || 36.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach || style="text-align:center;"|[[File:pecan_logs_sprite.png]]<br />
|-<br />
| [[Apple]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate || style="text-align:center;"|[[File:apple_logs_sprite.png]]<br />
|-<br />
| [[Apricot]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown || style="text-align:center;"|[[File:apricot_logs_sprite.png]]<br />
|-<br />
| [[Pomegranate]] || 770 || 38.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach || style="text-align:center;"|[[File:pomegranate_logs_sprite.png]]<br />
|-<br />
| [[Almond]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Copper || style="text-align:center;"|[[File:almond_logs_sprite.png]]<br />
|-<br />
| [[Peach]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan || style="text-align:center;"|[[File:peach_logs_sprite.png]]<br />
|-<br />
| [[Plum]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown || style="text-align:center;"|[[File:plum_logs_sprite.png]]<br />
|-<br />
| [[Date palm]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna || style="text-align:center;"|[[File:date_palm_logs_sprite.png]]<br />
|-<br />
| [[Paradise nut]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown || style="text-align:center;"|[[File:paradise_nut_logs_sprite.png]]<br />
|-<br />
| [[Mangrove]] || 830 || 41.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe || style="text-align:center;"|[[File:mangrove_logs_sprite.png]]<br />
|-<br />
| [[Persimmon]] || 835 || 41.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:persimmon_logs_sprite.png]]<br />
|-<br />
| [[Lychee]] || 880 || 44 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe sandy || style="text-align:center;"|[[File:lychee_logs_sprite.png]]<br />
|-<br />
| [[Olive]] || 990 || 49.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown || style="text-align:center;"|[[File:olive_logs_sprite.png]]<br />
|-<br />
| [[Glumprong]] || 1200 || 60 || style="background: {{fgcolor|5:0}}; color: #fff;"| Purple || style="text-align:center;"|[[File:glumprong_logs_sprite.png]]<br />
|-<br />
| [[Blood thorn]] || 1250 || 62.5 || style="background: {{fgcolor|4:0}}; color: #fff;"| Crimson || style="text-align:center;"|[[File:blood_thorn_logs_sprite.png]]<br />
|}<br />
<br />
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.<br />
<br />
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.<br />
<br />
=== Weight of logs ===<br />
<br />
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.<br />
<br />
=== Grown wood ===<br />
<br />
All wooden items made by elves are referred to as "grown". It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.<br />
<br />
== Applications ==<br />
<br />
=== Ash ===<br />
<br />
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.<br />
<br />
=== Charcoal ===<br />
<br />
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.<br />
<br />
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.<br />
<br />
=== Bed ===<br />
<br />
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.<br />
<br />
=== Machine components ===<br />
<br />
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.<br />
<br />
=== Lightweight storage ===<br />
<br />
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.<br />
<br />
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].<br />
<br />
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.<br />
<br />
=== Weapons and armor ===<br />
<br />
:''See also: [[Weapon#Material|Weapon § Material]]<br />
<br />
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.<br />
<br />
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.<br />
<br />
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.<br />
<br />
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.<br />
<br />
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.<br />
<br />
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.<br />
<br />
=== Siege engines ===<br />
<br />
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.<br />
<br />
=== Trading ===<br />
<br />
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the "grown" wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.<br />
<br />
=== Other uses ===<br />
<br />
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.<br />
<br />
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.<br />
<br />
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.<br />
<br />
== See also ==<br />
<br />
* [[Driftwood]]<br />
<br />
{{Translation<br />
| dwarven = lolum<br />
| elvish = ave<br />
| goblin = dôr<br />
| human = pado<br />
}}<br />
<br />
{{Gamedata}}<br />
{{materials}}<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}<br />
{{Category|Wood|0}}<br />
[[Ru:Wood]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=File:Ginkgo_logs_sprite.png&diff=289577File:Ginkgo logs sprite.png2023-02-03T21:09:34Z<p>Voliol: Voliol uploaded a new version of File:Ginkgo logs sprite.png</p>
<hr />
<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Wood&diff=289490Wood2023-02-03T09:52:12Z<p>Voliol: /* Types */ fix willow using candlenut sprite</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{catbox}}<br />
[[File:logs.jpg|thumb|230px|right|So many roots, that you wood hardly believe it.]]<br />
''"Timber" redirects here. For the month, see [[Calendar]].''<br />
<br />
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' [[File:wooden_log_sprite.png|20px]] / {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.<br />
<br />
== Occurrence and production ==<br />
<br />
=== Chopping down trees ===<br />
<br />
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.<br />
<br />
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.<br />
<br />
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.<br />
<br />
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.<br />
<br />
=== Civilizations ===<br />
<br />
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s. Except for [[kobold]]s, all civilizations use some type of wood.<br />
<br />
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.<br />
<br />
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.<br />
<br />
=== Other sources ===<br />
<br />
"Wagon wood" can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.<br />
<br />
== Types ==<br />
<br />
{{Main|Tree}}<br />
<br />
{| class="wikitable sortable floatright"<br />
|+ Comparison of [[density]], [[weight]], [[color]] and [[graphics|sprites]].<br />
! Wood<br />
! Density<br><small>(kg/m³)</small><br />
! Weight (Γ)<br/>per log <br />
! Color<br><small>(ASCII)</small><br />
! Graphic<br />
|-<br />
| [[Feather tree|Feather]] || 100 || 5 || style="background: {{fgcolor|7:1}};"| Cream || style="text-align:center;"| [[File:feather_wood_logs_sprite.png]]<br />
|-<br />
| [[Papaya]] || 130 || 6.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"| [[File:papaya_wood_logs_sprite.png]]<br />
|-<br />
| [[Candlenut]] ||140 || 7 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ochre || style="text-align:center;"|[[File:candlenut_logs_sprite.png]]<br />
|-<br />
| [[Kapok]] || 260 || 13 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:kapok_logs_sprite.png]]<br />
|-<br />
| [[Custard-apple]] || 360 || 18 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:custard_apple_logs_sprite.png]]<br />
|-<br />
| [[Willow]] || 390 || 19.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:willow_logs_sprite.png]]<br />
|-<br />
| [[Alder]] || 410 || 20.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan || style="text-align:center;"|[[File:alder_logs_sprite.png]]<br />
|-<br />
| [[Cherry]] || 425 || 21.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Gold || style="text-align:center;"|[[File:cherry_logs_sprite.png]]<br />
|-<br />
| [[Cacao tree|Cacao]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate || style="text-align:center;"|[[File:cacao_logs_sprite.png]]<br />
|-<br />
| [[Chestnut]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut || style="text-align:center;"|[[File:chestnut_logs_sprite.png]]<br />
|-<br />
| [[Saguaro]] || 430 || 21.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ecru || style="text-align:center;"|[[File:saguaro_logs_sprite.png]]<br />
|-<br />
| [[Cashew]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark chestnut ||<br />
|-<br />
| [[Ginkgo]] || 450 || 22.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach || style="text-align:center;"|[[File:ginkgo_logs_sprite.png]]<br />
|-<br />
| [[Rubber tree|Rubber]] || 490 || 24.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax ||<br />
|-<br />
| ''Default wood'' || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:default_logs_sprite.png]]<br />
|-<br />
| [[Highwood]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:highwood_logs_sprite.png]]<br />
|-<br />
| [[Tunnel tube]] || 500 || 25 || style="background: {{fgcolor|5:1}};"| Violet || style="text-align:center;"|[[File:tunnel_tube_logs_sprite.png]]<br />
|-<br />
| [[Wagon]] || 500 || 25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Brown || style="text-align:center;"|[[File:wagon_logs_sprite.png]]<br />
|-<br />
| [[Pine]] || 510 || 25.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Beige || style="text-align:center;"|[[File:pine_logs_sprite.png]]<br />
|-<br />
| [[Durian]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale || style="text-align:center;"|[[File:durian_logs_sprite.png]]<br />
|-<br />
| [[Mango tree|Mango]] || 520 || 26 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna || style="text-align:center;"|[[File:mango_logs_sprite.png]]<br />
|-<br />
| [[Avocado]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chestnut ||<br />
|-<br />
| [[Maple]] || 540 || 27 || style="background: {{fgcolor|6:0}}; color: #fff;"| Rust ||<br />
|-<br />
| [[Carambola]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Flax ||<br />
|-<br />
| [[Nether-cap]] || 550 || 27.5 || style="background: {{fgcolor|1:0}}; color: #fff;"| Dark indigo ||<br />
|-<br />
| [[Tea]] || 550 || 27.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale ||<br />
|-<br />
| [[Walnut]] || 562 || 28.1 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan ||<br />
|-<br />
| [[Cedar]] || 570 || 28.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Olive ||<br />
|-<br />
| [[Hazel]] || 580 || 29 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale ||<br />
|-<br />
| [[Bitter orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale ||<br />
|-<br />
| [[Desert lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Finger lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Kumquat]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale ||<br />
|-<br />
| [[Larch]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown ||<br />
|-<br />
| [[Lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Orange]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna ||<br />
|-<br />
| [[Pomelo]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray ||<br />
|-<br />
| [[Round lime]] || 590 || 29.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Acacia]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach ||<br />
|-<br />
| [[Ash (tree)|Ash]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown ||<br />
|-<br />
| [[Fungiwood]] || 600 || 30 || style="background: {{fgcolor|6:1}};"| Lemon ||<br />
|-<br />
| [[Goblin-cap]] || 600 || 30 || style="background: {{fgcolor|4:1}}; color: #fff;"| Red ||<br />
|-<br />
| [[Mahogany]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Mahogany ||<br />
|-<br />
| [[Pear]] || 600 || 30 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff ||<br />
|-<br />
| [[Spore tree|Spore]] || 600 || 30 || style="background: {{fgcolor|3:0}}; color: #fff;"| Teal ||<br />
|-<br />
| [[Tower-cap]] || 600 || 30 || style="background: {{fgcolor|7:1}};"| White ||<br />
|-<br />
| [[Guava]] || 610 || 30.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Coffee]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe pale ||<br />
|-<br />
| [[Rambutan]] || 620 || 31 || style="background: {{fgcolor|6:0}}; color: #fff;"| Bronze ||<br />
|-<br />
| [[Birch]] || 650 || 32.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt umber ||<br />
|-<br />
| [[Black-cap]] || 650 || 32.5 || style="background: {{fgcolor|0:1}}; color: #fff;"| Black ||<br />
|-<br />
| [[Palm]] || 680 || 34 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe ||<br />
|-<br />
| [[Sand pear]] || 690 || 34.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Buff ||<br />
|-<br />
| [[Bayberry]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown ||<br />
|-<br />
| [[Citron]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Ash gray ||<br />
|-<br />
| [[Oak]] || 700 || 35 || style="background: {{fgcolor|6:0}}; color: #fff;"| Auburn ||<br />
|-<br />
| [[Macadamia]] || 705 || 35.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown ||<br />
|-<br />
| [[Pecan]] || 735 || 36.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach ||<br />
|-<br />
| [[Apple]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Chocolate ||<br />
|-<br />
| [[Apricot]] || 745 || 37.25 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown ||<br />
|-<br />
| [[Pomegranate]] || 770 || 38.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Peach ||<br />
|-<br />
| [[Almond]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Copper ||<br />
|-<br />
| [[Peach]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark tan ||<br />
|-<br />
| [[Plum]] || 795 || 39.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown ||<br />
|-<br />
| [[Date palm]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Burnt sienna ||<br />
|-<br />
| [[Paradise nut]] || 820 || 41 || style="background: {{fgcolor|6:0}}; color: #fff;"| Light brown ||<br />
|-<br />
| [[Mangrove]] || 830 || 41.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Dark taupe ||<br />
|-<br />
| [[Persimmon]] || 835 || 41.75 || style="background: {{fgcolor|6:0}}; color: #fff;"| Tan ||<br />
|-<br />
| [[Lychee]] || 880 || 44 || style="background: {{fgcolor|6:0}}; color: #fff;"| Taupe sandy ||<br />
|-<br />
| [[Olive]] || 990 || 49.5 || style="background: {{fgcolor|6:0}}; color: #fff;"| Pale brown ||<br />
|-<br />
| [[Glumprong]] || 1200 || 60 || style="background: {{fgcolor|5:0}}; color: #fff;"| Purple ||<br />
|-<br />
| [[Blood thorn]] || 1250 || 62.5 || style="background: {{fgcolor|4:0}}; color: #fff;"| Crimson ||<br />
|}<br />
<br />
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.<br />
<br />
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.<br />
<br />
=== Weight of logs ===<br />
<br />
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.<br />
<br />
=== Grown wood ===<br />
<br />
All wooden items made by elves are referred to as "grown". It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.<br />
<br />
== Applications ==<br />
<br />
=== Ash ===<br />
<br />
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.<br />
<br />
=== Charcoal ===<br />
<br />
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.<br />
<br />
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.<br />
<br />
=== Bed ===<br />
<br />
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.<br />
<br />
=== Machine components ===<br />
<br />
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.<br />
<br />
=== Lightweight storage ===<br />
<br />
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.<br />
<br />
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].<br />
<br />
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.<br />
<br />
=== Weapons and armor ===<br />
<br />
:''See also: [[Weapon#Material|Weapon § Material]]<br />
<br />
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.<br />
<br />
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.<br />
<br />
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.<br />
<br />
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.<br />
<br />
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.<br />
<br />
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.<br />
<br />
=== Siege engines ===<br />
<br />
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.<br />
<br />
=== Trading ===<br />
<br />
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the "grown" wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.<br />
<br />
=== Other uses ===<br />
<br />
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.<br />
<br />
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.<br />
<br />
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.<br />
<br />
== See also ==<br />
<br />
* [[Driftwood]]<br />
<br />
{{Translation<br />
| dwarven = lolum<br />
| elvish = ave<br />
| goblin = dôr<br />
| human = pado<br />
}}<br />
<br />
{{Gamedata}}<br />
{{materials}}<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}<br />
{{Category|Wood|0}}<br />
[[Ru:Wood]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Animal_sponsorship_drive&diff=289278Animal sponsorship drive2023-02-01T21:15:56Z<p>Voliol: </p>
<hr />
<div>'''Rainseeker's Animal Sponsorship Drive''' was a donation event held by [[Bay 12 Games]] which took place in December 2010, suggested by and named after Rainseeker, one of the co-hosts of [[Dwarf Fortress Talk]]. During the course of the month, donations made to Bay 12 Games allowed donors to pick a new [[Creature|animal]] to be added to the game. The event ended with the developers gaining a total of $9.416,16 over the course of December, the second most successful month of the year (losing only to April, which saw the release of [[v0.31:Release information|version 0.31.01]]).<br />
<br />
While the event is long over, the website holding the results is still [http://www.bay12games.com/dwarves/sponsor.html available], though it is not linked anywhere in the current Bay 12 Games page.<br />
<br />
All the animals added through the Sponsorship Drive have a special note in their [[raw file]]s stating "[animal name] were sponsored by the generous contributions of the Bay 12 community".<br />
<br />
==Animals Added==<br />
<br />
The following animals were added through the Animal Sponsorship Drive:<br />
{{Columns-list|colwidth=15em|<br />
*{{Tile|a|7:0}} [[Aardvark]]<br />
*{{Tile|a|6:0}} [[Adder]]<br />
*{{Tile|a|7:1}} [[Albatross]]<br />
*{{Tile|T|2:0}} [[Alligator snapping turtle]]<br />
*{{Tile|A|2:1}} [[Anaconda]]<br />
*{{Tile|a|7:0}} [[Armadillo]]<br />
*{{Tile|∙|5:0}} [[Axolotl]]<br />
*{{Tile|a|7:0}} [[Aye-aye]]<br />
*{{Tile|b|7:0}} [[Badger]]<br />
*{{Tile|∙|6:1}} [[Bark scorpion]]<br />
*{{Tile|b|6:0}} [[Barn owl]]<br />
*{{Tile|b|6:0}} [[Beaver]]<br />
*{{Tile|s|0:1}} [[Black mamba]]<br />
*{{Tile|b|6:0}} [[Bobcat]]<br />
*{{Tile|∙|6:0}} [[Brown recluse spider]]<br />
*{{Tile|∙|6:1}} [[Bumblebee]]<br />
*{{Tile|s|6:0}} [[Bushmaster]]<br />
*{{Tile|∙|6:0}} [[Bushtit]]<br />
*{{Tile|c|7:1}} [[Capuchin]]<br />
*{{Tile|c|6:0}} [[Capybara]]<br />
*{{Tile|c|0:1}} [[Cassowary]]<br />
*{{Tile|c|7:0}} [[Chinchilla]]<br />
*{{Tile|c|6:0}} [[Coati]]<br />
*{{Tile|∙|7:1}} [[Cockatiel]]<br />
*{{Tile|t|2:0}} [[Common snapping turtle]]<br />
*{{Tile|s|6:0}} [[Copperhead snake]]<br />
*{{Tile|c|7:0}} [[Coyote]]<br />
*{{Tile|c|4:1}} [[Crab]]<br />
*{{Tile|∙|0:1}} [[Crow]]<br />
*{{Tile|♂|6:0}} [[Cuttlefish]]<br />
*{{Tile|∙|3:1}} [[Damselfly]]<br />
*{{Tile|t|6:0}} [[Desert tortoise]]<br />
*{{Tile|d|6:1}} [[Dingo]]<br />
*{{Tile|e|6:0}} [[Eagle]]<br />
*{{Tile|e|6:0}} [[Echidna]]<br />
*{{Tile|S|6:0}} [[Elephant seal]]<br />
*{{Tile|p|7:1}} [[Emperor penguin]]<br />
*{{Tile|E|6:0}} [[Emu]]<br />
*{{Tile|∙|6:0}} [[Flying squirrel]]<br />
*{{Tile|T|6:0}} [[Giant tortoise]]<br />
*{{Tile|g|4:1}} [[Gila monster]]<br />
*{{Tile|∙|2:1}} [[Grasshopper]]<br />
*{{Tile|l|7:0}} [[Gray langur]]<br />
*{{Tile|o|7:0}} [[Great horned owl]]<br />
*{{Tile|∙|2:1}} [[Green tree frog]]<br />
*{{Tile|p|7:0}} [[Grey parrot]]<br />
*{{Tile|∙|7:0}} [[Hamster]]<br />
*{{Tile|h|6:0}} [[Hare]]<br />
*{{Tile|H|7:0}} [[Harp seal]]<br />
*{{Tile|∙|6:0}} [[Hedgehog]]<br />
*{{Tile|∙|6:1}} [[Honey bee]]<br />
*{{Tile|h|0:1}} [[Hornbill]]<br />
*{{Tile|c|6:0}} [[Horseshoe crab]]<br />
*{{Tile|h|6:1}} [[Hyena]]<br />
*{{Tile|i|6:0}} [[Ibex]]<br />
*{{Tile|i|6:0}} [[Impala]]<br />
*{{Tile|j|6:0}} [[Jackal]]<br />
*{{Tile|∙|0:1}} [[Jumping spider]]<br />
*{{Tile|k|2:0}} [[Kakapo]]<br />
*{{Tile|K|6:0}} [[Kangaroo]]<br />
*{{Tile|k|2:0}} [[Kea]]<br />
*{{Tile|k|4:0}} [[Kestrel]]<br />
*{{Tile|k|0:1}} [[King cobra]]<br />
*{{Tile|k|7:1}} [[Kingsnake]]<br />
*{{Tile|k|6:0}} [[Kiwi]]<br />
*{{Tile|k|7:0}} [[Koala]]<br />
*{{Tile|∙|6:1}} [[Leopard gecko]]<br />
*{{Tile|L|0:1}} [[Leopard seal]]<br />
*{{Tile|~|0:1}} [[Leech]]<br />
*{{Tile|∙|6:1}} [[Lion tamarin]]<br />
*{{Tile|p|1:1}} [[Little penguin]]<br />
*{{Tile|l|0:1}} [[Loon]]<br />
*{{Tile|∙|4:1}} [[Lorikeet]]<br />
*{{Tile|∙|6:0}} [[Louse]]<br />
*{{Tile|l|6:0}} [[Lynx]]<br />
*{{Tile|∙|0:1}} [[Magpie]]<br />
*{{Tile|∙|2:1}} [[Mantis]]<br />
*{{Tile|∙|2:1}} [[Masked lovebird]]<br />
*{{Tile|m|6:0}} [[Mink]]<br />
*{{Tile|m|7:0}} [[Mongoose]]<br />
*{{Tile|M|6:0}} [[Monitor lizard]]<br />
*{{Tile|∙|4:1}} [[Moon snail]]<br />
*{{Tile|∙|0:1}} [[Mosquito]]<br />
*{{Tile|M|6:0}} [[Moose]]<br />
*{{Tile|∙|6:0}} [[Moth]]<br />
*{{Tile|N|7:0}} [[Narwhal]]<br />
*{{Tile|♂|4:1}} [[Nautilus]]<br />
*{{Tile|o|6:1}} [[Ocelot]]<br />
*{{Tile|o|7:0}} [[Octopus]]<br />
*{{Tile|o|7:0}} [[Opossum]]<br />
*{{Tile|O|0:1}} [[Orca]]<br />
*{{Tile|o|7:1}} [[Osprey]]<br />
*{{Tile|O|0:1}} [[Ostrich]]<br />
*{{Tile|P|6:0}} [[Panda]]<br />
*{{Tile|p|6:0}} [[Pangolin]]<br />
*{{Tile|∙|2:1}} [[Parakeet]]<br />
*{{Tile|∙|2:1}} [[Peach-faced lovebird]]<br />
*{{Tile|p|0:1}} [[Penguin]]<br />
*{{Tile|p|6:0}} [[Peregrine falcon]]<br />
*{{Tile|p|6:0}} [[Platypus]]<br />
*{{Tile|☼|2:0}} [[Pond turtle]]<br />
*{{Tile|p|6:0}} [[Porcupine]]<br />
*{{Tile|p|0:1}} [[Puffin]]<br />
*{{Tile|S|6:0}} [[Python]]<br />
*{{Tile|r|0:1}} [[Raven]]<br />
*{{Tile|s|7:0}} [[Rattlesnake]]<br />
*{{Tile|p|4:0}} [[Red panda]]<br />
*{{Tile|o|6:0}} [[River otter]]<br />
*{{Tile|o|6:0}} [[Sea otter]]<br />
*{{Tile|s|0:1}} [[Skunk]]<br />
*{{Tile|s|7:0}} [[Sloth]]<br />
*{{Tile|B|0:1}} [[Sloth bear]]<br />
*{{Tile|~|6:0}} [[Slug]]<br />
*{{Tile|∙|6:0}} [[Snail]]<br />
*{{Tile|o|7:1}} [[Snowy owl]]<br />
*{{Tile|∙|6:0}} [[Sparrow]]<br />
*{{Tile|W|7:0}} [[Sperm whale]]<br />
*{{Tile|m|0:1}} [[Spider monkey]]<br />
*{{Tile|s|4:1}} [[Sponge]]<br />
*{{Tile|♂|7:1}} [[Squid]]<br />
*{{Tile|s|6:0}} [[Stoat]]<br />
*{{Tile|s|7:1}} [[Swan]]<br />
*{{Tile|T|7:1}} [[Tapir]]<br />
*{{Tile|∙|7:1}} [[Termite]]<br />
*{{Tile|∙|0:1}} [[Tick]]<br />
*{{Tile|∙|6:0}} [[Thrips]]<br />
*{{Tile|w|6:0}} [[Weasel]]<br />
*{{Tile|s|7:1}} [[White stork]]<br />
*{{Tile|B|6:0}} [[Wild boar]]<br />
*{{Tile|∙|6:0}} [[Wren]]<br />
*{{Tile|w|6:0}} [[Wolverine]]<br />
*{{Tile|w|6:0}} [[Wombat]]<br />
}}<br />
<br />
==Animals Not Added==<br />
The list of all eligible animals is gone to time*. However, some animals were mentioned as options in [http://www.bay12forums.com/smf/index.php?topic=73252.0 the associated forum thread], yet did not make it in. Below is a list of those animals.<br />
<br />
* Spitting cobra<br />
* Blue whale<br />
* Boa constrictor<br />
* River dolphin<br />
* King crab<br />
* Anteater<br />
* Flea<br />
* Cicada<br />
* Fruit bat<br />
* Proboscis monkey<br />
* Zebra<br />
* Lory (unclear, since lorikeet was "also" on the list)<br />
* Ferret<br />
<br />
<nowiki>*</nowiki>At some point in time, the Bay 12 website blocked the Wayback Machine for being bandwidth intensive (source:[https://www.bay12games.com/robots.txt robots.txt]). Though this block does no longer work, the Wayback Machine has no archived version of the page before May 2011 (and thus no complete list), and this is likely why.<br />
<br />
[[Category:Game development]]<br />
{{unversioned}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Cross-training&diff=289273Cross-training2023-02-01T18:29:55Z<p>Voliol: A compromise of sorts. "Gym" still suffers from rule T-breaking.</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway-decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a [[troll]] and gets all their limbs broken. Finally, it's a more productive use of time than standing around idling.<br />
<br />
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.<br />
<br />
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something "just for a little while" and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a typical reserves program. Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat. You might not have that much time if you are getting besieged regularly.<br />
<br />
==List of Programs==<br />
<br />
===National self-defense training===<br />
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''<br />
<br />
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to "Active/Training". <br />
<br />
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. <br />
<br />
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything), every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on "Individual Combat Drill" rather than performing their civilian jobs. To ensure dwarves can train while still performing civilian duties, set the Training Order's minimum number of dwarves to be less than the squad's size, but set their uniform to Wear Always. This will keep them in their gear at all times but will allow them to take breaks from training. Dutiful dwarves may choose not to take breaks, however.<br />
<br />
'''Pros:'''<br />
*Easy, cheap, and no maintenance once set up<br />
*No need for other cross-training for any attribute affected by national self-defense training<br />
*Trainees gain useful military skills<br />
*Dwarves who lead demonstrations while training may also gain levels in Organizer, Leader, and Teacher, while any dwarves who watch demonstrations may gain levels in Student. This can satisfy certain [[needs]].<br />
*Trainees will be faster, stronger and tougher both in daily life and in emergencies<br />
<br />
'''Cons:'''<br />
*Legendary fighting skills may make tantrums more fun<br />
*Trainees don't work during training<br />
*Trainees don't socialise during training, which can lead to loneliness, unhappiness, and Distraction penalties.<br />
*Trainees will choose training over performing civilian duties<br />
'''Attributes trained:'''<br />
<br />
Rapid increases in strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.<br />
<br />
===Boiler-room ([[furnace operator]])===<br />
:''See also: [[Melt]]''<br />
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.<br />
<br />
'''Pros:'''<br />
*Easy to set up.<br />
*Requires little continuous oversight on your part.<br />
*Somewhat fast training; dwarves reach legendary in two years.<br />
*Depending on item, can duplicate non-[[adamantine|spoiler]] metals.<br />
<br />
'''Cons:'''<br />
*Requires access to [[magma]], or vast quantities of fuel<br />
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).<br />
<br />
'''Attributes Trained:'''<br />
<br />
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense<br />
<br />
===Swimming Pool ===<br />
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of "encouraging" your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])<br />
<br />
'''Pros:'''<br />
*Cheap to set up<br />
*Automates training of idle dwarves without interfering with actual work<br />
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation <br />
*Swimming skill can occasionally save a dwarf's life<br />
'''Cons:'''<br />
*Generates no wealth<br />
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).<br />
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics<br />
'''Attributes Trained:'''<br />
<br />
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense<br />
<br />
===Artillery proving ground ([[siege operator]])===<br />
Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).<br><br />
'''Pros:'''<br />
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.<br />
*Harasses the wildlife, which is always fun and sometimes [[Fun]].<br><br />
'''Cons:''' <br />
*Very slow to train (2+ years for legendary).<br />
*Fairly space-consuming to set up a well-designed and usable proving ground.<br />
*Can be dangerous depending on the biome (especially when [[elephant]]s are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you).<br />
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.<br />
'''Attributes Trained:'''<br />
<br />
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense<br />
<br />
===Internship MkII ([[manager]])===<br />
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap".<br />
<br />
'''Pros:'''<br />
*Requires no extra infrastructure at all.<br />
*You need a manager anyway!<br />
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.<br />
'''Cons:'''<br />
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. <br />
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.<br />
*Produces little to no useful attribute gains<br />
'''Attributes Trained:'''<br />
<br />
Analytical Ability, Memory, Focus<br />
<br />
===Gulag ([[miner]])===<br />
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress). Take a big square and start leveling it; it's really no more complicated than that. Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]]. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees is inside. If you wish to train all of your miners equally and still get real work done on the fort, you can designate the gulag area with a lower [[Designations_menu#Priority|priority]] than any actual important work.<br><br />
'''Pros:''' <br />
*Soldiers can be equipped with picks from the military screen, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defense from early threats<br />
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] is less important.<br />
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.<br />
*Levels quite fast in sand.<br />
*Relatively little oversight from you.<br />
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.<br />
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.<br />
*Mining trains all military attributes, so it's perfect for military training too<br />
<br />
'''Cons:'''<br />
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.<br />
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].<br />
*Can be dangerous, depending on the biome.<br />
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.<br />
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].<br />
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.<br />
'''Attributes Trained:'''<br />
<br />
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense<br />
<br />
===Renovation (smoothing)===<br />
Another convenient way to buff up your dwarves, assigning your reservists to mass [[smoothing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of [[food]], [[bed]]s or [[drink]]. Just turn on [[stonecutting]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. <br><br />
'''Pros:'''<br />
*Even easier to set up; just assign your dwarves and an area and you're good to go.<br />
*Increases your fortress' value and general happiness.<br />
*Requires no continuous oversight on your part.<br />
*Very safe, if you only assign areas inside the fortress.<br />
<br />
'''Cons:''' <br />
*Wealth overflow may bring too many [[immigrant]]s.<br />
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.<br />
'''Attributes Trained:'''<br />
<br />
Agility, Creativity, Spatial Sense, Kinesthetic Sense<br />
<br />
===Sweatshop ([[mason]])===<br />
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively. ''Note: Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''<br><br />
'''Pros:''' <br />
*Quantitatively turns a profit. The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.<br />
*Mass-producing blocks makes your constructions higher value.<br />
*Unlike many other training programs, Sweatshops train a skill that is very useful.<br />
<br />
'''Cons:'''<br />
*Slow to level.<br />
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.<br />
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.<br />
*Can be dangerous depending on the biome and location of your sweatshops.<br />
*Note also that stone blocks cannot be made into furniture or stone crafts. This may or may not be an issue depending on where you're putting your gulag.<br />
'''Attributes Trained:'''<br />
<br />
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense<br />
<br />
===Dwarf-powered mill ([[grower]], [[cook]], [[miller]])===<br />
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.<br><br />
'''Pros:''' <br />
*Produces a lot of wealth as flour is a high value ingredient<br />
*Produces high amounts of food<br />
*Sustains the training of non cross-training dwarves such as the cook and growers<br />
<br />
'''Cons:'''<br />
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers<br />
*If you don't have enough bags, you may end up having job cancellations for the millers<br />
*Dedicated haulers will be required to keep all workshops clutter free<br />
'''Attributes Trained:'''<br />
<br />
Strength, Agility, Endurance, Kinesthetic Sense (grower and miller)<br />
<br />
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)<br />
<br />
====Clear Cutting====<br />
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back. On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.<br />
<br />
Of course, this training strategy isn't going to endear you with the [[elves]].<br />
<br />
'''Pros:'''<br />
*Works quickly<br />
*Provides useful lumber to carpenters, charcoal makers, etc. <br />
*Can cause problems with elves<br />
*Can agitate the wildlife to walk into your prepared cage traps<br />
'''Cons:'''<br />
*Can cause problems with elves<br />
*Can agitate the wildlife<br />
*Map dependent<br />
*Trees are limited, and regrow slowly<br />
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.<br />
'''Attributes Trained:'''<br />
<br />
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense<br />
<br />
===Survival Training ([[herbalist]])===<br />
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.<br />
<br />
'''Pros:'''<br />
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.<br />
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.<br />
<br />
'''Cons:'''<br />
*Map dependent<br />
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.<br />
*Unlike wood, foodstuffs won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles need protection.<br />
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see "architect" below. Cats "pastured" over stockpiles solve the problem, but create several others.<br />
<br />
'''Attributes Trained:'''<br />
Agility, Kinesthetic Sense, Memory<br />
<br />
===Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])===<br />
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:<br />
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.<br />
<br />
'''Pros:'''<br />
*Easy to start.<br />
*Lots of meat, bones and leather around.<br />
*Aforementioned bones can be recycled to make new bolts.<br />
<br />
'''Cons:'''<br />
*Doesn't work on some maps.<br />
*Hunting is dangerous!<br />
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!<br />
*Not as economically productive as some other methods.<br />
'''Attributes Trained:'''<br />
<br />
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)<br />
<br />
===Art School ([[weaver]])===<br />
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade. <br />
<br />
'''Pros:'''<br />
*Safe and easy to run<br />
*Virtually inexhaustible<br />
*Produces valuable resources (silk cloth)<br />
<br />
'''Cons:'''<br />
*Requires somewhat complex setup<br />
*Weaving is a [[moodable]] skill--and not a particularly desirable one<br />
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.<br />
<br />
'''Attributes Trained:'''<br />
<br />
Agility, Creativity, Spatial Sense, Kinesthetic Sense<br />
<br />
===Construction Crew ([[architect]])===<br />
Designate a number of [[support]]s or [[archery target]]s to be constructed. These are a two step process: first, an architect is needed to place the object. Second, a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.<br />
<br />
'''Pros:'''<br />
*Probably the easiest way to train architects, should you want some high value buildings<br />
*Does not use up resources because supports and archery targets can be deconstructed<br />
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills<br />
*A decent way to train Blacksmith, should metal be limited<br />
<br />
'''Cons:'''<br />
*Building Designer only trains marginally useful soul attributes<br />
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually<br />
*Ties up resources from other productive uses<br />
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths<br />
<br />
'''Attributes Trained:'''<br />
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)<br />
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) <br />
<br />
<br />
<!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/<br />
====Charm School ([[Social skill]]s)====<br />
<i>(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)</i><br />
This approach is less useful in the new version, as social skills will only produce "Soul" attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).<br />
<br />
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &c. skills.<br />
<br />
'''Pros:'''<br />
*works on any map<br />
*easy to set up<br />
*trains many dwarves at once<br />
*requires almost zero player oversight <br />
*easily scales to any size of immigrant wave <br />
*requires no resources the dwarves would not already be consuming (food, beds, &c) <br />
*very safe<br />
*no conflict with existing workshops or skills, unlike gulag or sweatshop<br />
<br />
'''Cons:'''<br />
*dwarves gain no professional skills during this time, and their existing ones may rust<br />
*lowers physical attributes due to rust<br />
*produces no trade goods or useful items for the fortress<br />
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]<br />
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.<br />
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--><br />
<br />
===Dwarven [[Arena]] ([[noble|n̶o̶b̶l̶e̶s̶]])===<br />
<br />
Find a way to put civilians near an arena, perhaps a dining room. Lock them in. Let your gobbos and "[[noble|worthy champions]]" fight to the death while they are forced to watch, gaining discipline. Unlock room. Find a way to dispose of survivors. Revel upon your new [[tantrum|well]]-[[depression|disciplined]] [[fun|dwarves!]]<br />
<br />
'''Pros:'''<br />
*Discipline is useful for everyday life<br />
*Helps with live training that may come to your dorfs at a later date <br />
*If you have a military, you can double it as live training<br />
*With [[Drowning chamber|good]] [[Magma|safety]] [[Bridge|procedures]], little future oversight is required<br />
*Watching gobbos getting their internal organs thrashed out is hilarious<br />
*Useful for disposing of pesky [[nobles]] and dorfs that survive hammerings.<br />
*Could be helpful for training discipline with your engineers<br />
<br />
'''Cons:'''<br />
*If you're seriously considering adding this to a fort you may not even ''need'' it very much as corpses already generate discipline.<br />
*Doesn't produce any goods.<br />
*Only trains one attribute for civilians (but it is a useful one.)<br />
*Bad design choices can be quite fatal to a younger fort.<br />
<br />
'''Attributes trained'''<br />
*Discipline<br />
*Various military skills (observer, fighter, dodger, etc...) (if you use your military in the arena)<br />
*Lever operator and Mechanic (When you build and service it, but don't expect a big raise (and lever operator isn't that helpful anyway)<br />
<br />
<br />
==Obsolete Programs==<br />
Occasionally, a training program stops working. This section is for programs that were not obsolete in the last namespace, or were made possible in a version of this namespace, yet do not work in the latest version. <br />
<br />
===Gym ([[pump operator]])===<br />
<br />
Previously, building a bunch of [[screw pump]]s connected to nothing and ordering them to be operated was an effective way to train endurance. However, the attribute gain from Pump Operation has been so drastically reduced in various patches since its discovery that it can't be considered an effective training routine any longer[https://www.reddit.com/r/dwarffortress/comments/10p4mcn/screw_pump_stats_gained_nerf/], and the problem it was once meant to solve, keeping dwarves from partying all the time, tends not to be a problem anymore. Quite the contrary. If anything, Dwarves of today seem to be unable to take care of any of their emotional needs at all unless they have no jobs to do whatsoever, making this method counter-productive and prone to accumulating Distraction penalties from loneliness and a lack of creativity, crafting, learning, praying, and merrymaking, which will slow down any and all work and skill gains until those needs are met, usually requiring you go out of your way to do so. Don't use this in any serious capacity, military training is several times better in every way.<br />
<br />
<br />
==Overview==<br />
*Artillery training can give you some siege operators, which will be useful if you have ballistae.<br />
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.<br />
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.<br />
*Renovation is hands-free, but may bloat your fortress wealth too quickly.<br />
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.<br />
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.<br />
<br />
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.<br />
<br />
{{Category|Military}}<br />
{{Category|Fortress defense}}<br />
[[ru:Cross-training]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Treasure_room&diff=289100Treasure room2023-02-01T12:47:46Z<p>Voliol: It should have a complete list of the sites, and ideally images as well.</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Fine}}<br />
{{av}}<br />
{{stub}}<br />
<br />
'''Treasure rooms''' are the procedurally generated reward chambers inside specific [[site]]s (for example, [[labyrinth]]s or [[vault]]s) and are always guarded by [[megabeast]]s or other overprotective [[creature]]s. They may contain [[artifact]]s or [[Item_quality#Masterpiece|masterfully]] crafted [[armor]] or [[weapon]]s. You can freely take what you want in these rooms after you survive the encounter.<br />
<br />
{{Translation| dwarven = idräth mosus | elvish = beraÿi imira | goblin = osna xustxu | human = mistrum coni}}<br />
<br />
{{World}}</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Human_language&diff=289099Human language2023-02-01T12:39:09Z<p>Voliol: /* Vocabulary */</p>
<hr />
<div>{{av}}<br />
<br />
{{distinguish|wikipedia: English language|l1=the English language}}<br />
The '''human language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, human governments and settlements, [[human]]s, [[artifact]]s and [[engraving]]s, However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.<br />
<br />
==Alphabet==<br />
The letters of the human alphabet are:<br />
<center><br />
{|class="wikitable" style="border-collapse:collapse;"<br />
|-<br />
|width=2% align="center"|1||width=2% align="center"|2<br />
|width=2% align="center"|3||width=2% align="center"|4<br />
|width=2% align="center"|5||width=2% align="center"|6<br />
|width=2% align="center"|7||width=2% align="center"|8<br />
|width=2% align="center"|9||width=2% align="center"|10<br />
|width=2% align="center"|11||width=2% align="center"|12<br />
|width=2% align="center"|13||width=2% align="center"|14<br />
|width=2% align="center"|15||width=2% align="center"|16<br />
|width=2% align="center"|17||width=2% align="center"|18<br />
|width=2% align="center"|19||width=2% align="center"|20<br />
|width=2% align="center"|21||width=2% align="center"|22<br />
|width=2% align="center"|23||width=2% align="center"|24<br />
|width=2% align="center"|25||width=2% align="center"|26<br />
|width=2% align="center"|27<br />
|-<br />
|bgcolor="#EFEFEF" align="center" colspan="27" | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')<br />
|-<br />
|width=2% align="center"|A||width=2% align="center"|Á||width=2% align="center"|B||width=2% align="center"|C||width=2% align="center"|D||width=2% align="center"|E||width=2% align="center"|F||width=2% align="center"|G||width=2% align="center"|H||width=2% align="center"|I||width=2% align="center"|J||width=2% align="center"|K||width=2% align="center"|L||width=2% align="center"|M||width=2% align="center"|N||width=2% align="center"|Ñ||width=2% align="center"|O||width=2% align="center"|P||width=2% align="center"|Q||width=2% align="center"|R||width=2% align="center"|S||width=2% align="center"|T||width=2% align="center"|U||width=2% align="center"|V||width=2% align="center"|W||width=2% align="center"|X||width=2% align="center"|Z<br />
|- <br />
|bgcolor="#EFEFEF" align="center" colspan="27" | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')<br />
|-<br />
|align="center"|a||align="center"|á||align="center"|b||align="center"|c||align="center"|d||align="center"|e||align="center"|f||align="center"|g||align="center"|h||align="center"|i||align="center"|j||align="center"|k||align="center"|l||align="center"|m||align="center"|n||align="center"|ñ||align="center"|o||align="center"|p||align="center"|q||align="center"|r||align="center"|s||align="center"|t||align="center"|u||align="center"|v||align="center"|w||align="center"|x||align="center"|z<br />
|}<br />
</center><br />
<br />
Of these 27 letters, 6 are vowels (A, Á, E, I, O, U); the 21 others are consonants.<br />
<br />
The letter Y of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] does not occur in the human alphabet.<br />
<br />
===Letter frequency===<br />
<br />
{| class = "wikitable sortable"<br />
! N !! Letter<br />
!colspan="2"| Frequency<br />
|-<br />
| 1 || A || 1022 || 10.51%<br />
|-<br />
| 2 || Á || 48 || 0.49%<br />
|-<br />
| 3 || B || 251 || 2.58%<br />
|-<br />
| 4 || C || 255 || 2.62%<br />
|-<br />
| 5 || D || 341 || 3.51%<br />
|-<br />
| 6 || E || 753 || 7.74%<br />
|-<br />
| 7 || F || 38 || 0.39%<br />
|-<br />
| 8 || G || 229 || 2.35%<br />
|-<br />
| 9 || H || 89 || 0.92%<br />
|-<br />
| 10 || I || 770 || 7.92%<br />
|-<br />
| 11 || J || 56 || 0.58%<br />
|-<br />
| 12 || K || 316 || 3.25%<br />
|-<br />
| 13 || L || 515 || 5.3%<br />
|-<br />
| 14 || M || 448 || 4.61%<br />
|-<br />
| 15 || N || 350 || 3.6%<br />
|-<br />
| 16 || Ñ || 56 || 0.58%<br />
|-<br />
| 17 || NG || 65 || 0.67%<br />
|-<br />
| 18 || O || 799 || 8.22%<br />
|-<br />
| 19 || P || 261 || 2.68%<br />
|-<br />
| 20 || QU || 59 || 0.61%<br />
|-<br />
| 21 || R || 586 || 6.03%<br />
|-<br />
| 22 || S || 656 || 6.75%<br />
|-<br />
| 23 || SH || 124 || 1.28%<br />
|-<br />
| 24 || T || 442 || 4.54%<br />
|-<br />
| 25 || TH || 289 || 2.97%<br />
|-<br />
| 26 || U || 690 || 7.1%<br />
|-<br />
| 27 || V || 47 || 0.48%<br />
|-<br />
| 28 || W || 57 || 0.59%<br />
|-<br />
| 29 || X || 32 || 0.33%<br />
|-<br />
| 30 || Z || 81 || 0.83%<br />
|}<br />
<br />
==Graphemics==<br />
* [[wikipedia:Digraph (orthography)|Digraphs]] ''th'', ''sh'', ''ng'', and ''qu''.<br />
** ''q'' only occurs in the digraph ''qu''.<br />
* Common consonant clusters ''st'', ''sl'', ''sm'', ''sp'', ''str'', and ''thr''.<br />
* Human has no [[wikipedia:Diphthong|diphthongs]].<br />
* ''x'', ''ñ'', and ''j'' are always followed by a vowel.<br />
* Possible [[wikipedia:Syllable#Syllabification|syllable structure]] (C)<sup>3</sup>VC(C).<br />
===Diacritic meaning===<br />
The human language only has one diacritic ([[wikipedia:Acute accent|◌́]]) used on one vowel (''a''). It is probable that this is used to represent syllable stress. With the words revealed to us so far, this probably means only the syllables with an ''a'' can be stressed.<br />
<br />
==Vocabulary==<br />
{{main|Language#Vocabulary}}<br />
<br />
The average word in the Human language is 4.723 letters long. The longest known words are ''thrathdad'' ("fortress") and ''stithngat'' ("profane").<br />
<br />
The average word has 1.792 syllables. Words either have one or two syllables.<br />
<br />
{{gamedata}}<br />
{{Language}}<br />
<br />
[[Category:Language]]<br />
[[ru:Human language]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Goblin_language&diff=289098Goblin language2023-02-01T12:38:02Z<p>Voliol: /* Vocabulary */</p>
<hr />
<div>{{av}}<br />
<br />
{{distinguish|l1 = Black Speech|wikipedia: Black Speech}}<br />
The '''Goblin language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, goblin governments and settlements, [[goblin]]s, [[artifact]]s and [[engraving]]s. However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.<br />
<br />
==Alphabet==<br />
The letters of the Goblin alphabet are:<br />
<center><br />
{|class="wikitable" style="border-collapse:collapse;"<br />
|-<br />
|width=2% align="center"|1||width=2% align="center"|2<br />
|width=2% align="center"|3||width=2% align="center"|4<br />
|width=2% align="center"|5||width=2% align="center"|6<br />
|width=2% align="center"|7||width=2% align="center"|8<br />
|width=2% align="center"|9||width=2% align="center"|10<br />
|width=2% align="center"|11||width=2% align="center"|12<br />
|width=2% align="center"|13||width=2% align="center"|14<br />
|width=2% align="center"|15||width=2% align="center"|16<br />
|width=2% align="center"|17||width=2% align="center"|18<br />
|width=2% align="center"|19||width=2% align="center"|20<br />
|width=2% align="center"|21||width=2% align="center"|22<br />
|width=2% align="center"|23||width=2% align="center"|24<br />
|width=2% align="center"|25||width=2% align="center"|26<br />
|-<br />
|bgcolor="#EFEFEF" align="center" colspan="26" | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')<br />
|-<br />
|width=2% align="center"|A||width=2% align="center"|Â||width=2% align="center"|Ä||width=2% align="center"|Å||width=2% align="center"|B||width=2% align="center"|D||width=2% align="center"|E||width=2% align="center"|Ê||width=2% align="center"|Ë||width=2% align="center"|G||width=2% align="center"|H||width=2% align="center"|K||width=2% align="center"|L||width=2% align="center"|M||width=2% align="center"|N||width=2% align="center"|O||width=2% align="center"|Ô||width=2% align="center"|Ö||width=2% align="center"|P||width=2% align="center"|R||width=2% align="center"|S||width=2% align="center"|T||width=2% align="center"|U||width=2% align="center"|Û||width=2% align="center"|X||width=2% align="center"|Z<br />
|- <br />
|bgcolor="#EFEFEF" align="center" colspan="26" | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')<br />
|-<br />
|align="center"|a||align="center"|â||align="center"|ä||align="center"|å||align="center"|b||align="center"|d||align="center"|e||align="center"|ê||align="center"|ë||align="center"|g||align="center"|h||align="center"|k||align="center"|l||align="center"|m||align="center"|n||align="center"|o||align="center"|ô||align="center"|ö||align="center"|p||align="center"|r||align="center"|s||align="center"|t||align="center"|u||align="center"|û||align="center"|x||align="center"|z<br />
|}<br />
</center><br />
<br />
Of these 26 letters, 12 are vowels (A, Â, Ä, Å, E, Ê, Ë, O, Ô, Ö, U, Û); the 14 others are consonants.<br />
<br />
The letters C, F, I, J, Q, V, W, and Y of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Goblin alphabet.<br />
<br />
===Letter frequency===<br />
{| class = "wikitable sortable"<br />
! N !! Letter<br />
!colspan="2"| Frequency<br />
|-<br />
| 1 || A || 671 || 6.43%<br />
|-<br />
| 2 || Â || 29 || 0.28%<br />
|-<br />
| 3 || Ä || 27 || 0.26%<br />
|-<br />
| 4 || Å || 1 || 0.01%<br />
|-<br />
| 5 || B || 265 || 2.54%<br />
|-<br />
| 6 || D || 280 || 2.69%<br />
|-<br />
| 7 || E || 312 || 2.99%<br />
|-<br />
| 8 || Ê || 15 || 0.14%<br />
|-<br />
| 9 || Ë || 24 || 0.23%<br />
|-<br />
| 10 || G || 577 || 5.53%<br />
|-<br />
| 11 || K || 306 || 2.93%<br />
|-<br />
| 12 || L || 436 || 4.18%<br />
|-<br />
| 13 || M || 550 || 5.27%<br />
|-<br />
| 14 || N || 754 || 7.23%<br />
|-<br />
| 15 || O || 1292 || 12.39%<br />
|-<br />
| 16 || Ô || 59 || 0.57%<br />
|-<br />
| 17 || Ö || 70 || 0.67%<br />
|-<br />
| 18 || P || 271 || 2.6%<br />
|-<br />
| 19 || R || 384 || 3.68%<br />
|-<br />
| 20 || S || 1523 || 14.6%<br />
|-<br />
| 21 || T || 650 || 6.23%<br />
|-<br />
| 22 || TH || 6 || 0.06%<br />
|-<br />
| 23 || U || 1296 || 12.43%<br />
|-<br />
| 24 || Û || 66 || 0.63%<br />
|-<br />
| 25 || X || 262 || 2.51%<br />
|-<br />
| 26 || Z || 302 || 2.9%<br />
|}<br />
<br />
==Graphemics==<br />
* [[wikipedia:digraph (orthography)|Digraph]] ''th''.<br />
** ''h'' only occurs in the digraph ''th''. ''h'' is a rare letter in Goblin.<br />
** ''p'' only occurs in the digraph ''sp''.<br />
* Common consonant clusters ''st'', ''sp'', ''sm'', ''sl'', ''sn'', and ''str''.<br />
* Goblin has no [[wikipedia:diphthongs|diphthongs]].<br />
* [[wikipedia: syllable structure|Syllable structure]] (C)<sup>3</sup>V(C)<sup>3</sup>.<br />
<br />
===Diacritic meaning===<br />
The Goblin language has three diacritics ([[wikipedia:Circumflex|◌̂]], [[wikipedia:Diaeresis (diacritic)|◌̈]], and [[wikipedia:Ring (diacritic)|◌̊]]) used on four vowels (''a'', ''e'', ''o'', and ''u''). It's probable that this is just a simpler version of the Dwarven language's system, keeping the mid, falling, and rising pitch contours.<br />
<br />
It's interesting that the diacritics used here are the exact ones not used in Elvish (and vise-versa).<br />
<br />
==Vocabulary==<br />
{{main|Language#Vocabulary}}<br />
<br />
The average word in the Goblin language is 4.815 letters long. The longest known word is ''snosstrosp'', meaning "clout".<br />
<br />
The average word has 1.878 syllables. Words either have one or two syllables.<br />
<br />
{{gamedata}}<br />
{{Language}}<br />
<br />
[[Category:Language]]<br />
[[ru:Goblin language]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Elvish_language&diff=289097Elvish language2023-02-01T12:35:25Z<p>Voliol: /* Vocabulary */</p>
<hr />
<div>{{av}}<br />
<br />
{{distinguish|wikipedia: Quenya|l1 = Quenya|wikipedia: Sindarin|l2 = Sindarin}}<br />
The '''Elvish language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, elvish governments and settlements, [[Elf|elves]], [[artifact]]s and [[engraving]]s. However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.<br />
<br />
==Alphabet==<br />
The letters of the Elvish alphabet are:<br />
<center><br />
{|class="wikitable" style="border-collapse:collapse;"<br />
|-<br />
|width=2% align="center"|1||width=2% align="center"|2<br />
|width=2% align="center"|3||width=2% align="center"|4<br />
|width=2% align="center"|5||width=2% align="center"|6<br />
|width=2% align="center"|7||width=2% align="center"|8<br />
|width=2% align="center"|9||width=2% align="center"|10<br />
|width=2% align="center"|11||width=2% align="center"|12<br />
|width=2% align="center"|13||width=2% align="center"|14<br />
|width=2% align="center"|15||width=2% align="center"|16<br />
|width=2% align="center"|17||width=2% align="center"|18<br />
|width=2% align="center"|19||width=2% align="center"|20<br />
|width=2% align="center"|21||width=2% align="center"|22<br />
|width=2% align="center"|23||width=2% align="center"|24<br />
|width=2% align="center"|25||width=2% align="center"|26<br />
|width=2% align="center"|27||width=2% align="center"|28<br />
|width=2% align="center"|29||width=2% align="center"|30<br />
|width=2% align="center"|31||width=2% align="center"|32<br />
|width=2% align="center"|33||width=2% align="center"|34<br />
|-<br />
|bgcolor="#EFEFEF" align="center" colspan="34" | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')<br />
|-<br />
|width=2% align="center"|A||width=2% align="center"|B||width=2% align="center"|C||width=2% align="center"|Ç||width=2% align="center"|D||width=2% align="center"|E||width=2% align="center"|È||width=2% align="center"|É||width=2% align="center"|F||width=2% align="center"|G||width=2% align="center"|H||width=2% align="center"|I||width=2% align="center"|Ì||width=2% align="center"|Í||width=2% align="center"|K||width=2% align="center"|L||width=2% align="center"|M||width=2% align="center"|N||width=2% align="center"|O||width=2% align="center"|Ò||width=2% align="center"|Ó||width=2% align="center"|P||width=2% align="center"|Q||width=2% align="center"|R||width=2% align="center"|S||width=2% align="center"|T||width=2% align="center"|U||width=2% align="center"|Ù||width=2% align="center"|Ú||width=2% align="center"|V||width=2% align="center"|W||width=2% align="center"|Y||width=2% align="center"|Ÿ||width=2% align="center"|Z<br />
|- <br />
|bgcolor="#EFEFEF" align="center" colspan="34" | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')<br />
|-<br />
|align="center"|a||align="center"|b||align="center"|c||align="center"|ç||align="center"|d||align="center"|e||align="center"|è||align="center"|é||align="center"|f||align="center"|g||align="center"|h||align="center"|i||align="center"|ì||align="center"|í||align="center"|k||align="center"|l||align="center"|m||align="center"|n||align="center"|o||align="center"|ò||align="center"|ó||align="center"|p||align="center"|q||align="center"|r||align="center"|s||align="center"|t||align="center"|u||align="center"|ù||align="center"|ú||align="center"|v||align="center"|w||align="center"|y||align="center"|ÿ||align="center"|z<br />
|}<br />
</center><br />
<br />
Of these 34 letters, 13 are vowels (A, E, È, É, I, Ì, Í, O, Ò, Ó, U, Ù, Ú); the 21 others are consonants.<br />
<br />
The letters J and X of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Elvish alphabet.<br />
<br />
===Letter frequency===<br />
{| class = "wikitable sortable"<br />
! N !! Letter<br />
!colspan="2"| Frequency<br />
|-<br />
|1 || A || 1762 || 17.05%<br />
|-<br />
|2 || B || 133 || 1.29%<br />
|-<br />
|3 || C || 426 || 4.12%<br />
|-<br />
|4 || Ç || 14 || 0.14%<br />
|-<br />
|5 || D || 155 || 1.5%<br />
|-<br />
|6 || E || 1428 || 13.82%<br />
|-<br />
|7 || È || 59 || 0.57%<br />
|-<br />
|8 || É || 53 || 0.51%<br />
|-<br />
|9 || F || 372 || 3.6%<br />
|-<br />
|10 || G || 10 || 0.1%<br />
|-<br />
|11 || I || 1398 || 13.53%<br />
|-<br />
|12 || Ì || 58 || 0.56%<br />
|-<br />
|13 || Í || 61 || 0.59%<br />
|-<br />
|14 || K || 17 || 0.16%<br />
|-<br />
|15 || L || 548 || 5.3%<br />
|-<br />
|16 || M || 508 || 4.91%<br />
|-<br />
|17 || N || 528 || 5.11%<br />
|-<br />
|18 || O || 451 || 4.36%<br />
|-<br />
|19 || Ò || 26 || 0.25%<br />
|-<br />
|20 || Ó || 38 || 0.37%<br />
|-<br />
|21 || P || 113 || 1.09%<br />
|-<br />
|22 || QU || 47 || 0.45%<br />
|-<br />
|23 || R || 582 || 5.63%<br />
|-<br />
|24 || S || 153 || 1.48%<br />
|-<br />
|25 || T || 146 || 1.41%<br />
|-<br />
|26 || TH || 466 || 4.51%<br />
|-<br />
|27 || U || 193 || 1.87%<br />
|-<br />
|28 || Ù || 13 || 0.13%<br />
|-<br />
|29 || Ú || 14 || 0.14%<br />
|-<br />
|30 || V || 163 || 1.58%<br />
|-<br />
|31 || W || 135 || 1.31%<br />
|-<br />
|32 || Y || 141 || 1.36%<br />
|-<br />
|33 || Ÿ || 106 || 1.03%<br />
|-<br />
|34 || Z || 19 || 0.18%<br />
|}<br />
<br />
==Graphemics==<br />
<br />
''The study of the [[wikipedia: Grapheme|graphemes]], or writing units, of a script, and of their relation to the phonemes of the spoken language.''<br />
<br />
* [[wikipedia:digraph (orthography)|Digraphs]] ''th'' and ''qu''.<br />
** ''h'' only occurs in the digraph ''th''.<br />
** ''q'' only occurs in the digraph ''qu''.<br />
* Only allowed consonant cluster ''sl''.<br />
* Elvish has no [[wikipedia:diphthongs|diphthongs]].<br />
* Possible [[wikipedia: syllable structure|syllable structure]] (C)(C)V<br />
<br />
<br />
<br />
===Diacritic meaning===<br />
The Elvish language has two diacritics ([[wikipedia:Grave accent|◌̀]] and [[wikipedia:Acute accent|◌́]]) used on four vowels (''e'', ''i'', ''o'', and ''u''). Its possible that this is just a simpler version of the Dwarven language's system, with just high and low pitch. It's also possible that the two diacritics represent short and overlong vowels, and no diacritic represents a long vowel.<br />
<br />
It's interesting that ''A'' stands out as the one vowel with no diacritics, while in Dwarven it's the one with the most.<br />
<br />
==Vocabulary==<br />
{{main|Language#Vocabulary}}<br />
<br />
The average word in the Elvish language is 4.993 letters long. The longest known words are ''thitathi'' ("admire"), ''thafatha'' ("battle"), ''riquethi'' ("chop"), ''lethathi'' ("glum"), ''thavetha'' ("mauve"), ''thethéfa'' ("meal" (paste)), ''cèthutha'' ("mine"), ''tithithi'' ("pepper"), ''quathari'' ("play" (perform)), ''thawathi'' ("post"), ''naquithe'' ("rabble"), ''thatheci'' ("rustic"), ''nethitha'' ("squid"), ''fithithe'' ("stretch"), ''thanetha'' ("ungodly"), and ''tholatho'' ("waste").<br />
<br />
The average word has 2.556 syllables. Words either have two or three syllables.<br />
<br />
{{gamedata}}<br />
{{Language}}<br />
<br />
[[Category:Language]]<br />
[[ru:Elvish language]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Dwarven_language&diff=289096Dwarven language2023-02-01T12:34:00Z<p>Voliol: /* Vocabulary */ no point in linking to the vocabulary templates individually</p>
<hr />
<div>{{av}}<br />
{{distinguish|l1 = Khuzdul|wikipedia: Khuzdul}}<br />
<br />
The '''Dwarven language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, dwarven governments and settlements, dwarves, [[artifact]]s and [[engraving]]s. However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.<br />
<br />
==Alphabet==<br />
The letters of the Dwarven alphabet are:<br />
<center><br />
{|class="wikitable" style="border-collapse:collapse;"<br />
|-<br />
<br />
|width=2% align="center"|1||width=2% align="center"|2<br />
|width=2% align="center"|3||width=2% align="center"|4<br />
|width=2% align="center"|5||width=2% align="center"|6<br />
|width=2% align="center"|7||width=2% align="center"|8<br />
|width=2% align="center"|9||width=2% align="center"|10<br />
|width=2% align="center"|11||width=2% align="center"|12<br />
|width=2% align="center"|13||width=2% align="center"|14<br />
|width=2% align="center"|15||width=2% align="center"|16<br />
|width=2% align="center"|17||width=2% align="center"|18<br />
|width=2% align="center"|19||width=2% align="center"|20<br />
|width=2% align="center"|21||width=2% align="center"|22<br />
|width=2% align="center"|23||width=2% align="center"|24<br />
|width=2% align="center"|25||width=2% align="center"|26<br />
|width=2% align="center"|27||width=2% align="center"|28<br />
|width=2% align="center"|29||width=2% align="center"|30<br />
|width=2% align="center"|31||width=2% align="center"|32<br />
|width=2% align="center"|33||width=2% align="center"|34<br />
|width=2% align="center"|35||width=2% align="center"|36<br />
|width=2% align="center"|37||width=2% align="center"|38<br />
|width=2% align="center"|39||width=2% align="center"|40<br />
|-<br />
|bgcolor="#EFEFEF" align="center" colspan="40" | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')<br />
|-<br />
|width=2% align="center"|A||width=2% align="center"|À||width=2% align="center"|Á||width=2% align="center"|Â||width=2% align="center"|Ä||width=2% align="center"|Å||width=2% align="center"|B||width=2% align="center"|C||width=2% align="center"|D||width=2% align="center"|E||width=2% align="center"|È||width=2% align="center"|É||width=2% align="center"|Ê||width=2% align="center"|Ë||width=2% align="center"|F||width=2% align="center"|G||width=2% align="center"|H||width=2% align="center"|I||width=2% align="center"|Ì||width=2% align="center"|Í||width=2% align="center"|Î||width=2% align="center"|Ï||width=2% align="center"|K||width=2% align="center"|L||width=2% align="center"|M||width=2% align="center"|N||width=2% align="center"|O||width=2% align="center"|Ò||width=2% align="center"|Ó||width=2% align="center"|Ô||width=2% align="center"|Ö||width=2% align="center"|R||width=2% align="center"|S||width=2% align="center"|T||width=2% align="center"|U||width=2% align="center"|Ù||width=2% align="center"|Ú||width=2% align="center"|Û||width=2% align="center"|V||width=2% align="center"|Z<br />
|- <br />
|bgcolor="#EFEFEF" align="center" colspan="40" | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')<br />
|-<br />
|align="center"|a||align="center"|à||align="center"|á||align="center"|â||align="center"|ä||align="center"|å||align="center"|b||align="center"|c||align="center"|d||align="center"|e||align="center"|è||align="center"|é||align="center"|ê||align="center"|ë||align="center"|f||align="center"|g||align="center"|h||align="center"|i||align="center"|ì||align="center"|í||align="center"|î||align="center"|ï||align="center"|k||align="center"|l||align="center"|m||align="center"|n||align="center"|o||align="center"|ò||align="center"|ó||align="center"|ô||align="center"|ö||align="center"|r||align="center"|s||align="center"|t||align="center"|u||align="center"|ù||align="center"|ú||align="center"|û||align="center"|v||align="center"|z<br />
|}<br />
</center><br />
<br />
Of these 40 letters, 25 are vowels (A, À, Á, Â, Ä, Å, E, È, É, Ê, Ë, I, Ì, Í, Î, Ï, O, Ò, Ó, Ô, Ö, U, Ù, Ú, Û); the 15 others are consonants.<br />
<br />
The letters J, P, Q, W, X, and Y of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Dwarven alphabet.<br />
<br />
===Letter frequency===<br />
<br />
This lists the frequency of each letter (and digraph) found in the corpus of Dwarven:<br />
<br />
{| class = "wikitable sortable"<br />
! No. !! Letter<br />
! colspan="2"| Frequency<br />
|-<br />
|1 || A || 883 || 8.45%<br />
|-<br />
|2 || À || 14 || 0.13%<br />
|-<br />
|3 || Á || 18 || 0.17%<br />
|-<br />
|4 || Â || 35 || 0.33%<br />
|-<br />
|5 || Ä || 33 || 0.32%<br />
|-<br />
|6 || Å || 31 || 0.30%<br />
|-<br />
|7 || B || 308 || 2.95%<br />
|-<br />
|8 || C || 54 || 0.52%<br />
|-<br />
|9 || D || 425 || 4.07%<br />
|-<br />
|10 || E || 697 || 6.67%<br />
|-<br />
|11 || È || 16 || 0.15%<br />
|-<br />
|12 || É || 14 || 0.13%<br />
|-<br />
|13 || Ê || 29 || 0.28%<br />
|-<br />
|14 || Ë || 30 || 0.29%<br />
|-<br />
|15 || F || 50 || 0.48%<br />
|-<br />
|16 || G || 336 || 3.21%<br />
|-<br />
|17 || I || 690 || 6.60%<br />
|-<br />
|18 || Ì || 16 || 0.15%<br />
|-<br />
|19 || Í || 17 || 0.16%<br />
|-<br />
|20 || Î || 38 || 0.36%<br />
|-<br />
|21 || Ï || 32 || 0.31%<br />
|-<br />
|22 || K || 489 || 4.68%<br />
|-<br />
|23 || L || 650 || 6.22%<br />
|-<br />
|24 || M || 524 || 5.01%<br />
|-<br />
|25 || N || 531 || 5.08%<br />
|-<br />
|26 || NG || 103 || 0.99%<br />
|-<br />
|27 || O || 733 || 7.01%<br />
|-<br />
|28 || Ò || 18 || 0.17%<br />
|-<br />
|29 || Ó || 20 || 0.19%<br />
|-<br />
|30 || Ô || 27 || 0.26%<br />
|-<br />
|31 || Ö || 32 || 0.31%<br />
|-<br />
|32 || R || 664 || 6.35%<br />
|-<br />
|33 || S || 664 || 6.35%<br />
|-<br />
|34 || SH || 295 || 2.82%<br />
|-<br />
|35 || T || 623 || 5.96%<br />
|-<br />
|36 || TH || 318 || 3.04%<br />
|-<br />
|37 || U || 619 || 5.92%<br />
|-<br />
|38 || Ù || 16 || 0.15%<br />
|-<br />
|39 || Ú || 13 || 0.12%<br />
|-<br />
|40 || Û || 30 || 0.29%<br />
|-<br />
|41 || V || 86 || 0.82%<br />
|-<br />
|42 || Z || 232 || 2.22%<br />
|}<br />
<br />
==Graphemics==<br />
* [[wikipedia:digraph (orthography)|Digraphs]] ''sh'', ''th'', and ''ng''.<br />
** ''h'' only occurs in the digraphs ''sh'' and ''th''.<br />
* Common consonant cluster ''st''.<br />
* Dwarven has no [[wikipedia:diphthongs|diphthongs]].<br />
* ''c'', ''f'', and ''v'' are always followed by a vowel.<br />
* Possible [[wikipedia: syllable structure|syllable structure]] either (C)<sup>2</sup>V(C)<sup>2</sup> or (C)V(C).<br />
===Diacritic meaning===<br />
The Dwarven language has five diacritics ([[wikipedia:Grave accent|◌̀]], [[wikipedia:Acute accent|◌́]], [[wikipedia:Circumflex|◌̂]], [[wikipedia:Diaeresis (diacritic)|◌̈]], and [[wikipedia:Ring (diacritic)|◌̊]]) used on five vowels (''a'', ''e'', ''i'', ''o'', and ''u''). The ring accent only appears on ''a'' and the diaeresis accent doesn't appear on ''u''.<br />
<br />
The use of diacritics in Dwarven could mean that vowels have different pronunciations, like in some European languages such as French, German, or Swedish,<br/><br />
or that it is a tonal language (suggested by the existence of tone patterns in poetic forms) that indicates pitch, such as Chinese languages, Thai, Vietnamese, etc. The pronunciation of the diacritics is currently unknown.<br />
<br />
{|class="wikitable" style="border-collapse:collapse;"<br />
! Diacritic<br />
! Diacritic name<br />
! Use in other languages<br />
! Probable Tonal meaning<br />
|-<br />
| ◌<br />
| None<br />
| -<br />
| Neutral pitch<br />
|-<br />
| ◌̀<br />
| [[wikipedia:Grave accent|Grave accent]]<br />
| Low pitch, stressed vowels, open vowels, short vowels.<br />
| Low pitch<br />
|-<br />
| ◌́<br />
| [[wikipedia:Acute accent|Acute accent]]<br />
| High pitch, stressed vowels, close vowels, long vowels.<br />
| High pitch<br />
|-<br />
| ◌̂<br />
| [[wikipedia:Circumflex|Circumflex]]<br />
| Used to represent falling pitch or long vowels.<br />
| Falling pitch<br />
|-<br />
| ◌̈<br />
| [[wikipedia:Diaeresis (diacritic)|Diaeresis (diacritic)]]<br />
| Used to show that a vowel should be read separately (like in ''coöperate''). This is certainly not its use in Dwarven, because there are no diphthongs. It could also indicate a sound change.<br />
| Mid pitch<br />
|-<br />
| ◌̊<br />
| [[wikipedia:Ring (diacritic)|Ring (diacritic)]]<br />
| ''Å'' is a completely separate letter from ''A'' in various Nordic alphabets, and this diacritic is only used on ''a'' in Dwarven...<br />
| Rising pitch <!--probably...--><br />
|}<br />
<br />
The coincidence of ''Å'' being a separate letter in the Nordic alphabets and the ring diacritic only being used on A in Dwarven is probably just that, a coincidence. If ''Å'' is distinguished from ''A'' in Dwarven, then it is quite strange that no other accents are ever applied to it.<br />
<br />
General suggestions for the pronunciation of the various languages were developed [https://www.reddit.com/r/dwarffortress/comments/7ttsz9/suggested_pronunciation_system_for_dwarf_fortress/|Ring here.]<br />
<br />
==Vocabulary==<br />
{{main|Language#Vocabulary}}<br />
<br />
The average word in the Dwarven language is 5.088 letters long. The longest known word is ''ngathsesh'', meaning "[[vomit]]".<br />
<br />
The average word has 1.868 syllables. Generally, words either have one or two syllables.<br />
<br />
=== Notes ===<br />
Interestingly, the language lacks words like dwarf (possibly ''bistök-udos'', "hairy man", or ''duradudos'', "bearded man"), human (technically they have ''udos'' ("man")), goblin or elf (though one could use ''dák-enur'' ("tree-hug") for that). However, it is not lacking words for "[[pearl]]" (''kovest'') or "pumpkin" (''elbost'') which do not even exist in-universe.<br />
<br />
The letter W does not exist elsewhere in the dwarven language, so it is unlikely that the word "dwarf" is the native moniker of dwarves for themselves. However, "dwarf" might be adopted from the original dwarven word for their own kind, and similarly they might call other races by their respective chosen monikers. "Dwarf" would then be some other language's approximation of the native dwarven pronunciation, whose correct dwarvish spelling could purely hypothetically resemble forms such as "dorf" or "dvôrfum".<br />
<br />
<br />
{{D for Dwarf}}<br />
Although dwarves are capable of creating massive and powerful fortresses, killing unimaginable beasts and demons, wiping out entire civilizations, and becoming incredibly buff after hours of constant mining, they all develop a glaring weakness known as [[cave adaptation]], which causes dwarves to puke when exposed to the outdoors. It is because of these thousands of disturbances that the vile substance accelerating out of their guts had been given the <s>stupidly long name</s> incredibly intimidating title of "ngathsesh" due to the countless victims it has affected (including the poor bastards that have to clean the damned mess).<br />
<br />
{{gamedata}}<br />
{{Language}}<br />
<br />
[[Category:Language]]<br />
[[ru:Dwarven language]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Relationship&diff=288947Relationship2023-01-31T22:56:07Z<p>Voliol: Rule T, we do not care if something's "new in 0.4x.yz" in this namespace</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{old}}<br />
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]], and pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf. Often, the strongest relationships are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress. <br />
<br />
Making and talking to friends gives happy [[thought]]s, while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. Dwarves in a network of friends and family are happier than otherwise, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.<br />
<br />
(Note that the relationships screen is mouse-enabled.)<br />
<br />
== Types ==<br />
The following is a list of known relationships, listed in the order they appear on the screen (and thus, their importance):<br />
* Kin relationships<br />
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more [[Marriage|often?]]).<br />
**'''Lover''' - Lovers are basically dwarven pairs; unmarried, but getting there. Dwarves may have multiple lovers. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.<br />
**'''Child''' - Any [[child]]ren that the dwarven parents have are the objects of their attention - this includes grown adults, minors, and babies. Children are described by their sex and birth order. The relationship is described as eldest son, second eldest son, eldest daughter, and so on. The child might not necessarily be in the fortress. Even if born as twins, one will be older and one will be younger. <br />
**'''Parent''' - If the dwarf has known parents, they will appear here.<br />
**'''Grandparent''' - Like known parents. They're separated into "paternal" and "maternal". (In listing order, may be mixed with siblings)<br />
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress. The relationships are described as older brother, younger brother, older sister, and younger sister (creatures with one or more genderless castes, such as [[Ant man]], also may have older/younger sibling). If dwarves share only one parent, they are described as above, but with half- (half-brother, half-sister etc). Even if born as twins, one will count as older than another. <br />
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.<br />
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live in the same fortress.<br />
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins, much like some of the above categories, often don't live in the fortress. <br />
* Spiritual relationships<br />
**'''Deity''' - Ye olde dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. A dwarf can worship multiple gods, and on rare occasions will not worship any (atheism). Dwarves can have different levels of worship ("ardent", "faithful", "casual", and "dubious"). Note that cursed creatures are ''always'' dubious worshippers of their deities, making this relationship an important sign of a [[vampire]]. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.<br />
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is, for now, only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.<br />
**'''Force''' - An [[elf]] may worship a [[force|force of nature]], which works the same as worship of a deity.<br />
* Professional relationships<br />
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.<br />
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.<br />
**'''Former Master''' - A creature can have more than one former master.<br />
**'''Former Apprentice''' - A creature that once learned from this one.<br />
* Animal relationships<br />
**'''[[Pet]]''' - The dwarf's [[animal]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets. In [[Legends mode]] pets have link to their '''owner''', but if use special utilities, relationship list of pet will have no link to owner ("Thoughts and preferences" will still have name of the owner).<br />
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.<br />
* Non-kin personal relationships<br />
**'''Kindred spirit''' - A step above close friend, a step below lover.<br />
**'''Companion''' - may be found on adventurers, if you retired them in your retired fortress and then unretire that fortress.<br />
**'''Close friend''' - A close friend, yet neither a kindred spirit nor a lover.<br />
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.<br />
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes, it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.<br />
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}<br />
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that have had at least 30 conversations with each other, but aren't friends. At [[embark]], the seven starting dwarves will each be either long-term acquaintances or friends with each other.{{verify}}<br />
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.<br />
<br />
==Other familial relationships==<br />
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such "extended family" are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. <br />
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.<br />
<br />
==Types of friendships==<br />
<br />
In world generation, characters make friendships due to worldgen events, and those friendships may carry over to fortress mode when some of them [[migrate]]. Those are:<br />
<br />
* Childhood friendships<br />
* Bonding over [[scholar]]ly interests <br />
* Bonding over art at performances<br />
* Friends from athletic competitions<br />
* War buddies<br />
<br />
==Types of grudges==<br />
<br />
Like friendships, grudges can also happen during worldgen, and usually pave the way to more general corruption from [[villain]]s. These can spawn from:<br />
<br />
* Business rivalries<br />
* Sport competitions<br />
* Abusive rulers<br />
* Religious grievances...Sometimes very specific grudges can happen, such as a [[mummy]] forming one against a [[tomb]] thief.<br />
<br />
==Relationship variables==<br />
<br />
On top of the existing relationships, there are variables that govern the attitude between two characters. This usually comes up during corruption attempts by [[villain]]s in worldgen (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and is especially relevant during interrogations in both fortress and adventure mode. Those variables are:<br />
<br />
* Loyalty<br />
* Trust/distrust<br />
* Fear<br />
* Love/hate<br />
* Respect<br />
<br />
==Night troll relationships==<br />
<br />
After abducting someone, a [[night troll]] makes its victim into a '''prisoner''' and becomes an '''imprisoner'''; that relationship may be seen in legends mode, and (if using dfhack) in the thoughts and preferences screen. Then the prisoner and imprisoner become just ordinary spouses.{{verify}}<br />
<br />
==Growing relationships==<br />
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats' and the 'socialize' activity.<br />
<br />
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.<br />
<br />
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.<br />
<br />
Dwarves who are compatible enough, and chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to their new friend. Lovers who continue to have enough opportunities to chat and are willing to commit as per their [[orientation]] preferences will eventually get married.<br />
<br />
[[Social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play no roles in relationships.<br />
<br />
It is possible for two dwarves to have different opinions about each other. For example, Urist can treat Bomrek as a long-term acquainted buddy, while Bomrek counts Urist as a barely recognised person.<br />
<br />
===Mechanics===<br />
# Relations are formed the first time a unit is idle or socializing next to another unit*<br />
# When a relationship rank hits 15, a friendship or grudge is formed, depending on compatibility.<br />
# When the rank is around 40, if the units are friends and are romantically inclined, they become lovers. A range of 31-42 has been observed, probably influenced by one or more personality facets.<br />
# When the rank hits 50, and the units are lovers, they can get married.<br />
# Talking to grudges can really spike a unit's stress level (700+ per day), depending on personality.<br />
# Socializing units can increase rank with busy adjacent units if they don't move (tested with pumpstacks, libraries, and temples).<br />
<br />
<br />
&nbsp;* - It doesn't look like units begin socializing with same tile or diagonally adjacent units. Only N,S,E,W adjacent units can start socialization, but, once started, socializing dwarves will include same-tile and diagonal neighbors.<br />
{{Category|Relationships}}<br />
[[ru:Relationship]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Unit_type_token&diff=288946Unit type token2023-01-31T22:53:56Z<p>Voliol: Rule T, we do not care if something's "new in 0.4x.yz" in this namespace</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
'''Unit type tokens''' define [[profession]] roles. They are used with various [[entity token]]s, as well as in graphical tilesets.<br />
<br />
{| {{prettytable}} class="sortable"<br />
|- style='background-color:#ddd'<br />
! # !! Token !! Unit type !!<br />
|-<br />
| 0 || {{text anchor|MINER}} || [[Miner]] ||style="background:#000" data-sort-value="7"| {{Dwarf|7:0}}<br />
|-<br />
| 1 || {{text anchor|WOODWORKER}} || [[Woodworker]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1}}<br />
|-<br />
| 2 || {{text anchor|CARPENTER}} || [[Carpenter]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1}}<br />
|-<br />
| 3 || {{text anchor|BOWYER}} || [[Bowyer]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1}}<br />
|-<br />
| 4 || {{text anchor|WOODCUTTER}} || [[Woodcutter]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1}}<br />
|-<br />
| 5 || {{text anchor|STONEWORKER}} || [[Stoneworker]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 6 || {{text anchor|ENGRAVER}} || [[Engraver]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 7 || {{text anchor|MASON}} || [[Mason]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 8 || {{text anchor|RANGER}} || [[Ranger]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 9 || {{text anchor|ANIMAL_CARETAKER}} || [[Animal caretaker]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 10 || {{text anchor|ANIMAL_TRAINER}} || [[Animal trainer]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 11 || {{text anchor|HUNTER}} || [[Hunter]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 12 || {{text anchor|TRAPPER}} || [[Trapper]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 13 || {{text anchor|ANIMAL_DISSECTOR}} || [[Animal dissector]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0}}<br />
|-<br />
| 14 || {{text anchor|METALSMITH}} || [[Metalsmith]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 15 || {{text anchor|FURNACE_OPERATOR}} || [[Furnace operator]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 16 || {{text anchor|WEAPONSMITH}} || [[Weaponsmith]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 17 || {{text anchor|ARMORER}} || [[Armorsmith|Armorer]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 18 || {{text anchor|BLACKSMITH}} || [[Blacksmith]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 19 || {{text anchor|METALCRAFTER}} || [[Metalcrafter]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 20 || {{text anchor|JEWELER}} || [[Jeweler]] ||style="background:#000" data-sort-value="10"| {{Dwarf|2:1}}<br />
|-<br />
| 21 || {{text anchor|GEM_CUTTER}} || [[Gem cutter]] ||style="background:#000" data-sort-value="10"| {{Dwarf|2:1}}<br />
|-<br />
| 22 || {{text anchor|GEM_SETTER}} || [[Gem setter]] ||style="background:#000" data-sort-value="10"| {{Dwarf|2:1}}<br />
|-<br />
| 23 || {{text anchor|CRAFTSMAN}} || [[Craftsdwarf|Craftsman]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 24 || {{text anchor|WOODCRAFTER}} || [[Woodcrafter]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 25 || {{text anchor|STONECRAFTER}} || [[Stonecrafter]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 26 || {{text anchor|LEATHERWORKER}} || [[Leatherworker]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 27 || {{text anchor|BONE_CARVER}} || [[Bone carver]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 28 || {{text anchor|WEAVER}} || [[Weaver]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 29 || {{text anchor|CLOTHIER}} || [[Clothier]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 30 || {{text anchor|GLASSMAKER}} || [[Glassmaker]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 31 || {{text anchor|POTTER}} || [[Potter]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 32 || {{text anchor|GLAZER}} || [[Glazer]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 33 || {{text anchor|WAX_WORKER}} || [[Wax worker]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 34 || {{text anchor|STRAND_EXTRACTOR}} || [[Strand extractor]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 35 || {{text anchor|FISHERY_WORKER}} || [[Fishery worker]] ||style="background:#000" data-sort-value="1"| {{Dwarf|1:0}}<br />
|-<br />
| 36 || {{text anchor|FISHERMAN}} || [[Fisherdwarf|Fisherman]] ||style="background:#000" data-sort-value="1"| {{Dwarf|1:0}}<br />
|-<br />
| 37 || {{text anchor|FISH_DISSECTOR}} || [[Fish dissector]] ||style="background:#000" data-sort-value="1"| {{Dwarf|1:0}}<br />
|-<br />
| 38 || {{text anchor|FISH_CLEANER}} || [[Fish cleaner]] ||style="background:#000" data-sort-value="1"| {{Dwarf|1:0}}<br />
|-<br />
| 39 || {{text anchor|FARMER}} || [[Farmer]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 40 || {{text anchor|CHEESE_MAKER}} || [[Cheese maker]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 41 || {{text anchor|MILKER}} || [[Milker]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 42 || {{text anchor|COOK}} || [[Cook]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 43 || {{text anchor|THRESHER}} || [[Thresher]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 44 || {{text anchor|MILLER}} || [[Miller]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 45 || {{text anchor|BUTCHER}} || [[Butcher]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 46 || {{text anchor|TANNER}} || [[Tanner]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 47 || {{text anchor|DYER}} || [[Dyer]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 48 || {{text anchor|PLANTER}} || [[Grower|Planter]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 49 || {{text anchor|HERBALIST}} || [[Herbalist]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 50 || {{text anchor|BREWER}} || [[Brewer]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 51 || {{text anchor|SOAP_MAKER}} || [[Soaper|Soap maker]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 52 || {{text anchor|POTASH_MAKER}} || [[Potash maker]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 53 || {{text anchor|LYE_MAKER}} || [[Lye maker]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 54 || {{text anchor|WOOD_BURNER}} || [[Wood burner]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 55 || {{text anchor|SHEARER}} || [[Shearer]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 56 || {{text anchor|SPINNER}} || [[Spinner]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 57 || {{text anchor|PRESSER}} || [[Presser]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 58 || {{text anchor|BEEKEEPER}} || [[Beekeeper]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 59 || {{text anchor|ENGINEER}} || [[Engineer]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1}}<br />
|-<br />
| 60 || {{text anchor|MECHANIC}} || [[Mechanic]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1}}<br />
|-<br />
| 61 || {{text anchor|SIEGE_ENGINEER}} || [[Siege engineer]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1}}<br />
|-<br />
| 62 || {{text anchor|SIEGE_OPERATOR}} || [[Siege operator]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1}}<br />
|-<br />
| 63 || {{text anchor|PUMP_OPERATOR}} || [[Pump operator]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1}}<br />
|-<br />
| 64 || {{text anchor|CLERK}} || [[Clerk]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 65 || {{text anchor|ADMINISTRATOR}} || [[Administrator]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 66 || {{text anchor|TRADER}} || [[Trader]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 67 || {{text anchor|ARCHITECT}} || [[Architect]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 68 || {{text anchor|ALCHEMIST}} || [[Alchemist]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 69 || {{text anchor|DOCTOR}} || [[Doctor]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 70 || {{text anchor|DIAGNOSER}} || [[Diagnostician|Diagnoser]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 71 || {{text anchor|BONE_SETTER}} || [[Bone doctor]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 72 || {{text anchor|SUTURER}} || [[Suturer]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 73 || {{text anchor|SURGEON}} || [[Surgeon]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 74 || {{text anchor|MERCHANT}} || [[Merchant]] ||style="background:#000" data-sort-value="7"| {{Dwarf|7:0}}<br />
|-<br />
| 75 || {{text anchor|HAMMERMAN}} || [[Hammerman]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0|type=m}}<br />
|-<br />
| 76 || {{text anchor|MASTER_HAMMERMAN}} || [[Hammer lord]] ||style="background:#000" data-sort-value="13"| {{Dwarf|5:1|type=m}}<br />
|-<br />
| 77 || {{text anchor|SPEARMAN}} || [[Spearman]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0|type=m}}<br />
|-<br />
| 78 || {{text anchor|MASTER_SPEARMAN}} || [[Spearmaster]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1|type=m}}<br />
|-<br />
| 79 || {{text anchor|CROSSBOWMAN}} || [[Crossbowman]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0|type=m}}<br />
|-<br />
| 80 || {{text anchor|MASTER_CROSSBOWMAN}} || [[Elite crossbowman]] ||style="background:#000" data-sort-value="10"| {{Dwarf|2:1|type=m}}<br />
|-<br />
| 81 || {{text anchor|WRESTLER}} || [[Wrestler]] ||style="background:#000" data-sort-value="7"| {{Dwarf|7:0|type=m}}<br />
|-<br />
| 82 || {{text anchor|MASTER_WRESTLER}} || [[Elite wrestler]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1|type=m}}<br />
|-<br />
| 83 || {{text anchor|AXEMAN}} || [[Axeman]] ||style="background:#000" data-sort-value="1"| {{Dwarf|1:0|type=m}}<br />
|-<br />
| 84 || {{text anchor|MASTER_AXEMAN}} || [[Axe lord]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1|type=m}}<br />
|-<br />
| 85 || {{text anchor|SWORDSMAN}} || [[Swordsman]] ||style="background:#000" data-sort-value="3"| {{Dwarf|3:0|type=m}}<br />
|-<br />
| 86 || {{text anchor|MASTER_SWORDSMAN}} || [[Swordmaster]] ||style="background:#000" data-sort-value="11"| {{Dwarf|3:1|type=m}}<br />
|-<br />
| 87 || {{text anchor|MACEMAN}} || [[Maceman]] ||style="background:#000" data-sort-value="4"| {{Dwarf|4:0|type=m}}<br />
|-<br />
| 88 || {{text anchor|MASTER_MACEMAN}} || [[Mace lord]] ||style="background:#000" data-sort-value="12"| {{Dwarf|4:1|type=m}}<br />
|-<br />
| 89 || {{text anchor|PIKEMAN}} || [[Pikeman]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0|type=m}}<br />
|-<br />
| 90 || {{text anchor|MASTER_PIKEMAN}} || [[Pikemaster]] ||style="background:#000" data-sort-value="14"| {{Dwarf|6:1|type=m}}<br />
|-<br />
| 91 || {{text anchor|BOWMAN}} || [[Bowman]] ||style="background:#000" data-sort-value="2"| {{Dwarf|2:0|type=m}}<br />
|-<br />
| 92 || {{text anchor|MASTER_BOWMAN}} || [[Elite bowman]] ||style="background:#000" data-sort-value="10"| {{Dwarf|2:1|type=m}}<br />
|-<br />
| 93 || {{text anchor|BLOWGUNMAN}} || [[Blowgunner]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1|type=m}}<br />
|-<br />
| 94 || {{text anchor|MASTER_BLOWGUNMAN}} || [[Master blowgunner]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1|type=m}}<br />
|-<br />
| 95 || {{text anchor|LASHER}} || [[Lasher]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1|type=m}}<br />
|-<br />
| 96 || {{text anchor|MASTER_LASHER}} || [[Master lasher]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1|type=m}}<br />
|-<br />
| 97 || {{text anchor|RECRUIT}} || [[Recruit]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1|type=m}}<br />
|-<br />
| 98 || {{text anchor|TRAINED_HUNTER}} || [[Hunting animal]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 99 || {{text anchor|TRAINED_WAR}} || [[War animal]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 100 || {{text anchor|MASTER_THIEF}} || [[Master thief]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 101 || {{text anchor|THIEF}} || [[Thief]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 102 || {{text anchor|STANDARD}} || [[Peasant]] ||style="background:#000" data-sort-value="-1"<!--no defined color, uses creature color instead (cyan for dwarves)-->| {{Dwarf|3:0}}<br />
|-<br />
| 103 || {{text anchor|CHILD}} || [[Child]] ||style="background:#000" data-sort-value="4"| {{Dwarf|4:0}}<br />
|-<br />
| 104 || {{text anchor|BABY}} || [[Baby]] ||style="background:#000" data-sort-value="4"| {{Dwarf|4:0}}<br />
|-<br />
| 105 || {{text anchor|DRUNK}} || [[Drunk]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 106 || {{text anchor|MONSTER_SLAYER}} || [[Monster slayer]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 107 || {{text anchor|SCOUT}} || [[Scout]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 108 || {{text anchor|BEAST_HUNTER}} || [[Beast hunter]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 109 || {{text anchor|SNATCHER}} || [[Snatcher]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 110 || {{text anchor|MERCENARY}} || [[Mercenary]] || style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 111 || {{text anchor|GELDER}} || [[Gelder]] ||style="background:#000" data-sort-value="6"| {{Dwarf|6:0}}<br />
|-<br />
| 112 || {{text anchor|PERFORMER}} || [[Performer]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 113 || {{text anchor|POET}} || [[Poet]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 114 || {{text anchor|BARD}} || [[Bard]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 115 || {{text anchor|DANCER}} || [[Dancer]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 116 || {{text anchor|SAGE}} || [[Sage]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 117 || {{text anchor|SCHOLAR}} || [[Scholar]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 118 || {{text anchor|PHILOSOPHER}} || [[Philosopher]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 119 || {{text anchor|MATHEMATICIAN}} || [[Mathematician]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 120 || {{text anchor|HISTORIAN}} || [[Historian]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 121 || {{text anchor|ASTRONOMER}} || [[Astronomer]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 122 || {{text anchor|NATURALIST}} || [[Naturalist]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 123 || {{text anchor|CHEMIST}} || [[Chemist]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 124 || {{text anchor|GEOGRAPHER}} || [[Geographer]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 125 || {{text anchor|SCRIBE}} || [[Scribe]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 126 || {{text anchor|PAPERMAKER}} || [[Papermaker]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 127 || {{text anchor|BOOKBINDER}} || [[Bookbinder]] ||style="background:#000" data-sort-value="9"| {{Dwarf|1:1}}<br />
|-<br />
| 128 || {{text anchor|TAVERN_KEEPER}} || [[Tavern keeper]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|-<br />
| 129 || {{text anchor|CRIMINAL}} || [[Criminal]] ||style="background:#000" data-sort-value="8"| {{Dwarf|0:1}}<br />
|-<br />
| 130 || {{text anchor|PEDDLER}} || [[Peddler]] ||style="background:#000" data-sort-value="7"| {{Dwarf|7:0}}<br />
|-<br />
| 131 || {{text anchor|PROPHET}} || [[Prophet]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 132 || {{text anchor|PILGRIM}} || [[Pilgrim]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 133 || {{text anchor|MONK}} || [[Monk]] ||style="background:#000" data-sort-value="15"| {{Dwarf|7:1}}<br />
|-<br />
| 134 || {{text anchor|MESSENGER}} || [[Messenger]] ||style="background:#000" data-sort-value="5"| {{Dwarf|5:0}}<br />
|}<br />
<br />
The following tokens are also permitted in tilesets:<br />
<br />
Entity link:<br />
*MEMBER (not useful)<br />
*FORMER_MEMBER (not useful)<br />
*FORMER_MERCENARY (not useful)<br />
*SLAVE {{Dwarf|7:0}}<br />
*FORMER_SLAVE (not useful)<br />
*PRISONER {{Dwarf|7:0}}<br />
*FORMER_PRISONER (not useful)<br />
*ENEMY (not useful)<br />
Worldgen positions: ({{forum link|175434.msg8082510#msg8082510|source}})<br />
*CUSTOM_OFFICIAL_0 (chancellor)<br />
*CUSTOM_OFFICIAL_1 (justiciar)<br />
*CUSTOM_OFFICIAL_2 (treasurer)<br />
*CUSTOM_OFFICIAL_3 (counselor)<br />
*CUSTOM_OFFICIAL_4 (chamberlain)<br />
*CUSTOM_OFFICIAL_5 (master of beasts)<br />
*CUSTOM_OFFICIAL_6 (butler)<br />
*CUSTOM_OFFICIAL_7 (doctor)<br />
*CUSTOM_OFFICIAL_8 (executioner)<br />
*CUSTOM_OFFICIAL_9 (chef)<br />
*CUSTOM_OFFICIAL_10 (housekeeper)<br />
*CUSTOM_MARKET_OFFICIAL_0 (sewer official)<br />
*CUSTOM_MARKET_OFFICIAL_1 (grain official)<br />
*CUSTOM_MARKET_OFFICIAL_2 (fire official)<br />
*CUSTOM_MARKET_OFFICIAL_3 (judge)<br />
*CUSTOM_MARKET_OFFICIAL_4 (building official)<br />
*CUSTOM_MARKET_OFFICIAL_5 (road official)<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Unit type token]]</div>Voliolhttp://dwarffortresswiki.org/index.php?title=Gem_cutter&diff=288291Gem cutter2023-01-27T17:12:20Z<p>Voliol: moved section on cutting specific gems to Jeweler's workshop</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Cutter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem cutting]]<br />
| tasks =<br />
* Cut ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has a relatively balanced skill level in both, they will be known as a Jeweler. (More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.)<br />
<br />
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. <br />
<br />
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created one-third of the time. Large gems are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced<sup>[[DF2012 talk:Gem_cutter|1]]</sup>.<br />
<br />
=== Training ===<br />
Gem cutters can cut not only gems proper, but regular [[stone]] and [[glass]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]]. However, with a [[magma]] and a sand source, raw green glass can be mass produced, which is worth the exact same as the cheapest gems.<br />
<br />
<br />
{{D for Dwarf}}<br />
<br />
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.<br />
<br />
{{Skills}}</div>Voliol