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Editing DF2014:String dump/raw

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<pre>
+
   
<hfid>
+
----
<entity_id>
+
TRANS_NAME
</entity_id>
+
FIRST_NAME
<site_id>
+
PRO_POS
</site_id>
+
PRO_OBJ
<skill_at_time>
+
PRO_SUB
</skill_at_time>
+
PRO_REF
<historical_event>
+
Activity
<id>
+
Training Session
</id>
+
Activity Event
<year>
+
embraces
</year>
+
The
<seconds72>
+
empty
</seconds72>
+
empties
<type>create entity position</type>
+
pick up
</historical_event>
+
picks up
<type>assume identity</type>
+
Go to Combat Training
<trickster_hfid>
+
Organize Combat Training
</trickster_hfid>
+
Lead Combat Training
<identity_id>
+
Wait for Combat Training
</identity_id>
+
Go to
<target_enid>
+
Demonstration
</target_enid>
+
Organize
<type>masterpiece lost</type>
+
Lead
<type>masterpiece engraving</type>
+
Wait for
<type>masterpiece food</type>
+
Watch
<type>masterpiece item improvement</type>
+
Go to Individual Combat Drill
<type>masterpiece dye</type>
+
Individual Combat Drill
<type>masterpiece item</type>
+
/Resting
<type>masterpiece arch constructed</type>
+
Go to Sparring Match
<type>masterpiece arch design</type>
+
Spar
<type>regionpop incorporated into entity</type>
+
Go to Sparring Practice
<pop_race>
+
Watch Sparring Practice
</pop_race>
+
Archery Practice
<pop_number_moved>
+
and
</pop_number_moved>
+
We should have made it there by now.
<pop_srid>
+
We should be making better progress.
</pop_srid>
+
We are going the wrong way.
<pop_flid>
+
We have arrived at our destination.
</pop_flid>
+
The oppressor has been overthrown!
<join_entity_id>
+
We must not abandon
</join_entity_id>
+
We must go back.
<type>artifact recovered</type>
+
Empty announcement
<artifact_id>
+
Your
</artifact_id>
+
spinning
<unit_id>
+
flying
</unit_id>
+
, but it is deflected by
<hist_figure_id>
+
by the
</hist_figure_id>
+
in the
</structure_id>
+
from behind
<subregion_id>
+
from the side
</subregion_id>
+
with
<feature_layer_id>
+
, but the attack is deflected by
<type>artifact transformed</type>
+
, lightly tapping the target!
<new_artifact_id>
+
, but there is no force!
</new_artifact_id>
+
, but it passes right through!
<old_artifact_id>
+
, but the attack passes right through!
</old_artifact_id>
+
, but it glances away!
<type>artifact stored</type>
+
, but the attack glances away!
<type>artifact hidden</type>
+
and the severed part sails off in an arc!
<type>trade</type>
+
the
<trader_hfid>
+
the part
</trader_hfid>
+
is smashed into the body, an unrecognizable mass!
<trader_entity_id>
+
splits in gore!
</trader_entity_id>
+
collapses!
<source_site_id>
+
the injured part
</source_site_id>
+
is ripped into loose shreds!
<dest_site_id>
+
is torn apart!
</dest_site_id>
+
and it is mostly cut away from the rest of the torso!
<production_zone_id>
+
is cloven asunder!
</production_zone_id>
+
explodes into gore!
<allotment>
+
collapses into a lump of gore!
</allotment>
+
is crushed!
<allotment_index>
+
passing through a hole in the
</allotment_index>
+
main part
<account_shift>
+
jamming the
</account_shift>
+
part
<type>gamble</type>
+
out of the wound
<gambler_hfid>
+
through the
</gambler_hfid>
+
tearing
<old_account>
+
tearing apart
</old_account>
+
shattering
<new_account>
+
chipping
</new_account>
+
fracturing
<type>agreement void</type>
+
denting
<type>body abused</type>
+
bruising
<coords>
+
the
<type>diplomat lost</type>
+
apart
<type>peace accepted</type>
+
and
<type>site dispute</type>
+
tearing apart
<dispute>
+
shattering
grazing rights
+
tearing
rights-of-way
+
chipping
livestock ownership
+
fracturing
</dispute>
+
denting
<entity_id_1>
+
bruising
</entity_id_1>
+
breaking away
<entity_id_2>
+
most of
</entity_id_2>
+
half of
<site_id_1>
+
a piece of
</site_id_1>
+
the rest of
<site_id_2>
+
through a hole in the
</site_id_2>
+
through the
<type>agreement made</type>
+
and spilling
<type>agreement rejected</type>
+
your
<type>agreement concluded</type>
+
fetid
<type>first contact failed</type>
+
rotten
<contactor_enid>
+
decomposing
</contactor_enid>
+
rancid
<rejector_enid>
+
stinking
</rejector_enid>
+
filthy
<type>first contact</type>
+
reeking
<contacted_enid>
+
foul
</contacted_enid>
+
a major artery
<type>remove hf site link</type>
+
an artery
<type>add hf site link</type>
+
has been opened by the attack
<type>remove hf hf link</type>
+
many nerves
<hfid_target>
+
a motor nerve
</hfid_target>
+
a sensory nerve
<type>add hf hf link</type>
+
have
<type>change hf job</type>
+
been severed
<type>hf confronted</type>
+
a ligament
<situation>
+
has been
general suspicion
+
torn
</situation>
+
sprained
<reason>ageless</reason>
+
bruised
<reason>murder</reason>
+
a tendon
<type>change hf body state</type>
+
strained
<body_state>
+
attack is interrupted!
active
+
have
buried at site
+
has
unburied at site
+
become enraged!
unburied at battlefield
+
has lodged firmly in the wound!
unburied at subregion
+
latch on firmly
unburied at feature layer
+
latches on firmly
entombed at site
+
to
</body_state>
+
latch on firmly!
<type>entity alliance formed</type>
+
latches on firmly!
<initiating_enid>
+
are
</initiating_enid>
+
propelled away by the force of the blow!
<joining_enid>
+
been knocked unconscious!
</joining_enid>
+
been stunned again!
<type>entity breach feature layer</type>
+
been stunned!
<site_entity_id>
+
having more trouble breathing!
</site_entity_id>
+
having trouble breathing!
<civ_entity_id>
+
feel
</civ_entity_id>
+
looks
<type>entity persecuted</type>
+
even more sick!
<persecutor_hfid>
+
sick!
</persecutor_hfid>
+
is injected into the
<persecutor_enid>
+
crumbles over the
</persecutor_enid>
+
splatters over the
<expelled_hfid>
+
flows over the
</expelled_hfid>
+
pours over the
<expelled_creature>
+
is sucked out of the wound!
</expelled_creature>
+
Press
<expelled_pop_id>
+
for more
</expelled_pop_id>
+
to close window
<expelled_number>
+
item
</expelled_number>
+
The dead walk.  Hide while you still can!
<property_confiscated_from_hfid>
+
A vile force of darkness has arrived!
</property_confiscated_from_hfid>
+
The enemy have come and are laying siege to the fortress.
<destroyed_structure_id>
+
An army is invading!
</destroyed_structure_id>
+
army is located out of bounds: teleporting
<shrine_amount_destroyed>
+
FORCED_ADMINISTRATOR
</shrine_amount_destroyed>
+
overlord
<type>entity equipment purchase</type>
+
overlords
<new_equipment_level>
+
Empty biased index vector
</new_equipment_level>
+
Biased index vector computation error
<type>add hf entity honor</type>
+
data
<honor_id>
+
data/save
</honor_id>
+
data/save/current
<type>entity expels hf</type>
+
data/save/current/art_image-
<type>hfs formed reputation relationship</type>
+
.dat
<hfid1>
+
art_image-
</hfid1>
+
data/save/current/
<identity_id1>
+
data/save/
</identity_id1>
+
is
<hfid2>
+
are
</hfid2>
+
prostrating
<identity_id2>
+
themselves
</identity_id2>
+
before
<hf_rep_1_of_2>
+
torturing
</hf_rep_1_of_2>
+
committing a depraved act upon
<hf_rep_2_of_1>
+
devouring
</hf_rep_2_of_1>
+
admiring
<type>hf abducted</type>
+
burning
<target_hfid>
+
shooting
</target_hfid>
+
surrounded by
<snatcher_hfid>
+
massacring
</snatcher_hfid>
+
fighting with
<type>hf reunion</type>
+
greeting
<group_1_hfid>
+
refusing
</group_1_hfid>
+
speaking with
<group_2_hfid>
+
embracing
</group_2_hfid>
+
striking down
<type>hf new pet</type>
+
raising
<group_hfid>
+
hiding
</group_hfid>
+
praying to
<type>hf reach summit</type>
+
contemplating
<type>hf simple battle event</type>
+
cooking
<subtype>
+
engraving
subdued
+
impaled on
scuffle
+
being flayed by
attacked
+
hanging from
surprised
+
being mutilated by
ambushed
+
praying
happen upon
+
weeping
corner
+
cringing
confront
+
screaming
got into a brawl
+
being tortured
2 lost after receiving wounds
+
committing a depraved act
2 lost after giving wounds
+
making a submissive gesture
2 lost after mutual wounds
+
in a fetal position
</subtype>
+
smeared out into a spiral
<type>creature devoured</type>
+
falling
<type>insurrection started</type>
+
dead
<target_civ_id>
+
laughing
</target_civ_id>
+
being shot
<outcome>
+
making a plaintive gesture
leadership overthrown
+
melting
population gone
+
burning
</outcome>
+
looks
<type>ceremony</type>
+
look
<civ_id>
+
dejected
</civ_id>
+
terrified
<occasion_id>
+
offended
</occasion_id>
+
confused
<schedule_id>
+
suffering
</schedule_id>
+
withering away
<type>procession</type>
+
striking a menacing pose
<type>competition</type>
+
striking a triumphant pose
<winner_hfid>
+
laboring
</winner_hfid>
+
traveling
<competitor_hfid>
+
contemplating
</competitor_hfid>
+
cooking
<type>performance</type>
+
engraving
<type>created world construction</type>
+
unnaturally contorted
<site_civ_id>
+
being flayed
</site_civ_id>
+
being mutilated
<wcid>
+
two
</wcid>
+
three
<master_wcid>
+
four
</master_wcid>
+
five
<site_id1>
+
Untitled
</site_id1>
+
, the deity of
<site_id2>
+
, depicted as a
</site_id2>
+
skeletal
<type>hf razed structure</type>
+
rotting
<hist_fig_id>
+
ghostly
</hist_fig_id>
+
female
<type>razed structure</type>
+
male
<type>replaced structure</type>
+
the deity of
<old_ab_id>
+
errorlog.txt
</old_ab_id>
+
gamelog.txt
<new_ab_id>
+
negative
</new_ab_id>
+
zero
<type>hf destroyed site</type>
+
three
<attacker_hfid>
+
four
</attacker_hfid>
+
five
<defender_civ_id>
+
seven
</defender_civ_id>
+
eight
<type>hf attacked site</type>
+
nine
<type>spotted leaving site</type>
+
eleven
<spotter_hfid>
+
twelve
</spotter_hfid>
+
thirteen
<leaver_civ_id>
+
fourteen
</leaver_civ_id>
+
fifteen
<type>site surrendered</type>
+
sixteen
<attacker_civ_id>
+
seventeen
</attacker_civ_id>
+
eighteen
<type>site taken over</type>
+
nineteen
<new_site_civ_id>
+
billion
</new_site_civ_id>
+
million
<type>new site leader</type>
+
thousand
<new_leader_hfid>
+
hundred
</new_leader_hfid>
+
twenty
<type>sneak into site</type>
+
thirty
<type>entity fled site</type>
+
forty
<fled_civ_id>
+
fifty
</fled_civ_id>
+
sixty
<type>entity rampaged in site</type>
+
seventy
<rampage_civ_id>
+
eighty
</rampage_civ_id>
+
ninety
<type>remove hf entity link</type>
+
Negative
<link>
+
Zeroth
former member
+
First
former mercenary
+
Second
slave
+
Third
former slave
+
Fourth
prisoner
+
Fifth
former prisoner
+
Sixth
enemy
+
Seventh
criminal
+
Eighth
former position
+
Ninth
position claim
+
Tenth
squad
+
Eleventh
former squad
+
Twelfth
occupation
+
Thirteenth
former occupation
+
Fourteenth
resident
+
Fifteenth
</link>
+
Sixteenth
<position_id>
+
Seventeenth
</position_id>
+
Eighteenth
<type>hf enslaved</type>
+
Nineteenth
<enslaved_hfid>
+
sculpture has melted!
</enslaved_hfid>
+
Digging designation cancelled: warm stone located.
<seller_hfid>
+
Digging designation cancelled: damp stone located.
</seller_hfid>
+
---------
<payer_entity_id>
+
TAN_MAT
</payer_entity_id>
+
Shop
<moved_to_site_id>
+
Trade Depot
</moved_to_site_id>
+
Nest
<type>entity overthrown</type>
+
Nest Box
<position_profile_id>
+
Hive
</position_profile_id>
+
Wagon
<overthrown_hfid>
+
Carpenter's Workshop
</overthrown_hfid>
+
Farmer's Workshop
<pos_taker_hfid>
+
Ashery
</pos_taker_hfid>
+
Mason's Workshop
<instigator_hfid>
+
Craftsman
</instigator_hfid>
+
's Workshop
<conspirator_hfid>
+
Jeweler's Workshop
</conspirator_hfid>
+
Metalsmith's Forge
<type>hf does interaction</type>
+
Magma Forge
<doer_hfid>
+
Bowyer's Workshop
</doer_hfid>
+
Mechanic's Workshop
<interaction>
+
Siege Workshop
</interaction>
+
Butcher's Shop
<type>hf learns secret</type>
+
Leather Works
<student_hfid>
+
Tanner's Shop
</student_hfid>
+
Dyer's Shop
<teacher_hfid>
+
Clothier's Shop
</teacher_hfid>
+
Fishery
<type>entity incorporated</type>
+
Still
<joiner_entity_id>
+
Loom
</joiner_entity_id>
+
Quern
<joined_entity_id>
+
Millstone
</joined_entity_id>
+
Kennels
<leader_hfid>
+
Kitchen
</leader_hfid>
+
Tool
<partial_incorporation/>
+
Workshop
<type>artifact dropped</type>
+
Zone
<injury/>
+
Farm Plot
<type>artifact found</type>
+
Smelter
<site_property_id>
+
Glass Furnace
</site_property_id>
+
Wood Furnace
<type>artifact destroyed</type>
+
Kiln
<destroyer_hfid>
+
Magma Smelter
</destroyer_hfid>
+
Magma Glass Furnace
<destroyer_enid>
+
Magma Kiln
</destroyer_enid>
+
Furnace
<type>artifact lost</type>
+
Lever
<type>artifact copied</type>
+
Pressure Plate
<dest_structure_id>
+
Cage Trap
</dest_structure_id>
+
Stone-Fall Trap
<dest_entity_id>
+
Weapon Trap
</dest_entity_id>
+
Track Stop
<source_structure_id>
+
Trap
</source_structure_id>
+
Catapult
<source_entity_id>
+
Ballista
</source_entity_id>
+
Siege Engine
<from_original/>
+
Door
<type>add hf entity link</type>
+
Floor Hatch
<appointer_hfid>
+
Wall Grate
</appointer_hfid>
+
Floor Grate
<promise_to_hfid>
+
Vertical Bars
</promise_to_hfid>
+
Floor Bars
<type>failed frame attempt</type>
+
Floodgate
<convicter_enid>
+
Restraint
</convicter_enid>
+
Cage
<plotter_hfid>
+
Support
</plotter_hfid>
+
Gear Assembly
<fooled_hfid>
+
Rollers
</fooled_hfid>
+
Horizontal Axle
<framer_hfid>
+
Vertical Axle
</framer_hfid>
+
Upright Spear/Spike
<crime>
+
Archery Target
conspiracy to slow labor
+
Screw Pump
embezzlement
+
Water Wheel
</crime>
+
Windmill
<type>sabotage</type>
+
Burial Receptacle
<saboteur_hfid>
+
Seat
</saboteur_hfid>
+
Animal Trap
<type>hf ransomed</type>
+
Table
<ransomed_hfid>
+
Cabinet
</ransomed_hfid>
+
Weapon Rack
<ransomer_hfid>
+
Armor Stand
</ransomer_hfid>
+
Container
<payer_hfid>
+
Traction Bench
</payer_hfid>
+
Dirt Road
<type>squad vs squad</type>
+
Paved Road
<a_hfid>
+
 
</a_hfid>
 
<d_hfid>
 
</d_hfid>
 
<a_squad_id>
 
</a_squad_id>
 
<d_squad_id>
 
</d_squad_id>
 
<a_leader_hfid>
 
</a_leader_hfid>
 
<a_leadership_roll>
 
</a_leadership_roll>
 
<d_leader_hfid>
 
</d_leader_hfid>
 
<d_leadership_roll>
 
</d_leadership_roll>
 
<a_race>
 
</a_race>
 
<a_interaction>
 
</a_interaction>
 
<a_effect>
 
</a_effect>
 
<a_number>
 
</a_number>
 
<a_slain>
 
</a_slain>
 
<d_race>
 
</d_race>
 
<d_interaction>
 
</d_interaction>
 
<d_effect>
 
</d_effect>
 
<d_number>
 
</d_number>
 
<d_slain>
 
</d_slain>
 
<type>tactical situation</type>
 
<a_tactician_hfid>
 
</a_tactician_hfid>
 
<d_tactician_hfid>
 
</d_tactician_hfid>
 
<a_tactics_roll>
 
</a_tactics_roll>
 
<d_tactics_roll>
 
</d_tactics_roll>
 
a strongly favored
 
a favored
 
a slightly favored
 
d strongly favored
 
d favored
 
d slightly favored
 
neither favored
 
<start/>
 
<type>hf wounded</type>
 
<woundee_hfid>
 
</woundee_hfid>
 
<wounder_hfid>
 
</wounder_hfid>
 
<was_torture/>
 
<type>reclaim site</type>
 
<unretire/>
 
<type>created structure</type>
 
<builder_hfid>
 
</builder_hfid>
 
<rebuilt/>
 
<type>created site</type>
 
<resident_civ_id>
 
</resident_civ_id>
 
<type>site retired</type>
 
<first/>
 
<type>site died</type>
 
<abandoned/>
 
<type>holy city declaration</type>
 
<religion_id>
 
</religion_id>
 
<type>hf freed</type>
 
<freeing_civ_id>
 
</freeing_civ_id>
 
<freeing_hfid>
 
</freeing_hfid>
 
<holding_civ_id>
 
</holding_civ_id>
 
<rescued_hfid>
 
</rescued_hfid>
 
<type>site tribute forced</type>
 
<season>
 
Autumn
 
</season>
 
<already_bled_dry/>
 
<type>destroyed site</type>
 
<no_defeat_mention/>
 
<type>entity searched site</type>
 
<searcher_civ_id>
 
</searcher_civ_id>
 
<result>found nothing</result>
 
<type>hf relationship denied</type>
 
<seeker_hfid>
 
</seeker_hfid>
 
<relationship>
 
apprentice
 
</relationship>
 
<reason>
 
prefers working alone
 
jealousy
 
</reason>
 
<reason_id>
 
</reason_id>
 
<type>attacked site</type>
 
<attacker_general_hfid>
 
</attacker_general_hfid>
 
<defender_general_hfid>
 
</defender_general_hfid>
 
<a_support_merc_enid>
 
</a_support_merc_enid>
 
<attacker_merc_enid>
 
</attacker_merc_enid>
 
<d_support_merc_enid>
 
</d_support_merc_enid>
 
<defender_merc_enid>
 
</defender_merc_enid>
 
<type>field battle</type>
 
<type>entity primary criminals</type>
 
<type>entity relocate</type>
 
<type>hf preach</type>
 
<speaker_hfid>
 
</speaker_hfid>
 
<site_hfid>
 
</site_hfid>
 
<topic>set entity 1 against entity 2</topic>
 
<entity_1>
 
</entity_1>
 
<entity_2>
 
</entity_2>
 
<topic>entity 1 should love entity 2</topic>
 
<type>hf viewed artifact</type>
 
<type>hf asked about artifact</type>
 
<type>hf travel</type>
 
<return/>
 
<escape/>
 
<type>merchant</type>
 
<depot_entity_id>
 
</depot_entity_id>
 
<all_dead/>
 
<hardship/>
 
<seizure/>
 
<offended/>
 
<lost_value/>
 
<is_tribute/>
 
<type>hf recruited unit type for entity</type>
 
<unit_type>
 
</unit_type>
 
<type>knowledge discovered</type>
 
<knowledge>
 
</knowledge>
 
<type>plundered site</type>
 
<detected/>
 
<was_raid/>
 
<took_items/>
 
<took_livestock/>
 
<type>hf performed horrible experiments</type>
 
<type>hf carouse</type>
 
<type>hf equipment purchase</type>
 
<quality>
 
</quality>
 
<type>building profile acquired</type>
 
<building_profile_id>
 
</building_profile_id>
 
<acquirer_hfid>
 
</acquirer_hfid>
 
<acquirer_enid>
 
</acquirer_enid>
 
<purchased_unowned/>
 
<inherited/>
 
<rebuilt_ruined/
 
 
parent
 
parent
object of
+
daughter
ardent
+
child
faithful
+
grandmother
casual
+
grandfather
dubious
+
grandparent
worship
+
grandchild
lover
+
brother
imprisoner
+
sister
apprenticeship
+
sibling
traveling companion
+
aunt
former master
+
uncle
former apprentice
+
niece
owner
+
nephew
former spouse
+
cousin
deceased spouse
+
, is it really you?
[C:1:0:1]Related Entities[C:7:0:0][B]
+
Dear
to present
+
Is it really you?
until
+
get your
worker
+
your very own
former worker
+
real
claim to
+
authentic
)[R]
+
clear
legendary hero
+
all the way
famous hero
+
distant
hero
+
faraway
greatly respected for heroic acts
+
fair
respected for heroic acts
+
the great
legendary brawler
+
here
famous brawler
+
right here
noted brawler
+
!  Today only
known brawler
+
!  Limited supply
rumored brawler
+
!  Best price in town
legendary intruder
+
were
infamous intruder
+
was
noted intruder
+
tanned
known intruder
+
made
rumored intruder
+
right here in
legendary monster
+
town
infamous monster
+
the surrounding area
noted monster
+
just outside town
known monster
+
a village nearby
rumored monster
+
the settlements
legendary brigand
+
out to the
infamous brigand
+
west
noted brigand
+
east
known brigand
+
north
rumored brigand
+
south
legendary bully
+
northwest
infamous bully
+
northeast
noted bully
+
southwest
known bully
+
southeast
rumored bully
+
some of my kind
legendary villain
+
some of our kind
infamous villain
+
out to the
noted villain
+
Are you interested in
known villain
+
Might I interest you in
rumored villain
+
Great
legendary hunter
+
Splendid
great hunter
+
Good
talented hunter
+
Decent
skilled hunter
+
Fantastic
rumored hunter
+
Excellent
legendary killer
+
there
infamous killer
+
right there
noted killer
+
my friend
known killer
+
my good
rumored killer
+
woman
legendary murderer
+
person
infamous murderer
+
Stop!  This isn't happening!
noted murderer
+
I yield!  I yield!
known murderer
+
We will fight no more.
rumored murderer
+
I will fight no more.
legendary enemy fighter
+
Never!
infamous enemy fighter
+
You first, coward!
noted enemy fighter
+
Okay!  I'll do it.
known enemy fighter
+
spits out
rumored enemy fighter
+
drops
legendary loyal soldier
+
Over my dead body!
famous loyal soldier
+
I am compelled to continue!
noted loyal soldier
+
That's too suspicious!
known loyal soldier
+
Somebody help!
rumored loyal soldier
+
Ah...  uh...
legendary fighter
+
The horror...
famous fighter
+
Ha ha ha!  Yes!
noted fighter
+
Rawr!!!
known fighter
+
Hmmm...
rumored fighter
+
Waaaaa...
legendary protector of the weak
+
How incredibly satisfying!
famous protector of the weak
+
Oh joyous occasion!
noted protector of the weak
+
The love overwhelms me!
known protector of the weak
+
Such sweet bliss!
rumored protector of the weak
+
Every last one of you will pay with your lives!
legendary preserver of knowledge
+
Ahhhhhhh!  No!
famous preserver of knowledge
+
That's incredibly suspicious!
noted preserver of knowledge
+
What's going on?!
known preserver of knowledge
+
What's that?!
rumored preserver of knowledge
+
The horror consumes me!
legendary treasure hunter
+
I cannot be overwhelmed by grief!
famous treasure hunter
+
Fantastic!
noted treasure hunter
+
I am so angry!
known treasure hunter
+
Yes!  It is done.
rumored treasure hunter
+
I must not succumb to fear!
legendary thief
+
I feel such unbearable sadness...
infamous thief
+
That was very satisfying!
noted thief
+
I am so happy!
known thief
+
I feel such love!
rumored thief
+
How blissful!
[C:6:0:1]Related Sites[C:7:0:0][B]
+
I will take revenge!
site occ
+
I must press on!
seat of power
+
That's suspicious!
hangout
+
That's alarming!
home
+
Most shocking!
lair
+
This is truly horrifying.
prison
+
I am almost overcome by grief.
Unnamed magma sea area
+
This is great!
[NOUN]
+
I am about to lose it!
NULL artifact from wg scholar storage, skipping
+
It is done.
NULL artifact from wg storage, skipping
+
Begone fear!
<structure>
+
I cannot give in to sadness.
<type>dungeon</type>
+
I am very satisfied.
<subtype>standard</subtype>
+
This is a joyous time.
<subtype>sewers</subtype>
+
This is love.
<subtype>catacombs</subtype>
+
How blissful I am.
</structure>
+
I will have my revenge.
<type>tomb</type>
+
I am not scared!
<type>market</type>
+
How suspicious...
<type>inn tavern</type>
+
That was alarming.
<type>underworld spire</type>
+
I will master myself.
<type>dark tower</type>
+
This cannot horrify me.
<type>keep</type>
+
I must let grief pass me by.
<type>mead hall</type>
+
I feel like a victor.
<type>tower</type>
+
I'm a little angry.
<type>guildhall</type>
+
It has come to pass.
<type>counting house</type>
+
This doesn't scare me.
<type>library</type>
+
I feel somewhat sad.
<copied_artifact_id>
+
That was satisfying.
</copied_artifact_id>
+
This is nice.
<type>temple</type>
+
Is this love?
<worship_hfid>
+
This could be bliss.
</worship_hfid>
+
This might require an answer.
Press
+
I feel no terror.
for more
+
Takes all kinds these days.
to close window
+
What is it this time...
Empty announcement
+
That did not shock me.
spinning
+
I am not upset by this.
, but it is deflected by
+
Grief?  I feel nothing.
by the
+
There is no need for celebration.
from behind
+
I have no feelings of rage.
, but the attack is deflected by
+
I guess it could be considered grimly satisfying.
, lightly tapping the target!
+
This does not scare me.
, but there is no force!
+
I am not feeling sad right now.
, but it passes right through!
+
That was not satisfying.
, but the attack passes right through!
+
I suppose this would be a joyous occasion.
, but it glances away!
+
There is no love.
, but the attack glances away!
+
I do not see the bliss in this.
and the severed part sails off in an arc!
+
There is no need to feel vengeful.
the part
+
I laugh in the face of death!
is smashed into the body, an unrecognizable mass!
+
Help!  Save me!
splits in gore!
+
I must withdraw!
collapses!
+
Fool!
the injured part
+
What is this madness?  Calm yourself!
is ripped into loose shreds!
+
(to
is torn apart!
+
PLACE
and it is mostly cut away from the rest of the torso!
+
the wilds
is cloven asunder!
+
something
explodes into gore!
+
CONTEXT
collapses into a lump of gore!
+
ENTITY
is crushed!
+
HIST_FIG
passing through a hole in the
+
ABSTRACT_BUILDING
main part
+
SITE
jamming the
+
SUBREGION
part
+
FAMILY_RELATIONSHIP
out of the wound
+
NUMBER
through the
+
ORDINAL
tearing
+
UNIT_NAME
tearing apart
+
RACE
shattering
+
INDEF_FAMILY_RELATIONSHIP
chipping
+
SPHERE
fracturing
+
DEF_SPHERE
denting
+
ARCH_ELEMENT
bruising
+
JUSTIFICATION
apart
+
SQUAD
tearing apart
+
FORMATION
shattering
+
ACTIVITY
tearing
+
BREED
chipping
+
BATTLEFIELD
fracturing
+
INTERACTION_INSTANCE
denting
+
WRITTEN_CONTENT
bruising
+
IDENTITY
breaking away
+
INCIDENT
most of
+
CRIME
half of
+
REGION_WEATHER
a piece of
+
CREATION_ZONE
the rest of
+
VEHICLE
through a hole in the
+
ARMY
through the
+
ARMY_CONTROLLER
and spilling
+
ARMY_TRACKING_INFO
your
+
CULTURAL_IDENTITY
rotten
+
AGREEMENT
decomposing
+
SPEAKER
rancid
+
AUDIENCE
stinking
+
A night creature has infiltrated our communities and now makes prey of us.
reeking
+
An evil lurks within.
The geldables have been torn away!
+
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
It is a gelding blow!
+
A great beast threatens to bring ruin upon our people.
a major artery
+
We have been under siege by an ancient force of nature.
an artery
+
It is time to send our cursed enemy back to the underworld.
has been opened by the attack
+
Our people have been tormented by a fearsome foe.
many nerves
+
A beast horrible beyond imagining threatens us.
a motor nerve
+
A creature of the night has our people cowering in fear.
a sensory nerve
+
The forces of darkness have descended upon us.
been severed
+
A terror most foul from the evil depths nigh the underworld plagues us.
a ligament
+
A vile monster from the bowels of the earth has been preying on our people.
has been
+
A beast from underground has been assailing us.
torn
+
At times, creeping things slither out from below ground.
sprained
+
We are besieged by a terrifying monster from the harshest wilderness.
bruised
+
A savage beast from the thick of the wilds hunts us at will.
a tendon
+
A ferocious wild animal has been set on us by nature.
is ripped to shreds!
+
A ferocious unnatural beast has become the bane of our people.
breaks!
+
A beast from the wilds has been harassing our people.
attack is interrupted!
+
Vanquishing a great beast on our behalf would bring us all much glory.
has lodged firmly in the wound!
+
Mastering the forces of nature would glorify us in the eyes of the world.
latch on firmly
+
Demons from the underworld must not be permitted to walk freely upon the land.
latch on firmly!
+
Not far from here, a fearsome creature has made its home.
propelled away by the force of the blow!
+
Terrible monstrosities live deep under the ground.
been knocked unconscious!
+
The world is safer for travelers when night creatures no longer stalk the darkness.
been stunned again!
+
A force of evil has arisen in the world.
been stunned!
+
Something truly horrifying has vomited itself forth from the depths of the world.
having more trouble breathing!
+
A great monster from the underground is said to have emerged from the darkness.
having trouble breathing!
+
A vile beast from the caverns now walks the land.
even more sick!
+
A lurking pest has come up from the underground.
sick!
+
At the end of the world dwell the fiercest beasts of legend.
is injected into the
+
Creatures grow mighty out in the wildest regions.
crumbles over the
+
You might win fame by putting down a wild beast of great renown.
splatters over the
+
Sometimes animals just get out of control.
flows over the
+
Seek this place if you wish to confront
pours over the
+
This insidious evil is
is sucked out of the wound!
+
Seek this place if you hunt
flying
+
The creature is
It is a gelding strike!
+
Slave
has
+
Prisoner
latches on firmly
+
  Body corrupted beyond reckoning,
latches on firmly!
+
assumes a beastly form to terrorize us.
looks
+
  Knowing no mercy,
vector::reserve
+
devoured
The dead walk.  Hide while you still can!
+
devoured our livestock
Forms twisted from their nature, legion of the night.  What hope remains?
+
stole
A vile force of darkness has arrived, seeking a parley!
+
stole our treasures
The enemy have come and are preparing to lay siege.  They seek a parley!
+
destroyed
An army has come to your lands seeking a parley.
+
a mead hall
A vile force of darkness has arrived!
+
a keep
The enemy have come and are laying siege to the fortress.
+
a temple
An army is invading!
+
a tower
army is located out of bounds: teleporting
+
a market
overlord
+
a tomb
has been founded
+
an underworld spire
, has been conquered and
+
a dungeon
, has been
+
the sewers
incorporated into your holdings.
+
the catacombs
has been conquered and now
+
destroyed our homes
looks to your thriving economy for its future prosperity.
+
profaned
and others have returned.
+
disturbed
have returned.
+
profaned our homes
has returned.
+
  This bloodsucking fiend
has brought back many tales from beyond
+
  This vile fiend
has brought back a few rumors.
+
even
has brought back a rumor from abroad.
+
murdered
is visiting.
+
has even killed
, a performance troupe, is visiting.
+
has killed
Spoils Report:
+
lust for murder
Summer
+
, among them
Winter
+
calms down.]
, the performance troupe, has arrived.
+
  There is no clear evidence, but there have been so many strange happenings that every honest person in the community now holds it to be true.
Untitled
+
  None of us are brave enough to level an accusation against the beast, but since you would help us, that is what I ask of you.
are
+
pauses to regain
weeping
+
composure.]
cringing
+
  It pains me all the more, for the foul villain
screaming
+
was once
being tortured
+
my own
committing a depraved act
+
, now twisted into monstrosity
making a submissive gesture
+
, now cursed
in a fetal position
+
  Save us from this
smeared out into a spiral
+
traitor
falling
+
  Beware!  It it said that only
dead
+
  It is said that
laughing
+
harms the creature.
being shot
+
  Other arms may not cut so deeply.
making a plaintive gesture
+
Our people have been pestered by skulking villains.
melting
+
A marauding warband is threatening our people.
burning
+
Malicious outlaws have brought terror to our doorsteps.
looks
+
Particular outlaws have been causing us much hardship.
look
+
A sprawling criminal organization has left our people living in fear.
dejected
+
A scheming criminal gang has eluded capture for far too long.
terrified
+
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
offended
+
There are foul goings-on
confused
+
over at
suffering
+
  They have a
withering away
+
called
striking a menacing pose
+
somewhere
striking a triumphant pose
+
around here
traveling
+
A bandit gang
contemplating
+
led by
cooking
+
calling itself
engraving
+
has been harassing people on the street!
unnaturally contorted
+
has been harassing people over in
being flayed
+
The army of
being mutilated
+
is marching here!
, the deity of
+
is marching on
, depicted as a
+
There's absolutely nothing interesting around here.
the deity of
+
I am a
prostrating
+
of the
themselves
+
, as are you
torturing
+
forgetful guard
committing a depraved act upon
+
I am a slave of
devouring
+
I am a prisoner of
admiring
+
Please help me to escape from this place.
burning
+
But mostly I just like to drink.
shooting
+
How I long for some excitement in my life...
surrounded by
+
I've always dreamed of seeing far-away places.
massacring
+
I would give anything to be away from here.  I can't stand the boredom!
fighting with
+
Can you lead me to battle and a warrior's death?
greeting
+
is overcome for a moment.
refusing
+
]  No...  I don't want to talk about it.
speaking with
+
There is a great keep there
embracing
+
named
striking down
+
There is a temple
raising
+
there
hiding
+
There is a tomb
praying to
+
housing
contemplating
+
is there.
cooking
+
It is a place of great evil.
engraving
+
looks around nervously and leans forward, speaking quietly.
being flayed by
+
  It is rumored that the dead rise and stalk the living!
hanging from
+
That place is blessed.
being mutilated by
+
Savage beasts call it their home.
data/save/current/art_image-
+
!  It's terrifying.
.dat
+
have been known to hunt out there.
art_image-
+
roam freely out there.
Digging designation cancelled: warm stone located.
+
I don't know very much about it.
Digging designation cancelled: damp stone located.
+
I am the
sculpture has melted!
+
STRANGUS
Windmill
+
AUGIS
Screw Pump
+
STORKIS
Activity Zone #
+
[PRO_SUB]
Wall
+
[PRO_OBJ]
Floor
+
[PRO_POS]
Up Stair
+
I've defeated many fearsome opponents!
Down Stair
+
We are in
Up/Down Stair
+
  [You receive a detailed description.]
Ramp
+
is in
Fortification
+
I've heard of a place called
Track (N)
+
The surrounding area is called
Track (S)
+
Search first in
Track (E)
+
a dark tower
Track (W)
+
the dungeon
Track (NS)
+
here
Track (NE)
+
Search first in the mead hall to the
Track (NW)
+
Search first in a cottage to the
Track (SE)
+
Search first in the keep to the
Track (SW)
+
, for I speak of our master
Track (EW)
+
Search first in the great tower to the
Track (NSE)
+
Search first in a house to the
Track (NSW)
+
Search first in a hillock to the
Track (NEW)
+
Search first in a tree to the
Track (SEW)
+
to the
Track (NSEW)
+
Search first by the well to the
Track/Ramp (N)
+
Must be right around here somewhere.
Track/Ramp (S)
+
I'm not sure exactly where to look.
Track/Ramp (E)
+
Hey...  that sounds like a great idea!
Track/Ramp (W)
+
Surely any place is better than this.  Let's set off immediately!
Track/Ramp (NS)
+
Nothing beats the open road.  Let us be off!
Track/Ramp (NE)
+
I've always wanted to travel the world.  Let us be off!
Track/Ramp (NW)
+
Excitement!  Adventure!  I am thrilled to join you.
Track/Ramp (SE)
+
I will agree to guide you if you lead me to glory and death.
Track/Ramp (SW)
+
I will agree to travel with you if you lead me to glory and death.
Track/Ramp (EW)
+
Take me away from here.
Track/Ramp (NSE)
+
Let us leave as soon as possible.
Track/Ramp (NSW)
+
This is a cause worthy of struggle.
Track/Ramp (NEW)
+
I'm sorry.  My duty is here.
Track/Ramp (SEW)
+
It is I that would lead you, but I have no need of your protection.
Track/Ramp (NSEW)
+
Ha!  Such enthusiasm from one such as yourself.
Construction
+
With a band so large, what share of the glory would I have?
Well
+
I'm sorry.  I can't go with you.
Traction Bench
+
I have no interest in your objectives.
Farm Plot
+
I am unfit to brave danger with you.
Hive
+
I would...  rather not.
Bookcase
+
Greet listener
Nest
+
greet
Trade Depot
+
hello
Wagon
+
Nevermind
Display Furniture
+
nevermind
Offering Place
+
Summarize the many troubles
Window
+
trouble
Ballista
+
Demand an item (barter screen)
Armor
+
demand
Weapon
+
object
Animal
+
Ask favor, place request, make demand or issue order (new menu)
Food
+
favor
Furniture
+
request
Corpse
+
order
Stone
+
Claim this site for yourself (group naming menu)
Ammo
+
claim
Coins
+
Claim this site for yourself and
Bar/Block
+
Ask for directions (new menu)
Gem
+
directions
Finished Goods
+
where
Leather
+
Bring up specific incident or rumor (new menu)
Cloth
+
incident
Wood
+
rumor
Sheet
+
tell
Stockpile #
+
Ask about
Vacant Shop
+
death
General Store
+
crime
Crafts Market
+
fight
Clothing Shop
+
conflict
Exotic Clothing Shop
+
army
Smelter
+
march
Glass Furnace
+
abduction
Wood Furnace
+
kidnap
Magma Smelter
+
occupation
Magma Glass Furnace
+
beast
Magma Kiln
+
criminal
Furnace
+
bandit
Retracted
+
skulking
Upright
+
vermin
Spikes
+
ruffian
Spears
+
Inquire about any troubles
Spears/Spikes
+
troubles
Weapon
+
Request a guide to
Slab
+
Ask for directions to
Statue
+
Ask for the whereabouts of
Rough
+
Ask listener to wait here
Bridge
+
wait
Chest
+
stay
Coffer
+
Ask listener to follow you
Bag
+
follow
Armor Stand
+
come
Weapon Rack
+
Cancel the agreement
Cabinet
+
cancel
Table
+
leave
Animal Trap
+
Complain about the agreement
Chair
+
complain
Throne
+
Bring up the journey together
Casket
+
journey
Sarcophagus
+
agreement
Coffin
+
Tell listener that nothing has changed
Pillar
+
nothing
Support
+
Give an order based on
Vertical
+
's relationship with
Axle
+
Go into
Horizontal
+
diplomacy
Rollers
+
relations
Gear Assembly
+
land
Archery Target
+
Summarize the hold of
Rope
+
on its territory
Chain
+
patrol
Floodgate
+
guards
Floor Bars
+
forces
Bars
+
Summarize the local disposition of the forces of
Floor Grate
+
other
Wall Grate
+
rebels
Floor Hatch
+
opposition
Door
+
stakeholders
Dirt
+
Summarize your views on the opposition to
Road
+
overview
Instrument
+
Describe the refugees created by the attack of
Stone-Fall Trap
+
accuse
Cage Trap
+
troublemaker
Track Stop
+
Accuse the speaker of being a troublemaker
Weapon Trap
+
Summarize your views on
Lever
+
Summarize the conflict in which
Butcher's Shop
+
you slew
Metalsmith's Forge
+
(This occurred
Mason's Workshop
+
at this location
Still
+
rescue
Quern
+
reunion
Millstone
+
reunited
Kitchen
+
Bring up your reunion with
Farmer's Workshop
+
Bring up the reunion of
Ashery
+
Bring up your death
Tool
+
Bring up the death of
Custom Workshop
+
Bring up
Shop
+
production order violation
Trap
+
production
Siege Engine
+
violation
Floor Hatch
+
export prohibition violation
Wall Grate
+
export
Floodgate
+
prohibition
Restraint
+
job order violation
Support
+
conspiracy to slow labor
Gear Assembly
+
conspiracy
Rollers
+
slow
Horizontal Axle
+
labor
Vertical Axle
+
crime of murder
Upright Spear/Spike
+
murder
Archery Target
+
disorderly
Burial Receptacle
+
conduct
Seat
+
building
Animal Trap
+
destruction
Table
+
crime of theft
Cabinet
+
theft
Weapon Rack
+
crime of robbery
Armor Stand
+
robbery
Container
+
crime of blood-drinking
Bridge
+
blood
Slab
+
drinking
Gem Window
+
submission
Stockpile
+
demand of submission from
(CLT)
+
attack on
*CLT*
+
escalated attack on
closes.
+
succession
distant
+
leader
nearby
+
Spread rumor of
grinding.
+
ascension
close.
+
presence
opens.
+
presence
open.
+
's presence
Plot
+
tribute
Throneroom
+
's acceptance of
Entrance
+
's offer of tribute
Treasury
+
's refusal of
Mechanism Room
+
's demand for tribute
Guard post
+
peace
Noble quarters
+
's offer of peace
Activity Zone
+
's cessation of tribute to
Captive Room
+
's claim
Tower Top
+
harassment
Courtyard
+
's harassment
Secret Library
+
withdrawal
Library
+
's withdrawal from
Counting House Offices
+
refugees
Counting House Storage
+
flight
Guildhall Offices
+
's flight
Guildhall Storage
+
's abandonment
Market Stall
+
insurrection
Campground
+
Spread rumor of the insurrection
Command Tent
+
against
Tent
+
Spread rumor of the
Command Tent (Bld)
+
overthrow
Tent (Bld)
+
revolution
Dungeon Cell
+
overthrow
Animal Pit
+
failure
Cloth Pit
+
failed insurrection
Tanning Pit
+
crushed
Cloth Clothing Pit
+
defeat
Leather Clothing Pit
+
insurrection crushed
Bone Carving Pit
+
reclaim
Gem Cutting Pit
+
's reclamation
Weaponsmithing Pit
+
founding
Bowmaking Pit
+
's foundation
Blacksmithing Pit
+
's march
Armorsmithing Pit
+
to reclaim
Metal Crafting Pit
+
to found a site in
Leatherworking Pit
+
invasion
Carpentry Pit
+
toward
Stoneworking Pit
+
Spread rumor of the occupation of
Forging Pit
+
Spread rumor of your reunion with
Fighting Pit
+
Spread rumor of the reunion of
Animal Workshop
+
death
Cloth Workshop
+
Spread rumor of your abduction
Tanning Workshop
+
Spread rumor of the abduction of
Cloth Clothing Workshop
+
Trade
Leather Clothing Workshop
+
trade
Bone Carving Workshop
+
barter
Gem Cutting Workshop
+
deal
Weaponsmithing Workshop
+
sell
Bowmaking Workshop
+
Exchange, give or take personal items
Blacksmithing Workshop
+
exchange
Armorsmithing Workshop
+
give
Metal Crafting Workshop
+
take
Leatherworking Shop
+
Ask listener to join you (new menu)
Carpentry Workshop
+
join
Stoneworking Workshop
+
Ask about the structure you are in
Forging Workshop
+
structure
Depot
+
Inquire about listener's profession
Tower Entrance
+
profession
Tower Feasthall
+
work
Tower Bedroom
+
Ask about listener's family
Tower Treasury
+
family
Tower Dungeon
+
Ask for permission to stay for a day
Tower Attic
+
sleep
Dormitory
+
permission
Dining Hall
+
rest
Invalid Type
+
Ask for a cease to hostilities
Building Level Map Overflow
+
cease
Aquarium
+
stop
Terrarium
+
Ask the listener for the location of
Shared
+
the object
A masterwork of
+
location
has designed a masterpiece!
+
Agree to have
has constructed a masterpiece!
+
accept homage from
vector::_M_fill_insert
+
agree
old save: resizing plant stockpile, permit all
+
Refuse to have
preparetomb() HAS NULL owner
+
refuse
preparetomb() HAS LIVE owner
+
Agree to make peace between
You've caught a
+
Refuse to make peace between
Your trap was robbed of the
+
pay homage to
have hatched.
+
Offer to have
This is the
+
offer
currency of
+
homage
from the year
+
Cancel tribute from
from an unknown year
+
Offer peace between
under
+
Demand that
under an obscure ruler
+
Demand that the listener drop
from a period of no rule
+
drop
error: intrigue actors identical (3)
+
Demand that the listener yield
error: intrigue actors identical (2)
+
yield
RESERVED_BLOOD
+
surrender
intrigue traveler placed out of bounds (infiltrator)
+
Welcome yourself to your new home
Ghostly
+
welcome
** Starting Adventure **
+
home
Seed text
+
Raise alarm
_DIV
+
intruder
intrigue traveler placed out of bounds
+
Brag about your past violent acts
intrigue traveler placed out of bounds (assassin task)
+
brag
intrigue traveler placed out of bounds (recover artifact task)
+
boast
intrigue traveler placed out of bounds (abduct task)
+
transfer
intrigue traveler placed out of bounds (sabotage task)
+
position
error: intrigue actors identical
+
Offer listener your position as
's corpse
+
adopt
CUSTOM_COMPANY_FACTOR
+
Ask listener to adopt
CUSTOM_COMPANY_LEADER
+
Accept the position
factor
+
Refuse the position
factors
+
Agree to the adoption
agent
+
Refuse the adoption
agents
+
Ask listener why they are traveling
governor
+
travel
governors
+
Ask how strong this group's hold over its lands is
administrator
+
hold
administrators
+
withdraw
masters
+
Ask about the position of this group's forces
head
+
guard
heads
+
armies
plotter (funding network) placed out of bounds
+
scout
plotter (assassinate) placed out of bounds
+
Ask about other groups with a stake in this site
plotter (steal artifact) placed out of bounds
+
groups
CUSTOM_OUTCAST_FACTOR
+
exile
representative
+
Ask if anybody fled from this site
representatives
+
flee
lieutenants
+
fled
pull
+
Ask about the local ruler
on the embedded
+
Ask about this site's neighbors and trade partners
try
+
neighbors
to remove
+
village
Empty biased index vector
+
Comment on weather
pulls
+
weather
tries
+
Offer encouragement
miss
+
encourage
lock
+
Comment on natural surroundings
place
+
nature
a chokehold on
+
Ask about the surrounding area
take
+
surroundings
down by the
+
area
throw
+
Invoke true name to banish listener
pinch
+
invoke
gouge
+
name
bend
+
banish
release
+
Invoke true name to compel service from listener
loosen
+
service
the joint lock of
+
Accuse listener of being a night creature
the choke hold of
+
creature
break
+
Say goodbye
the grip of
+
goodbye
struggle
+
done
in vain against the grip of
+
quit
shake
+
Bypass greeting (new menu)
around by the
+
bypass
is ripped away and remains in
+
skip
mouth
+
Change the subject (new menu)
grip
+
change
lose
+
subject
hold of the
+
back
strangle
+
Return to current topic (new menu)
pass
+
return
out.
+
Refuse to share this information
adjust
+
Say that you have no family
grab
+
Say that you don't remember
misses
+
Ask what happened
locks
+
what
places
+
happened
takes
+
Ask listener to join you and be rescued
throws
+
Give report pertaining to service as a
pinches
+
duty
gouges
+
report
bends
+
Praise listener for completing the task
loosens
+
praise
breaks
+
task
struggles
+
Request duty or advice pertaining to service as a
shakes
+
advice
loses
+
Refuse invitation to become a
adjusts
+
decline
grabs
+
Accept invitation to become a
leap at
+
accept
charge at
+
Refuse request to become a
from the side
+
Accept as a
surprised by the ferocity of
+
Revoke listener's status as a
onslaught!
+
revoke
scramble
+
Invite listener to become a
roll
+
invite
jump
+
Ask to become a
away
+
Ask to be rescued
collide
+
Reply to greeting
knocked over
+
reply
and tumble
+
Refuse conversation
backward
+
Reply to greeting (impersonation)
bounce
+
impersonate
You tangle together and fall over!
+
State
You tangle together and tumble forward!
+
's location
leaps at
+
to be
charges at
+
suggest
looks
+
Suggest talking to
scrambles
+
to offer condolences
rolls
+
Suggest traveling to
jumps
+
to find a relative
collides
+
State that you weren't acquainted
and tumbles
+
Tell listener to enjoy peace and remain vigilant
bounces
+
enjoy
They tangle together and fall over!
+
vigilant
They tangle together and tumble forward!
+
Offer condolences
has moved out of range!
+
condolences
strikes
+
sorry
NO_SUB
+
Ask listener's course of action
push
+
action
let
+
Request suggestion for course of action
drop away as
+
Ask listener to join you on adventures
attack
+
adventure
catch
+
Ask listener to guide you to a location
strike at
+
guide
but the shot is
+
site
deftly
+
place
just barely
+
Respond to join request
easily
+
respond
parried
+
Ask listener to join you in a rescue
by
+
Ask listener to join you in an insurrection
but the shot is blocked!
+
State opinion that it must be stopped with violent force
attack
+
force
but
+
State opinion that it is not your problem
away from
+
State opinion that it was inevitable
silently
+
inevitable
The force pulls the
+
State opinion that this is the life for you
The force twists the
+
life
The force bends the
+
State opinion that it is sad but not unexpected
have
+
expected
become enraged!
+
State opinion that it is terrible
but the shot is blocked
+
terrible
block
+
State opinion that it is terrifying
effortlessly
+
terrifying
narrowly
+
State that you don't know anything about it
deflected
+
State that you are right in all matters
bat
+
right
aside
+
State that it is terrific
out of the air
+
terrific
pushes
+
State that it is for the best
lets
+
best
attacks
+
State that you don't care
catches
+
State your general hatred
strikes at
+
hate
attacks
+
State your general fear
blocks
+
afraid
bats
+
fright
corrected null contaminant
+
Grant sleep permission
specks
+
grant
dusting
+
Deny sleep permission
coating
+
deny
spatter
+
Comply with order
smear
+
comply
covering
+
Agree to follow
myself
+
Apologize for being otherwise occupied
yourself
+
apologize
were
+
occupied
will be
+
Refer listener to somebody older
are
+
refer
will
+
older
appearing
+
Ask listener to come closer
appeared
+
closer
appear
+
Do business
appears
+
business
destroying
+
Initiate bartering
destroyed
+
Ask listener to come to the trade depot later
destroy
+
later
destroys
+
Ask listener to come to your store later
speaking
+
Ask listener to come to the market later
spoke
+
Tell listener to try a shopkeeper
speak
+
shopkeeper
speaks
+
Tell listener about
burn
+
Provide directions to
burns
+
Recommend
flooding
+
as a guide
flooded
+
Profess total ignorance
floods
+
Tell the listener that
rewarding
+
is dead
rewarded
+
dead
reward
+
Provide the whereabouts of
rewards
+
Explain your current journey
annoyed
+
explain
satisfied
+
Say something about this site's trade partners
grouchy
+
Say something about the local area
grumpy
+
Tell the listener that they've found you
feeling fond
+
found
alarmed
+
Grovel before your new master
shocked
+
grovel
horrified
+
master
feeling grim satisfaction
+
Ask listener to wait until you've returned home
in grief
+
Say something about your family
feeling triumphant
+
Announce that you are hunting in your lair
enraged
+
hunt
excited
+
lair
feeling gaiety
+
Express astonishment at seeing
joyful
+
surprise
feeling love
+
astonished
in acceptance
+
Hawk your wares
feeling admiration
+
hawk
in adoration
+
Yield in terror
feeling affection
+
Yield
agitated
+
Agree to cease hostilities
aggravated
+
Refuse to cease hostilities
in agony
+
Agree to comply with demand
feeling alienated
+
Refuse to comply with demand
feeling ambivalent
+
Refuse to yield
angry
+
Express overwhelming suspicion
anguished
+
outburst
anxious
+
fail
feeling apathetic
+
Fail the struggle against great alarm
aroused
+
Fail the struggle against great shock
astonished
+
Fail the struggle against great horror
feeling aversion
+
Fail the struggle against great grief
awed
+
Bask in great triumph
bored
+
bask
feeling caring
+
Fail the struggle against great rage
contemptuous
+
Bask in great grim satisfaction
content
+
Fail the struggle against great fear
dejected
+
Fail the struggle against great sadness
delighted
+
Bask in great satisfaction
in despair
+
Bask in great love
disgusted
+
Bask in great bliss
disillusioned
+
Bask in great joy
feeling dislike
+
Bask in great vengefulness
dismayed
+
Fail the struggle against great terror
displeased
+
State feelings of great suspicion
distressed
+
Verbally struggle against great alarm
eager
+
struggle
elated
+
Verbally struggle against great shock
embarrassed
+
Verbally struggle against great horror
empathetic
+
Verbally struggle against great grief
feeling empty
+
State feelings of great triumph
feeling enjoyment
+
State feelings of great grim satisfaction
feeling ferocious
+
Verbally struggle against great fear
feeling free
+
Verbally struggle against great sadness
frightened
+
State feelings of great satisfaction
frustrated
+
State feelings of great love
gleeful
+
State feelings of great bliss
gloomy
+
State feelings of great joy
feeling gratitude
+
State feelings of great vengefulness
feeling guilty
+
Verbally struggle against great terror
happy
+
State feelings of suspicion
taking hope
+
Verbally struggle against alarm
feeling hopeless
+
Verbally struggle against shock
insulted
+
Verbally struggle against horror
irritated
+
Verbally struggle against grief
isolated
+
State feelings of triumph
jubilant
+
Fail the struggle against rage
feeling loathing
+
State feelings of grim satisfaction
lonely
+
Verbally struggle against fear
outraged
+
Verbally struggle against sadness
pleased
+
State feelings of satisfaction
feeling rejected
+
State feelings of love
regretful
+
State feelings of bliss
remorseful
+
State feelings of joy
indignant
+
State feelings of vengefulness
feeling self-pity
+
Verbally struggle against terror
feeling servile
+
State minor feeling of suspicion
shaken
+
Dismiss minor feeling of alarm
sympathetic
+
dismiss
feeling tenderness
+
Dismiss minor feeling of shock
thrilled
+
Dismiss minor feeling of horror
uneasy
+
Dismiss minor feeling of grief
unhappy
+
State minor feeling of triumph
in wonder
+
Dismiss minor feeling of rage
worried
+
State minor feeling of grim satisfaction
wrathful
+
Dismiss minor feeling of fear
in existential crisis
+
Dismiss minor feeling of sadness
feeling defeated
+
State minor feeling of satisfaction
feeling expectant
+
State minor feeling of love
in doubt
+
State minor feeling of bliss
pessimistic
+
State minor feeling of joy
euphoric
+
State minor feeling of vengefulness
emotionless
+
Dismiss minor feeling of terror
the library
+
Acknowledge lack of suspicion
the treasury
+
Acknowledge lack of alarm
the throne room
+
Acknowledge lack of shock
the counting house
+
Acknowledge lack of horror
the guildhall
+
Acknowledge lack of grief
the tower
+
Acknowledge lack of triumph
the dormitory
+
Acknowledge lack of rage
the dining hall
+
Acknowledge lack of grim satisfaction
The library
+
Acknowledge lack of fear
The treasury
+
Acknowledge lack of sadness
The throne room
+
Acknowledge lack of satisfaction
The counting house
+
Acknowledge lack of love
The guildhall
+
Acknowledge lack of bliss
east
+
Acknowledge lack of joy
right around here
+
Acknowledge lack of vengefulness
sermon on
+
Acknowledge lack of terror
telling of the story of
+
Make terrified outburst regarding fleeing conflict
recitation of
+
State intention to flee conflict
playing
+
State your age emphatically
singing
+
Say something about your profession
performance of
+
Announce your night creature status
dancing
+
announce
performance
+
State your incredulity
One should always respect the law.
+
incredulity
Society flourishes when law breakers are punished.
+
failed to load conflict report incident
Nothing gives them the right to establish these laws.
+
!ARG
No law can do justice to the complexity of life.
+
<SWAP>
Some laws are just, while others were made to be broken.
+
MATERIAL
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
+
USE_MATERIAL
I consider laws to be more of a suggestion than anything.
+
USE_MATERIAL_TEMPLATE
You must never forget true loyalty.  Repay it in full.
+
Unrecognized Material Template:
How can society function without loyalty?  We must be able to have faith in each other.
+
SELECT_MATERIAL
One must always be loyal to their cause and the ones they serve.
+
PLUS_MATERIAL
Don't serve anyone blindly.  You'll only get into trouble.
+
REMOVE_MATERIAL
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
+
TISSUE
Never lose yourself in loyalty.  You know what is best for yourself.
+
USE_TISSUE
Loyalty has value, but you should always keep the broader picture in mind.
+
USE_TISSUE_TEMPLATE
You should only maintain loyalty so long as something more important is not at stake.
+
Unrecognized Tissue Template:
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
+
SELECT_TISSUE
How great it is to be surrounded by family!
+
REMOVE_TISSUE
You can always rely on your family when everything else falls away.
+
CASTE
Family is the true bond that keeps society thriving.
+
USE_CASTE
I was always irritated by family.
+
SELECT_CASTE
We cannot choose our families, but we can choose to avoid them.
+
SELECT_ADDITIONAL_CASTE
I hold the relationships I've forged myself over family ties I had no part in creating.
+
DEFAULT
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
+
Caste Selection Fails:
You can't always rely on your family, but it's good to know somebody is there.
+
BIOME
There's nothing like a good friend.
+
PROFESSION_NAME
Surround yourself with friends you can trust and you will be unstoppable.
+
FANCIFUL
When all other bonds wither, friendship will remain.
+
DOES_NOT_EXIST
Be careful of your so-called friends.
+
LARGE_ROAMING
Friends are future enemies.  I don't see the difference.  People do as they must.
+
LOOSE_CLUSTERS
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
+
VERMIN_FISH
Friends are nice, but you should keep your priorities straight.
+
VERMIN_SOIL
Strive for power.
+
VERMIN_SOIL_COLONY
Power over others is the only true measure of worth.
+
ARTIFICIAL_HIVEABLE
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
+
UBIQUITOUS
There's nothing admirable about bullying others.
+
HIVE_PRODUCT
It is abhorrent to seek power over other people.
+
VERMIN_EATER
The struggle for power must be balanced by other considerations.
+
VERMIN_GROUNDER
You should always tell the truth.
+
VERMIN_ROTTER
There is nothing so important that it is worth telling a lie.
+
MUNDANE
Everything is so much easier when you just tell the truth.
+
FREQUENCY
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
+
CHANGE_FREQUENCY_PERC
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.
+
UNDERGROUND_DEPTH
Don't think about the truth, whatever that is.  Just say what needs to be said.
+
POPULATION_NUMBER
There are times when it is alright not to tell the whole truth.
+
CLUSTER_NUMBER
It is best not to complicate your life with lies, sure, but the truth also has its problems.
+
TRIGGERABLE_GROUP
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
+
GENERAL_BABY_NAME
I do admire a clever trap.
+
GENERAL_CHILD_NAME
There's no value in all of this scheming I see these days.
+
GLOWCOLOR
Be shrewd, but do not lose yourself in guile.
+
CREATURE_TILE
I do admire a clever turn of phrase.
+
CREATURE_SOLDIER_TILE
I can appreciate the right turn of phrase.
+
GLOWTILE
Who are these mealy-mouthed cowards trying to impress?
+
ALTTILE
They are so full of all those big words.
+
SOLDIER_ALTTILE
There is a time for artful speech, and a time for blunt speech as well.
+
GOOD
Always deal fairly.
+
EVIL
Don't be afraid to do anything to get ahead in this world.
+
SAVAGE
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.
+
EQUIPMENT_WAGON
Please maintain your dignity.
+
PREFSTRING
What do you care how I speak or how I live?
+
SPEECH
I can see a place for maintaining decorum, but it's exhausting to live that way.
+
SPEECH_MALE
Some things should never change.
+
SPEECH_FEMALE
It's admirable when the traditions are upheld.
+
GENERATED
We need to find a better way than those of before.
+
SOURCE_HFID
We need to move beyond traditions.
+
Unrecognized Creature Token:
Some traditions are worth keeping, but we should consider their overall value.
+
CREATURE
Art is life.
+
COPY_TAGS_FROM
The creative impulse is so valuable.
+
Unrecognized Creature Copy (Order is important!):
What's so special about art?
+
APPLY_CREATURE_VARIATION
Art?  More like wasted opportunity.
+
Unrecognized Creature Variation:
Art is complicated.  I know what I like, but some I can do without.
+
APPLY_CURRENT_CREATURE_VARIATION
We should all work together.
+
GO_TO_START
It's better to work alone when possible, I think.  Cooperation breeds weakness.
+
GO_TO_END
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
+
GO_TO_TAG
I treasure my freedom.
+
GO_TO_TAG could not find target, setting to end:
Nobody is free, and it is pointless to act as if you are.
+
*** Error(s) finalizing the creature
Personal freedom must be tempered by other considerations.
+
Creature Tissue Material Failure:
One should not complain or betray any feeling.
+
(empty tissue)
Do not hide yourself behind an unfeeling mask.
+
(no mat1)
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
+
(no mat3)
The quest for knowledge never ends.
+
Custom tissue shape not found:
All of that so-called knowledge doesn't mean a thing.
+
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
Knowledge can be useful, but it can also be pointless or even dangerous.
+
: Special attack material missing state -- set to liquid
It is important to discover yourself.
+
: Special attack interaction token not recognized :
Why would I waste time thinking about myself?
+
, layer
Some time spent in reflection is admirable, but you must not forget to live your life.
+
was not found, using first tissue instead
I think self-control is key.  Master yourself.
+
: Tissue
Why deny yourself your heart's desire?
+
: No tissue thickness
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.
+
data/speech/
The mind thinks best when the world is at rest.
+
Custom butcher object shape not found:
Give me the bustle and noise over all that quiet!
+
: Cannot find SPECIFIC_FOOD:PLANT token
I like a balance of tranquility and commotion myself.
+
: Cannot find SPECIFIC_FOOD:CREATURE token
We should all be as one.  Why all the struggling?
+
Unrecognized Color Token:
We grow through debate and struggle, even chaos and discord.
+
LOCAL_CREATURE_MAT
Some discord is a healthy part of society, but we must also try to live together.
+
Walk
Be merry!
+
Crawl
It's great when we all get a chance to be merry together.
+
Swim
Bah!  I hope you aren't celebrating something.
+
Climb
Merriment is worthless.
+
ADD_COLOR
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.
+
a girl
An artisan, their materials and the tools to shape them!
+
a boy
Masterwork?  Why should I care?
+
a child
A tool should get the job done, but one shouldn't obsess over the details.
+
twins
A skilled warrior is a beautiful sight to behold.
+
triplets
Why this obsession with weapons and battle?  I don't understand some people.
+
quadruplets
The world isn't always safe.  I can see the value in martial training, the beauty even, but it shouldn't be exalted.
+
quintuplets
We should all be so lucky as to truly master a skill.
+
sextuplets
The amount of practice that goes into mastering a skill is so impressive.
+
septuplets
Everyone should broaden their horizons.  Any work beyond learning the basics is just a waste.
+
octuplets
All of that practice is misspent effort.
+
nonuplets
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.
+
decaplets
There's more to life than becoming great at just one thing, but being good at several isn't bad!
+
undecaplets
In life, you should work hard.  Then work harder.
+
duodecaplets
Hard work is the true sign of character.
+
tredecaplets
The best way to get what you want out of life is to work for it.
+
quattuordecaplets
It's foolish to work hard for anything.
+
quindecaplets
You shouldn't whittle your life away on working.
+
many babies
Hard work is bested by luck, connections and wealth every time.
+
NUMBERED_NAME
An earnest effort at any required tasks.  That's all that's needed.
+
zombie
I only work so hard, but sometimes you have to do what you have to do.
+
BODY_APPEARANCE_MODIFIER
Hard work is great.  Finding a way to work half as hard is even better.
+
SET_BP_GROUP
We must be ready to sacrifice when the time comes.
+
PLUS_BP_GROUP
Why harm yourself for anybody else's benefit?
+
SET_TL_GROUP
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.
+
PLUS_TL_GROUP
It's a competitive world, and you'd be a fool to think otherwise.
+
TISSUE_STYLE_UNIT
All of this striving against one another is so foolish.
+
TSU_NOUN
There is value in a good rivalry, but such danger as well.
+
TISSUE_LAYER_APPEARANCE_MODIFIER
Keep going and never quit.
+
SHEARABLE_TISSUE_LAYER
Anybody that sticks to something a moment longer than they have to is an idiot.
+
Shearable Tissue
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.
+
Was Not Used
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?
+
BP_APPEARANCE_MODIFIER
It's best to slow down and just relax.
+
BP Mod
There's work to be done!
+
APP_MOD_DESC_RANGE
Time spent in leisure is such a waste.
+
APP_MOD_NOUN
There's some value in leisure, but one also has to engage with other aspects of life.
+
APP_MOD_IMPORTANCE
Trade is the life-blood of a thriving society.
+
APP_MOD_RATE
All of this buying and selling isn't honest work.
+
NO_END
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.
+
TL_COLOR_MODIFIER
There's nothing like a great romance!
+
Color Mod Ending With (
These people carrying on about romance should be more practical.
+
) Was Not Used
You shouldn't get too carried away with romance, but it's fine in moderation.
+
TLCM_TIMING
It's wonderful to be out exploring the wilds!
+
TLCM_NOUN
I could do without all of those creatures and that tangled greenery.
+
TLCM_IMPORTANCE
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.
+
APP_MOD_GENETIC_MODEL
Let there be peace throughout the world.
+
TLCM_GENETIC_MODEL
How I long for the beautiful spectacle of war!
+
CASTE_SPEECH
War is sometimes necessary, but peace must be valued as well, when we can have it.
+
POP_RATIO
Uhh...
+
FEATURE_ATTACK_GROUP
I've
+
CHILD
I have
+
BABY
been
+
CASTE_PROFESSION_NAME
considering
+
CHILDNAME
praying
+
BABYNAME
the subject of
+
AQUATIC
the concept of
+
AMPHIBIOUS
the idea of
+
MOUNT
the theme of
+
MOUNT_EXOTIC
It's a great day to fall in love all over again.
+
LIKES_FIGHTING
People do get so carried away sometimes, but not I.
+
LIKESFIGHTING
Sometimes I just don't like somebody.
+
PEARL
How can someone be so consumed by hate?
+
VEGETATION
I get so jealous sometimes.
+
MAGICAL
I don't understand how somebody can become so obsessed by what somebody else has.
+
NATURAL
Be happy!
+
NATURAL_ANIMAL
Is there something to be happy about?
+
SUPERNATURAL
It really gets me down sometimes.
+
VERMIN_HATEABLE
How can people be so glum?
+
COLONY_EXTERNAL
I have trouble controlling my temper.
+
DIE_WHEN_VERMIN_BITE
People can be so angry, and I just don't understand it.
+
REMAINS_ON_VERMIN_BITE_DEATH
W... worried?  Do I look worried?
+
REMAINS_UNDETERMINED
There's nothing to be upset about.
+
BODY
I'm feeling randy today!
+
Duplicate Body Token:
I just don't understand these flames of passion people go on about.
+
Unrecognized Creature Caste Body Token:
I don't handle pressure well.
+
Body Token Recognized But Could Not Connect:
I'm at my best under pressure.
+
BODYGLOSS
Yes, I want more.  Is that so bad?
+
Unrecognized Creature Caste Body Gloss Token:
Why are they so fixated on these baubles?
+
RELSIZE
I could really use a drink.
+
RETRACT_INTO_BP
So I overindulge sometimes.
+
CAN_DO_INTERACTION
Sometimes I think I need a drink, but I can control myself.
+
CDI token precedes any CAN_DO_INTERACTION tag:
I am not governed by urges.
+
Unrecognized CDI Token:
There's nothing like a good brawl.
+
EXTRA_BUTCHER_OBJECT
Why must they be so violent?
+
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
Get me going and I won't stop for anything.
+
EBO_ITEM
Maybe I give up too early sometimes.
+
ANY_HARD_STONE
I don't always do things in the most efficient way.
+
EBO_SHAPE
We must be careful not to waste.
+
ATTACK
I don't mind stirring things up.
+
BODYPART
It's so great when everybody just gets along.
+
TISSUE_LAYER
You're so perceptive!
+
CHILD_BODYPART_GROUP
You don't care, so don't ask.
+
CHILD_TISSUE_LAYER_GROUP
I try to live and behave properly.
+
Attack
What's this about proper living?
+
seems to have correct format but could not find proper BPs in any caste, so not added
I was never one to follow advice.
+
ATTACK_SKILL
I'm not much of a decision maker.
+
ATTACK_VERB
Have no fear.
+
ATTACK_CONTACT_PERC
Bravery is not a strength of mine.
+
ATTACK_PENETRATION_PERC
We will be successful.
+
ATTACK_PRIORITY
I don't think I'm cut out for this.
+
MAIN
I look splendid today.
+
ATTACK_VELOCITY_MODIFIER
Some people are so wrapped up in themselves.
+
ATTACK_PREPARE_AND_RECOVER
My goals are important to me.
+
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
I don't feel like I need to chase anything.
+
ATTACK_FLAG_BAD_MULTIATTACK
One should always return a favor.
+
ATTACK_FLAG_CANLATCH
It's not a gift if you expect something in return.
+
ATTACK_FLAG_WITH
I like to dress well.
+
ATTACK_FLAG_EDGE
I wouldn't feel comfortable getting all dressed up.
+
SPECIALATTACK_INTERACTION
Did you hear the one about the
+
SPECIALATTACK_INJECT_EXTRACT
and the
+
SPECIALATTACK_SUCK_BLOOD
That isn't funny.
 
Don't get on my bad side.
 
You shouldn't waste your life on revenge.
 
I am a very, very important person.
 
Oh, I'm nothing special.
 
There's no room for mercy in this world.
 
Show some mercy now and again.
 
I'm concentrating on something.
 
Huh?  What was that?
 
I'm feeling optimistic about the future.
 
It won't turn out well.
 
I'm curious.  Tell me everything!
 
I don't really want to know.
 
I wonder what they think.
 
Who cares what they think?
 
I don't feel like telling you about it.
 
I could tell you all about it!
 
If you have a task, do it properly.
 
It's not perfect, but it's good enough.  Why fret about it?
 
I'm not going to change my mind.
 
Try to keep an open mind.
 
Everybody has their own way of life.
 
I don't understand why they have to be that way.
 
Friendship is forever.
 
I don't really get attached to people.
 
I go with the flow sometimes.
 
Don't bother trying to play on my emotions.
 
I'm happy to help.
 
Why should I help?
 
Do your duty.
 
I don't like being obligated to anybody.
 
Oh, I don't usually think much.
 
One must always carefully consider the correct course of action.
 
Everything just so in its proper place!
 
It's my mess.
 
People are basically trustworthy.
 
My trust is earned, and not by many.
 
It's such a joy to be with people.
 
I prefer to be by myself.
 
People should listen to what I have to say.
 
I try not to interrupt.
 
There's so much to be done!
 
What's the rush?
 
I need some more excitement in my life.
 
I'd just as soon not have anything too exciting happen today.
 
Do you have dreams?  Tell me a story!
 
Try to focus on the practical side of the matter.
 
I encountered a fascinating conundrum recently.
 
A great piece of art is one that moves me.
 
I guess I just don't appreciate art.
 
I cannot stand the world any longer...
 
Everything is all piling up at once!
 
I'm feel like I'm about to snap.
 
I just don't care anymore...
 
I feel so tired of everything.
 
I can't take much more of this!
 
I feel angry all the time.
 
I'm feeling really worn down.
 
It's all starting to get me down.
 
I've been feeling anxious.
 
I get fed up sometimes.
 
I've been under some pressure.
 
I'm doing
 
fine
 
alright
 
Everything's
 
good
 
I've been
 
I feel
 
just fine
 
I'm
 
Somebody help!
 
Ah...  uh...
 
The horror...
 
Rawr!!!
 
Waaaaa...
 
The pain!
 
How incredibly satisfying!
 
Oh joyous occasion!
 
The love overwhelms me!
 
Such sweet bliss!
 
Every last one of you will pay with your lives!
 
Ahhhhhhh!  No!
 
Eek!
 
What is the meaning of it all?!
 
I can't believe how great I feel!
 
That's incredibly suspicious!
 
What's going on?!
 
What's that?!
 
The horror consumes me!
 
I cannot be overwhelmed by grief!
 
Fantastic!
 
I am so enraged!
 
Yes!  It is done.
 
I must not succumb to fear!
 
I feel such unbearable sadness...
 
That was very satisfying!
 
I am so happy!
 
I feel such love!
 
How blissful!
 
I will take revenge!
 
I must press on!
 
I am in complete accord with this!
 
How admirable!
 
Such adoration I feel!
 
How affectionate I am!
 
How agitating!
 
This is so aggravating!
 
The agony is too much!
 
I feel so alienated...
 
Wow!  That's amazing!
 
I am so torn over this...
 
Ha ha!  So amusing!
 
I am so angry!
 
The anguish is overwhelming...
 
How annoying!
 
It's annoying.
 
I'm annoyed.
 
That's annoying.
 
So annoying!
 
I'm so anxious!
 
I could not care less.
 
I am very aroused!
 
Astonishing!
 
I really need to get away from this.
 
I'm awe-struck!
 
I'm terribly bitter about this...
 
This is so boring!
 
I care so much!
 
I'm so incredibly confused...
 
I can't describe the contempt I feel...
 
I am so content about this.
 
I feel so dejected...
 
How very delightful!
 
I despair at this!
 
My disappointment is palpable!
 
How disgusting!
 
How naive I was...  this strikes me to the core.
 
I feel such an intense dislike...
 
Everything is coming apart!
 
I am very, very displeased.
 
What shall I do?  This is a disaster!
 
I can't wait to get to it!
 
Such elation I feel!
 
How embarrassing!
 
I feel such empathy!
 
I feel so empty inside...
 
How enjoyable!
 
So exasperating!
 
How exhilarating!
 
You will know my ferocity!
 
I'm feeling so fond!
 
Such freedom I feel!
 
Such a fright!
 
How frustrating!
 
Glee!
 
The gloom blankets me...
 
How glum I am...
 
I am so grateful!
 
It makes me so grouchy!
 
Not that it's your business!  Harumph!
 
The guilt is almost unbearable!
 
Such happiness!
 
I am consumed by hatred.
 
I am filled with such hope!
 
There is no hope!
 
The humiliation!
 
Such an offense!
 
How incredibly interesting!
 
How irritating!
 
I feel so isolated!
 
Such a jolly time!
 
How jovial I feel!
 
Such jubilation I feel!
 
I crawl with such unbearable loathing!
 
I'm so terribly lonely!
 
I'm overcome by lust!
 
Such misery!
 
The mortification overwhelms me!
 
I am so nervous!
 
Such nostalgia!
 
My optimism is unshakeable!
 
This is such an outrage!
 
I'm panicking!  I'm panicking!
 
My patience is as the still waters.
 
I burn with such passion!
 
How pleasurable!
 
I am so proud!
 
Such total rapture!
 
Such rejection!  I cannot stand it.
 
Such a relief!
 
I have so many regrets...
 
I feel such remorse!
 
I repent!  I repent!
 
I am overcome by such resentment...
 
I feel so restless!
 
I have been so wronged!
 
Why does it keep happening to me?  Why me?!
 
I live to serve...  my dear master...
 
I can't take it!
 
I am so ashamed!
 
I feel such sympathy!
 
The tenderness I feel!
 
It's so thrilling!
 
I feel so uneasy!
 
Such unhappiness!
 
The wonder!
 
I'm so worried!
 
I am filled with such wrath!
 
Nothing shall stand in my way!
 
What am I even doing here?
 
I feel so defeated...
 
I know it will come to pass!
 
I am wracked by doubts!
 
Let's go!
 
This cannot possibly end well...
 
I feel so good!
 
Such gaiety!
 
This is so exciting!
 
That's suspicious!
 
That's alarming!
 
Most shocking!
 
This is truly horrifying.
 
I am almost overcome by grief.
 
This is great!
 
I am about to lose it!
 
It is done.
 
Begone fear!
 
I cannot give in to sadness.
 
I am very satisfied.
 
This is a joyous time.
 
This is love.
 
How blissful I am.
 
I will have my revenge.
 
I am not scared!
 
I accept this.
 
I admire this.
 
I adore this.
 
I'm feeling affectionate.
 
This is driving me to agitation.
 
I'm very aggravated.
 
The agony I feel...
 
I feel alienated.
 
That's amazing!
 
I have strong feelings of ambivalence.
 
That's very amusing.
 
I'm very angry.
 
I feel so anguished...
 
That's very annoying.
 
It makes me very anxious.
 
It would be hard to care less.
 
I'm aroused!
 
It's quite astonishing.
 
I'm very averse to this.
 
Awe-inspiring...
 
It makes me very bitter.
 
It's really boring.
 
I really care.
 
I'm so confused.
 
Contemptible!
 
I'm very content.
 
I'm feeling very dejected.
 
This is delightful!
 
I feel such despair...
 
I am very disappointed.
 
So disgusting...
 
I've become so disillusioned.  What now?
 
I really don't like this.
 
It has all gone wrong!
 
This is quite displeasing.
 
I'm so distressed about this!
 
I'm very eager to get started.
 
I'm so elated.
 
This is so embarrassing...
 
I'm very empathetic.
 
I feel such emptiness.
 
I really enjoyed that!
 
I'm quite exasperated.
 
That was very exhilarating!
 
I'm feeling so ferocious!
 
I'm very fond.
 
I feel so free.
 
That was so frightful.
 
This is very frustrating.
 
I'm so gleeful.
 
It makes me so gloomy.
 
I feel so glum.
 
I'm very grateful.
 
It makes me very grouchy.
 
Harumph!
 
I feel so guilty.
 
I am so happy.
 
The hate burns within me.
 
I am very hopeful.
 
I feel hopeless.
 
This is so humiliating.
 
I am very insulted.
 
It's very interesting.
 
I'm very irritated by this.
 
I feel very isolated.
 
I'm feeling so jolly.
 
I'm very jovial.
 
I feel much jubilation.
 
I feel so much loathing...
 
I'm very lonely.
 
I feel such lust.
 
I'm so miserable.
 
I'm so mortified...
 
I'm very nervous.
 
I'm feeling very nostalgic.
 
I'm quite optimistic.
 
This is an outrage!
 
I'm really starting to panic.
 
I'm very patient.
 
I feel such passion.
 
I'm very pleased.
 
I am very proud.
 
I am so spiritually moved!
 
I feel so rejected.
 
I'm so relieved.
 
I'm so regretful.
 
I'm truly remorseful.
 
I must repent.
 
I'm very resentful.
 
I'm really restless.
 
I feel so wronged.
 
This is such a hardship for me!
 
I live to serve.
 
This leaves me so shaken.
 
I feel such shame.
 
I'm very sympathetic.
 
I feel such tenderness.
 
This is quite a thrill!
 
I feel very uneasy.
 
I'm very unhappy.
 
I am filled with wonder.
 
I'm very worried.
 
I am wrathful.
 
I shall accomplish much!
 
What is the meaning of life...
 
I've been defeated.
 
Things are going to happen.
 
I'm very doubtful.
 
I feel enthusiastic!
 
I really don't see this working out.
 
I'm feeling great!
 
The gaiety I'm feeling!
 
This is really exciting!
 
How suspicious...
 
That was alarming.
 
I will master myself.
 
This cannot horrify me.
 
I must let grief pass me by.
 
I feel like a victor.
 
I'm a little angry.
 
It has come to pass.
 
This doesn't scare me.
 
I feel somewhat sad.
 
That was satisfying.
 
This
 
 
Attributes remaining:  
 
Attributes remaining:  
: Next      
+
: Done      
 +
: Back
 
  to change
 
  to change
Home
+
Name:
Occupation
+
: Abort
Beliefs
+
Background:
: Select (may reset occupation and beliefs)
+
: Background
Squad member
+
Locally Important
: Believe
+
: Enter First Name
: Doubt
 
: Set First Name
 
 
: Customize Name
 
: Customize Name
 
: Random Name
 
: Random Name
 
: Become  
 
: Become  
: Next
+
: Go!
: Randomize
+
** Unretiring Adventurer **
Note: This character's appearance is governed by local population information.
+
** Starting Adventurer **
Certain shapes and colors might not occur without full randomization.
+
invalid lair entrance
: Fully randomize, without respecting population information
+
Dawn is breaking.
Set your
+
It is noon.
personality
+
Night is falling.
here.
+
You struggle for
denotes the default cultural value.
+
You cannot see.
Your personality facets might be restricted based on your creature type.
+
You cannot read.
Loyalty
+
You read
Friendship
+
It has no writing.
Cunning
+
The pages are blank.
Artwork
+
It has no pages.
Cooperation
+
You pull out
Stoicism
+
Fill
Self-control
+
stagnant
Tranquility
+
salt
Harmony
+
Heat
Merriment
+
near lava
Craftsmanship
+
near magma
Hard Work
+
near burning trunk
Leisure Time
+
  near burning branches
Commerce
+
  near burning twigs
No love  <->    Loves easily
+
  near burning cap
No hate  <->    Hates easily
+
  near fire
No envy  <->  Envies easily
+
  near campfire
Cheerless <-> Easily cheerful
+
You fill your
No sadness  <->  Easily sad
+
  is empty.
No anger <->  Easily angered
+
It won't fit in your
No anxiety <->  Very anxious
+
Your  
No lust      <->      Lustful
+
  is already full.
    --> Vulnerable to stress
+
You heat the  
                  --> Greedy
+
to no effect.
              --> Intemperate
+
  is hot enough already.
Avoid fights <-> Like brawls
+
Suck
Quits easily <-> Too stubborn
+
Drink
Meanness  <->  Wastefulness
+
Eat
Harmony      <->      Discord
+
Ignite
Quarreler    <->    Flatterer
+
Make Campfire (
Rude        <->        Polite
+
You don't feel safe enough to make a campfire.
Overreliant <> Disdain advice
+
You make a campfire.
Fearful    <->      Fearless
+
The steam around the vegetation stops you from setting the fire.
Pusillanimous - Overconfident
+
The vegetation is submerged.
                    --> Vain
+
The vegetation is too wet.
                --> Ambitious
+
You set a fire.
      --> Sense of gratitude
+
Attack error
Austere    <->    Extravagant
+
Interact with
Humorless      <->      Zany
+
Push
                --> Vengeful
+
Ride
No self-esteem  <->    Proud
+
, push off toward
Merciful - Impartial - Cruel
+
Guide
Scatterbrained - Singleminded
+
Charge
Despairs - Hopeful - Presumes
+
Move to
Incurious    <->    Curious
+
/Air
Shameless    <->    Bashful
+
/Water
Overshares    <->    Private
+
Lava
Inattentive <-> Perfectionist
+
Magma
Acquiescing <-> Resists ideas
+
Climb to
    --> Tolerates differences
+
holding
    --> Emotionally obsessive
+
releasing hold
      --> Swayed by emotions
+
Hang from
              --> Altruistic
+
Hold
                  --> Dutiful
+
Release hold on
Too deliberate <> Thoughtless
+
Attack
Sloppy      <->      Orderly
+
Jump
Distrustful <-> Too trusting
+
Push Object
Loner    <->      Gregarious
+
Hold
Non-assertive <-> Overbearing
+
Release
Leisurely    <->    Frenetic
+
Unsteady
      --> Excitement-seeking
+
Suck Blood
Just facts - Flights of fancy
+
Talk
    --> Inclined to abstract
+
Parry
  --> Inclined to create art
+
Block
Socialize
+
Dodge
Drink alcohol
+
Recover
Pray/Meditate
+
Stand Up
Stay occupied
+
Lie Down
Be creative
+
  to act
Admire art
+
Tracks Visible:
Excitement
+
The cackling fades away.
Learn something
+
You are surrounded by incessant cackling.
Be with family
+
Can I help you with something?
Be with friends
+
You cannot rest until you leave this site.
Hear eloquence
+
You don't feel safe enough to rest.
Uphold tradition
+
You can't rest because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
Self-examination
+
You can't rest until you've stopped the bleeding.
Make merry
+
You can't rest because you can't breathe.
Craft object
+
You can't rest because you are drowning.
Martial training
+
You can't rest because you are dying of thirst.
Practice skill
+
You can't rest because you are starving to death.
Take it easy
+
You can't rest because you are swimming.
Make romance
+
You can't rest until you are on a stable surface.
See animal
+
in play interaction
See great beast
+
You  
Acquire object
+
yourself
Eat good meal
+
Shout out to everybody
Fight
+
The Void
Cause trouble
+
, Deity
Argue
+
, Force
Be extravagant
+
Charging
Wander
+
Moving
Help somebody
+
  (above)
Think abstractly
+
  (below)
Intense Need
+
upward
Strong Need
+
downward
Moderate Need
 
Slight Need
 
: Full customization
 
: Change dream/goal (if possible)
 
Equipment and pet points remaining:
 
: Increase quality (
 
: Increase quality
 
: Decrease quality (
 
: Decrease quality
 
: Remove
 
Adventure awaits! The party:
 
Adventure awaits
 
Detail Your Character
 
Skill remaining:
 
Deceased
 
Skills
 
Dabb
 
Novc
 
Adeq
 
Cmpt
 
Skld
 
Prfc
 
Tltd
 
Adpt
 
Expt
 
Prfn
 
Accm
 
Mast
 
HMas
 
GMas
 
Legd
 
Musical Instruments
 
Poetic Forms
 
Musical Forms
 
Dance Forms
 
Abysmal
 
Super
 
Very small
 
Average-sized
 
Large
 
Very large
 
  for a
 
ClmSk
 
Climb
 
Sneak:
 
Speed:
 
Enraged at all enemies!
 
In a martial trance!
 
Throwing a tantrum!
 
Sunk into depression...
 
Stumbling obliviously!
 
In Flight
 
On the Ground
 
Partially Webbed
 
Partially Paralyzed
 
Sluggish
 
Slightly Numb
 
Bleeding
 
Faint
 
Fever
 
Extreme Pain
 
Pain
 
Exhausted
 
Over-Exert
 
Tired
 
Drowning
 
Winded
 
Nauseous
 
Slumberous
 
Thirsty!
 
Hungry
 
Focused
 
Distracted!
 
Distracted
 
Pray
 
Pray to  
 
Meditate
 
Unfettered
 
Level-headed
 
Untroubled
 
Undistracted
 
Unfocused
 
: View Attributes
 
: View Skills
 
: Health
 
: Kills
 
: Desc
 
: View Wr
 
: Cust
 
Encounter
 
Horseplay
 
Training
 
Lethal
 
Ally:
 
  [DONE]
 
What would you like to wear?
 
What would you like to remove?
 
What would you like to drop?
 
What would you like to throw?
 
With what would you like to interact?
 
With what would you like to eat or drink?
 
What would you like to put inside a container or on a pack animal?
 
Where would you like to put the  
 
Your Inventory
 
to view other pages.
 
when done.
 
No recent announcements.
 
Announcements
 
Sewer Access
 
Tree House
 
The Home Tree
 
Shaping Tree
 
Market Tree
 
Tavern Tree
 
Library Tree
 
Counting Tree
 
Guild Tree
 
Tower Tree
 
Civic Mound
 
Castle Mound
 
Drinking Mound
 
Mead Hall
 
Temple
 
Guildhall
 
Tower
 
Abandoned shop
 
Food imports
 
Clothing imports
 
General imports
 
Cloth shop
 
Leather shop
 
Woven clothing shop
 
Leather clothing shop
 
Bone carver's shop
 
Gem cutter's shop
 
Weaponsmith's shop
 
Bowyer's shop
 
Blacksmith's shop
 
Armorsmith's shop
 
Metal craft shop
 
Leather goods shop
 
Carpenter's shop
 
Stone furniture shop
 
Metal furniture shop
 
Barrow
 
Warehouse
 
Fortress Entrance
 
Trenches
 
  shrine
 
Shrine to  
 
Shrine
 
Empty market
 
Imported goods market
 
Imported food market
 
Imported clothing market
 
Meat market
 
Fruit and vegetable market
 
Cheese market
 
Processed goods market
 
Underground Fortress
 
Underground Farms
 
Underground Stair
 
Hillocks
 
Houses
 
Hillock
 
House
 
Abandoned hillocks
 
Abandoned houses
 
Abandoned hillock
 
Abandoned house
 
Ruined hillocks
 
Ruined houses
 
Ruined hillock
 
Ruined house
 
No significant structures
 
Dining hall
 
Shrine of
 
Dawn is breaking.
 
It is noon.
 
Night is falling.
 
Assume an identity
 
Begin a performance
 
Shout out to everybody
 
The Void
 
, Deity
 
, Force
 
build
 
build a fire
 
fell trees
 
compose
 
write
 
You are still surrounded by cackling.
 
You feel too watched to
 
You don't feel safe enough to  
 
You can't  
 
because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 
until you've stopped the bleeding.
 
because you can't breathe.
 
because you are dying of thirst.
 
because you are starving to death.
 
because you are drowning.
 
because you are swimming.
 
until you are on a stable surface.
 
You must move away from the water before you can
 
You must come down from the mountains before you can
 
until you stop riding this vehicle.
 
until you stop riding this projectile.
 
until you leave this site.
 
You cannot
 
You make a campfire.
 
You cannot fell trees in the arena.
 
You need to be holding an axe.
 
You need to be holding an axe with a sharp edge.
 
You cannot fell the trees here.
 
is a
 
Nobody lives there
 
Few live there
 
A few dozen or less live there
 
Some dozens live there
 
Roughly a hundred live there
 
Well over a hundred live there
 
A few hundred live there
 
Several hundred live there
 
A thousand live there
 
A few thousand live there
 
Thousands live there
 
and it is controlled by
 
is a religion
 
whose adherents worship
 
, the force
 
is the force
 
  They worship at
 
  Their temple
 
is ruined.
 
laboring
 
menacing
 
confused
 
submitting
 
offended
 
plaintive
 
triumphant
 
the word
 
Charging
 
Moving
 
southeast
 
northeast
 
  (above)
 
  (below)
 
upward
 
downward
 
 
Remote:  
 
Remote:  
 
Distant:  
 
Distant:  
Line 12,314: Line 6,884:
 
  with grab
 
  with grab
 
quick
 
quick
 +
heavy
 
wild
 
wild
 
precise
 
precise
Line 12,321: Line 6,892:
 
Holding terrain
 
Holding terrain
 
Releasing hold on terrain
 
Releasing hold on terrain
Mounting
 
Dismounting
 
Leading animal
 
Stop leading animal
 
Holding item
 
Releasing hold on item
 
 
Regaining balance
 
Regaining balance
 
Sucking Blood
 
Sucking Blood
Line 12,336: Line 6,901:
 
Standing Up
 
Standing Up
 
Lying Down
 
Lying Down
strike
 
Offloading site...
 
Strongest Odor:
 
Slp!
 
Sleep!
 
VDrw
 
V Drowsy
 
Drws
 
Thir
 
Dhyd
 
Strv
 
Hngr
 
: Stop
 
: Sneak
 
: Map
 
: Log
 
: Sleep
 
: Tracks
 
: Clouds
 
Sneak
 
: cannot see dawn.
 
: until dawn.
 
: sleep.
 
: wait.
 
You will sleep as necessary until dawn.
 
You will sleep as necessary for
 
hour
 
You will wait, staying awake until dawn.
 
You will wait, staying awake for
 
confirms. 
 
changes hours.
 
You topple the statue!
 
You pull the lever.
 
You break the hatch in!
 
The hatch is operated by a remote mechanism.  You cannot proceed.
 
You pick the lock!
 
You bash the door down!
 
says:  "
 
says, "
 
CHAR
 
[C:6:0:1]
 
is an example of
 
You roll
 
, divining the will of
 
according to the practice of
 
, testing the will of
 
lands on
 
comes up
 
shows
 
Your fate is sealed.
 
Don't you know that
 
is a jealous deity?  Why consult another?
 
You already know the will of
 
Why wasn't
 
, a jealous deity, consulted first?
 
.  Do not tempt fate.
 
Praise
 
for ignoring your hubris. 
 
without bound
 
You are forgiven.
 
You are free to do as you choose.
 
Freedom is allowed even in this.
 
Your happiness is still desired.
 
You are loved.
 
You have been granted mercy.
 
Peace is cherished.
 
Such care for your happiness!
 
Such
 
Such is the spirit of
 
Infinite
 
tender
 
Hubris!
 
have been cursed
 
Look out for a chance encounter.
 
Stay the course.
 
Expect a change.
 
The task will not be completed.
 
The task will be successful.
 
Focus on living in harmony.
 
Fulfillment will be yours.
 
A reckoning awaits.
 
You will awaken to a new possibility.
 
You must reflect on your actions.
 
Beware doubt.
 
Joy is on the horizon.
 
A great sadness is coming.
 
A sudden upheaval is in store.
 
A coming disaster can be delayed, but not avoided.
 
Follow your desire.
 
Rely on willpower to see you through.
 
Beware those that lack passion.
 
All is not as it seems.
 
Have faith and all shall be rejuvenated.
 
Cling not to material things.
 
Hold to hope when all else is lost.
 
Be playful today.
 
Do not be stopped by fear.
 
You will released.
 
Do not take any chances.
 
Look to another for what you need.
 
The partnership is one-sided.
 
There are two sides to every story.
 
Follow your intuition.
 
You will travel far from this place.
 
An important decision awaits your careful deliberation.
 
Beware of ill-conceived plans.
 
Focus today.
 
Be compassionate.
 
Today you will have a moment of weakness.
 
The burden will be lifted soon.
 
You will have a great accomplishment.
 
See to your responsibilities.
 
An end and a new beginning.
 
Do not hold on for too long.
 
Make a change or forever remain.
 
Give up the hopeless cause.
 
Keep your own counsel today.
 
Do not be reckless.
 
You will make your final stand.
 
Be cautious of fatigue today.
 
Ask a question.
 
Do not give them too much.
 
Do not keep everything for yourself.
 
The situation cannot get worse.
 
The enterprise will be a failure.
 
Accept a defeat.
 
Be mindful of others around you.
 
Prepare for disappointment.
 
Consider the consequences carefully.
 
Act quickly today.
 
Be generous today.
 
If you accept the gift, one will be expected in return.
 
Bring comfort to someone today.
 
Now is a time for calm.
 
Your dreams will come true.
 
Beware a rival.
 
Avoid conflict today.
 
Do not avoid a necessary conflict today.
 
Look ahead to the future.
 
An obstacle will present itself.
 
Begin an adventure.
 
You have missed your chance.
 
Accept the loss and move on.
 
Make the decision quickly.
 
Explore today.
 
A new friendship will form.
 
It is not as simple as you think.
 
You will learn something you did not want to know.
 
Follow your desire to reconcile.
 
It is too soon to forgive.
 
Your ambition is misguided.
 
The object of your ambition will be realized.
 
There is no right choice.
 
Rethink your priorities.
 
You will received bad advice.
 
A clever strategy will be required.
 
Take care you are not deceived.
 
Indulge heartily.
 
You will know suffering soon.
 
Rethink your approach.
 
You must reveal the truth.
 
Some changes are inevitable.
 
Whatever happens, it will be for the best.
 
It is time to leave it behind.
 
Do not fear loss.
 
You must face the challenge today.
 
Today, somebody will be cruel.
 
Master yourself today; discipline will be required.
 
Beware a hidden plan.
 
Be practical.
 
Think of others today, not yourself.
 
See to the simple comforts.
 
Think on what came before and what follows.
 
It will not be fair.
 
Believe no one today.
 
See to your legacy.
 
Instability.
 
The effort will reach a culmination.
 
Any success will be fleeting.
 
Make the sacrifice regardless of fear.
 
Do not stall.
 
Make no needless sacrifices.
 
Be sure to keep to a high standard today.
 
Be patient.
 
Take the middle path.
 
You must choose between two extremes.
 
Beware a lack of balance.
 
Be diligent and undistracted.
 
There will be no reward.
 
Persevere though it may be for nothing.
 
Eat not the fruits of your labor.
 
It is a false success.
 
You will be rewarded.
 
a word but you cannot read
 
The cackling fades away.
 
You are surrounded by incessant cackling.
 
 
You are a wanderer of the wilderness.
 
You are a wanderer of the wilderness.
 
Your wanderings have led you to  
 
Your wanderings have led you to  
 +
, a
 
.  You are a stranger here.
 
.  You are a stranger here.
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a
 
 
You are a newly-minted  
 
You are a newly-minted  
 
  of the great  
 
  of the great  
 
.  Destiny is calling!
 
.  Destiny is calling!
You emerged from the wilds and came to be a
+
You are a peasant in
You are a  
 
 
, and you have never strayed far from home.
 
, and you have never strayed far from home.
 
   You are a
 
   You are a
Line 12,548: Line 6,916:
 
  dubious
 
  dubious
 
  worshipper of  
 
  worshipper of  
, and you belong to
+
, the
You've located a
+
goddess
right under you
+
deity
above and
+
, the force
below and
+
which permeates
to the
+
Reunion/
Nameless
+
Death/You
to return to arena.
+
Death/
(still)
+
ProdViol
(moving
+
ExpViol
Performing
+
JobViol
(move to X)
+
SlowLabor
(free to act,
+
Murder
to continue)
+
Disorder
(occupied)
+
BuildDest
You have reached the summit of
+
Vandalism
You are deceased. 
+
Theft
to become somebody else.
+
Robbery
to finish.
+
Blood-drinking
Swimming
+
YieldDemand/
In Air
+
Attack/
Flying
+
Escalation/
Stvg
+
Beast/
Hung
+
Group/
Mortal Wound
+
Tribute/
On Ground
+
NoTribute/
Numb
+
Peace/
Bleeding!
+
NoPeace/
MSk
+
Harass/
Mnt
+
Leave/
Snk
+
Flee/
Spd
+
Abandon/
MtSnk
+
Insurrection
Sneak
+
Overthrow
Speed
+
Failed
You are deceased.  Press
+
Crushed
There is a locked
+
Reclaimed/
here.
+
Founded/
- Bash it down
+
Reclaiming/
- Pick the lock
+
Founding/
- Topple it
+
Invasion/
- Break it in
+
Occupation/
- Pull it
+
Abduction/You
- Raise the bucket
+
Abduction/
- Lower the bucket
+
Civilization
You raise the bucket.
+
Site Government
You lower the bucket.
+
Vessel Crew
Can I help you with something?
+
Migrating Group
You have discovered a
+
Nomadic Group
You cannot travel through the
+
Religion
The Kills of
+
Military Unit
in play interaction
+
Outcast
invalid lair entrance
+
, Dead
There is nothing to do with
+
Enemy
You empty the
+
Criminal
You take out the
+
Devoted
You don't have a suitable container.
+
Loyal
You pack the
+
Aligned
  on to
+
Affiliated
You put the
+
Associated
  into the
+
  member
You eat the
+
mercenary
You drink the
+
  slave
is too salty.
+
Former
is too hot.
+
member
is too cold.
+
mercenary
You lick the
+
slave
No.  That's disgusting.
+
prisoner
You just can't fit any more.
+
Mountain
It's too much!  You feel even more sick.
+
Temperate Freshwater Swamp
It's too much!  You might not be able to keep it down.
+
Temperate Saltwater Swamp
You feel really full.
+
Temperate Freshwater Marsh
You are starting to feel full.
+
Temperate Saltwater Marsh
You empty
+
Tropical Freshwater Swamp
You drop
+
Tropical Saltwater Swamp
NULL artifact on create site map, skipping
+
Mangrove Swamp
Charge
+
Tropical Freshwater Marsh
Move
+
Tropical Saltwater Marsh
Attack
+
Taiga
Jump
+
Temperate Coniferous Forest
Push Object
+
Temperate Broadleaf Forest
Hold
+
Tropical Coniferous Forest
Mount
+
Tropical Dry Broadleaf Forest
Dismount
+
Tropical Moist Broadleaf Forest
Lead animal
+
Temperate Grassland
Release
+
Temperate Savanna
Unsteady
+
Temperate Shrubland
Suck Blood
+
Tropical Grassland
Talk
+
Tropical Savanna
Parry
+
Tropical Shrubland
Block
+
Badlands
Dodge
+
Rocky Wasteland
Recover
+
Sand Desert
Stand Up
+
Tropical Ocean
Lie Down
+
Temperate Ocean
to act
+
Arctic Ocean
Tracks Visible:
+
Temperate Freshwater Pool
Tactical
+
Temperate Brackish Pool
Would you like to take an action?
+
Temperate Saltwater Pool
to view other pages)
+
Tropical Freshwater Pool
Do not alter actions
+
Tropical Brackish Pool
What would you like to do?
+
Tropical Saltwater Pool
Select your combat preferences.
+
Temperate Freshwater Lake
- Current Attack Preference:
+
Temperate Brackish Lake
Strike
+
Temperate Saltwater Lake
Close Combat
+
Tropical Freshwater Lake
According to Opponent
+
Tropical Brackish Lake
- Current Dodge Preference:
+
Tropical Saltwater Lake
Move Around
+
Temperate Freshwater River
Stand Ground
+
Temperate Brackish River
- Current Charge Defense:
+
Temperate Saltwater River
Dodge Away
+
Tropical Freshwater River
   
+
Tropical Brackish River
Dead
+
Tropical Saltwater River
Nearby
+
Subterranean Water
Traveling through
+
Subterranean Chasm
Distant
+
Subterranean Magma
Character chooses their own actions
+
Died in the year
Player controls every action
+
deity
         
+
This person is
You have no party members to become.
+
and your military commander
Party Member
+
This person is one of the
Party Members
+
and your military subordinate
You have no companions.
+
alongside you
Companion
+
You have known this person your entire life.
Companions
+
You have known this person since
: Become another party member
+
birth.
: Party tactical settings
+
You have known each other your entire lives.
Wrestle
+
You last spoke
Ground
+
You have heard this name suggested as a potential guide to faraway places.
Not visible
+
You worship this figure.
How quickly and quietly will
+
This is your lover.
move?
+
This is your prisoner.
: Currently sneaking
+
This is your jailor.
: Not currently sneaking
+
This is your master.
Visual Stealth Factors
+
This is your apprentice.
Darkness
+
This is your traveling companion.
Low Light
+
This is your
Clear
+
You have recently encountered one of these creatures.
Fog/Rain/Snow
+
You have encountered these creatures in the past but not recently.
By Obstacle
+
You have only heard tell of these creatures.
Open Area
+
You have killed
In Vegetation
+
of these creatures.
Non-Prone In Vegetation
+
This creature can be found in
Too Large For Vegetation
+
This creature lives in
No Suitable Vegetation
+
This creature dwells underground.
Gargantuan Profile
+
This event occurred on the
Gigantic Profile
+
in the year
Huge Profile
+
Your reunion with
Very Large Profile
+
The reunion of
Large Profile
+
Your death
Huge Non-Prone Profile
+
The death of
Very Large Non-Prone Profile
+
The insurrection
Large Non-Prone Profile
+
The occupation of
Vanishing Profile
+
Your abduction
Minuscule Profile
+
The abduction of
Tiny Profile
+
Following
Very Small Profile
+
  Saving... 
Small Profile
+
  Stockpile Settings 
Average Profile
+
  Items Desired/Kept By Vehicle 
Average Non-Prone Profile
+
Disconnected Build Overflow
Visual Stealth (w/o Skill)
+
SOAP
Best Possible
+
  Select Item 
Fantastic
+
to select. 
Great
+
to abort.
Good
+
scrollType in parts of the name to narrow your search.
Poor
+
  slabs engraved
Awful
+
Slab engraved
Terrible
+
No slabs engraved
Worst Possible
+
Entombed and memorialized
Quick movement and other actions decrease stealth.
+
Memorialized
  to select.
+
Entombed
Select your movement preferences.
+
Ghost
  - Current Swimming Preference:
+
Not memorialized
When Possible
+
Weapons and Ammunition
When Necessary
+
Furniture
What would you like to do with
+
Siege Equipment
Where would you like to move?
+
Other Objects
Pick up how many? (0-
+
Metal Clothing
Pull
+
Engrave Memorial Slab
Pick
+
Main
Get
+
Siege Engines
Start a new conversation
+
Traps/Levers
Continuing shouting
+
Workshops
Ongoing conversation with
+
Furnaces
Select an identity.
+
Wall/Floor/Stairs/Track
Your new identity:
+
Machine Components
What is your identity's profession?
+
Track
Whom does your identity worship?
+
Building Placement Distance Overflow
Where is your identity from?
+
%s: %s
Filter:
+
Error
: Done entering filter
+
Fatal error
No name
+
Unable to create texture!
No origin
+
INIT FAILED!
No object of worship
+
New window size:
: Assume identity
+
Font size:
: New identity
+
Resizing grid to  
: No identity
+
Resizing font to
You don't believe anything relevant, unfortunately.
+
Dwarf Fortress
Assume an appropriate identity first if you'd like to pretend.
+
data/art/icon.png
You don't know anything specific about this, unfortunately.
+
SDL initialization failure, trying windowed mode
You must compose a piece first (or learn an improvisational form).
+
SDL initialization failure
You can use an option in
+
Requested single-buffering not available
to compose.
+
OpenGL
: Scroll text
+
Resetting textures
What will you say?
+
EMERGENCY: Unknown case in async_wait
What will you say about the insurrection?
+
TEXT not supported on windows
What will you say about the end of the insurrection?
+
PRINT_MODE
What will you say about the site reclamation?
+
data/init/interface.txt
What will you say about the site's foundation?
+
Error Initializing Text:
What will you say about the group?
+
Space
What will you say about the army?
+
Shift+
What will you say about the failed occupation?
+
Ctrl+
What will you say about the abduction?
+
Alt+
What will you say about the incident?
+
SDL+
What will you say about the occupation?
+
Button
What will you say about the new leadership?
+
REPEAT_NOT
What will you say about the beast?
+
REPEAT_SLOW
What will you say about the trouble?
+
REPEAT_FAST
What will you say about tribute agreement?
+
REPEAT_BROKEN
What will you say about the refusal to accept tribute?
+
Loading bindings from
What will you say about the refusal to give tribute?
+
not found, or I/O error encountered
What will you say about the peace agreement?
+
[BIND:*:*]
What will you say about the failed peace agreement?
+
[SYM:*:*]
What will you say about the tribute stoppage?
+
[KEY:*]
What will you say about the claim?
+
[BUTTON:*:*]
What will you say about the gang?
+
Broken repeat request:
What will you say about the refugees?
+
Unknown SDLKey:
What will you say about the artifact's destruction?
+
Broken unicode:
What will you say about the artifact's location?
+
Broken button (should be [BUTTON:#:#]):
What do you want to know?
+
Unknown binding:
What do you want?
+
Saving bindings to  
Which pet will you gift?
+
.partial
About whom do you ask?
+
for writing
Where do you want to go?
+
Failed to open
How will you respond to the position offer?
+
I/O error while writing keyboard mapping
How will you respond to the adoption request?
+
[BIND:
What will you say about the journey?
+
[KEY:
What will you say about the conflict?
+
[SYM:
How will you ask?
+
[BUTTON:
How will you respond?
+
Missing binding displayed:
What will you say about the rescue?
+
NO BINDING
What will you say about the conclusion of the agreement?
+
I/O error while loading macro
What will you say about the agreement?
+
End of macro
What will you say about services?
+
End of group
What will you say about the request?
+
Binding name unknown while loading macro:
What will you say about the trade?
+
Binding missing while loading macro:
What will you say about the surrounding area?
+
Quantity not numeric or Unexpected tab(s) while loading macro:
What will you say about the site?
+
data/init/macros/*.mak
What will you say about the structure?
+
data/init/macros/
How will you respond to the invocation?
+
.mak
How will you respond to the accusation?
+
CHEESE_MAT
What will you say about your master?
+
Crafts
What will you say about your plots and scheming?
+
Logs
How will you respond about your profession?
+
TISSUE_STYLE
How will you respond to this passive reply?
+
TS_MAINTAIN_LENGTH
How will you respond to this flattery?
+
TS_PREFERRED_SHAPING
How will you respond to this dismissal?
+
DIGGER
How will you respond to this statement of values?
+
TRANSLATION
What will you say about how you are feeling?
+
CIV_CONTROLLABLE
What will you say about your family?
+
INDIV_CONTROLLABLE
How will you respond to the offer of tribute?
+
SIEGER
How will you respond to the tribute cancellation?
+
AMBUSHER
How will you respond to the offer of peace?
+
LAYER_LINKED
How will you respond to the demand for tribute?
+
BABYSNATCHER
How will you respond to the request to cease hostilities?
+
ITEM_THIEF
How will you respond to the demand to yield?
+
SUBTERRANEAN_CLOTHING
How will you respond to the request for information?
+
CLOTHING
How will you respond to the request for directions?
+
SITE_GUARDIAN
How will you respond to the request for a guide?
+
CURRENCY_BY_YEAR
What will you say about the missing treasure?
+
METAL_PREF
Toward You:
+
GEM_PREF
Positive attitude
+
STONE_PREF
Negative attitude
+
DIVINE_MAT_WEAPONS
Neutral attitude
+
DIVINE_MAT_ARMOR
Patient
+
DIVINE_MAT_CRAFTS
Impatient
+
DIVINE_MAT_CLOTHING
Animated
+
WOOD_WEAPONS
Agitated
+
WOOD_ARMOR
Bold
+
RIVER_PRODUCTS
Confident
+
OCEAN_PRODUCTS
Acquiescent
+
INDOOR_WOOD
Unassuming
+
OUTDOOR_WOOD
Loves you
+
INDOOR_ORCHARDS
Likes you
+
OUTDOOR_ORCHARDS
Hates you
+
INDOOR_GARDENS
Dislikes you
+
OUTDOOR_GARDENS
Terrified of you
+
INDOOR_FARMING
Scared of you
+
OUTDOOR_FARMING
No fear of you
+
UNDEAD_CANDIDATE
Respects you
+
USE_CAVE_ANIMALS
No respect for you
+
USE_EVIL_ANIMALS
Low respect for you
+
USE_GOOD_ANIMALS
Trusts you
+
USE_EVIL_WOOD
Distrusts you
+
USE_GOOD_WOOD
Highly Loyal
+
USE_EVIL_PLANTS
General Mood:
+
USE_GOOD_PLANTS
Annoyed
+
LOCAL_BANDITRY
Satisfied
+
BANDITRY
Grouchy
+
START_BIOME
Grumpy
+
EXCLUSIVE_START_BIOME
Fondness
+
SETTLEMENT_BIOME
Suspicious
+
BIOME_SUPPORT
Alarmed
+
MERCHANT_NOBILITY
Shocked
+
SKULKING
Horrified
+
GEM_SHAPE
Grimly Satisfied
+
STONE_SHAPE
Grieving
+
PERMITTED_JOB
Triumphant
+
PERMITTED_BUILDING
Enraged
+
PERMITTED_REACTION
Eexcited
+
WORLD_CONSTRUCTION
Gaiety
+
WILL_ACCEPT_TRIBUTE
Joyous
+
BUILDS_OUTDOOR_FORTIFICATIONS
Blissful
+
BUILDS_OUTDOOR_TOMBS
Loving
+
ETHIC
Vengeful
+
VALUE
Accepting
+
WANDERER
Admiration
+
MAX_STARTING_CIV_NUMBER
Adoration
+
MAX_SITE_POP_NUMBER
Affection
+
MAX_POP_NUMBER
Aggravated
+
RELIGION_SPHERE
In Agony
+
TREE_CAP_DIPLOMACY
Alienated
+
DIPLOMAT_BODYGUARDS
Amazed
+
MERCHANT_BODYGUARDS
Ambivalent
+
ACTIVE_SEASON
Amused
+
PROGRESS_TRIGGER_POPULATION
Angry
+
PROGRESS_TRIGGER_PRODUCTION
In Anguish
+
PROGRESS_TRIGGER_TRADE
Anxious
+
PROGRESS_TRIGGER_POP_SIEGE
Apathetic
+
PROGRESS_TRIGGER_PROD_SIEGE
Aroused
+
PROGRESS_TRIGGER_TRADE_SIEGE
Astonished
+
DEFAULT_SITE_TYPE
Averse
+
LIKES_SITE
In Awe
+
TOLERATES_SITE
Bitter
+
USE_ANY_PET_RACE
Bored
+
USE_MISC_PROCESSED_WOOD_PRODUCTS
Caring
+
IMPROVED_BOWS
Confused
+
INVADERS_IGNORE_NEUTRALS
Contemptuous
+
EQUIPMENT_IMPROVEMENTS
Content
+
ABUSE_BODIES
Dejected
+
USE_ANIMAL_PRODUCTS
Delighted
+
COMMON_DOMESTIC_PACK
Despair
+
COMMON_DOMESTIC_PULL
Disappointed
+
COMMON_DOMESTIC_MOUNT
Disgusted
+
COMMON_DOMESTIC_PET
Disillusioned
+
SPHERE_ALIGNMENT
Dislike
+
ART_FACET_MODIFIER
Displeasure
+
ART_IMAGE_ELEMENT_MODIFIER
Distressed
+
ITEM_IMPROVEMENT_MODIFIER
Eager
+
CURRENCY
Elated
+
ADVENTURE_TIER
Embarrassed
+
SELECT_SYMBOL
Empathetic
+
REMAINING
Empty
+
SUBSELECT_SYMBOL
Enjoyment
+
CULL_SYMBOL
Exasperated
+
FRIENDLY_COLOR
Exhilarated
+
VARIABLE_POSITIONS
Afraid
+
SITE_VARIABLE_POSITIONS
Ferocious
+
LAND_HOLDER_TRIGGER
Free
+
POSITION
Frustrated
+
CONQUERED_SITE
Gleeful
+
REQUIRES_MARKET
Gloomy
+
ELECTED
Glum
+
has negative foreground color, set to 7
Grateful
+
has foreground color > 7, set to 7
Guilty
+
has negative background color, set to 0
Happy
+
has background color > 7, set to 0
Hateful
+
has invalid brightness value (must be 0 or 1), set to 0
Hopeful
+
has equal foreground/background colors without brightness, background set to 0
Hopeless
+
EXECUTION_SKILL
Humiliated
+
SPECIAL_BURIAL
Insulted
+
FLASHES
Interested
+
BRAG_ON_KILL
Irritated
+
CHAT_WORTHY
Isolated
+
DO_NOT_CULL
Jolly
+
RULES_FROM_LOCATION
Jovial
+
MENIAL_WORK_EXEMPTION
Jubilant
+
MENIAL_WORK_EXEMPTION_SPOUSE
Loathing
+
SLEEP_PRETENSION
Lonely
+
PUNISHMENT_EXEMPTION
Lustful
+
KILL_QUEST
Miserable
+
QUEST_GIVER
Mortified
+
ALLOWED_CREATURE
Nervous
+
ALLOWED_CLASS
Nostalgic
+
REJECTED_CREATURE
Optimistic
+
REJECTED_CLASS
Outraged
+
GENDER
Panicked
+
MILITARY_SCREEN_ONLY
Passionate
+
EXPORTED_IN_LEGENDS
Pleasure
+
DETERMINES_COIN_DESIGN
Proud
+
SUCCESSION
Enraptured
+
BY_HEIR
Rejected
+
BY_POSITION
Relieved
+
APPOINTED_BY
Regretful
+
REPLACED_BY
Remorseful
+
REQUIRES_POPULATION
Repentant
+
PRECEDENCE
Resentful
+
: Negative precedence changed to zero
Restless
+
: Precedence exceeding
Indignant
+
capped
Self-pity
+
LAND_HOLDER
Servile
+
RESPONSIBILITY
Shaken
+
COMMANDER
Ashamed
+
AS_NEEDED
Sympathy
+
LAND_NAME
Tenderness
+
NAME_MALE
Thrilled
+
NAME_FEMALE
Uneasy
+
SPOUSE_MALE
Unhappy
+
SPOUSE_FEMALE
Wonder
+
REQUIRED_BOXES
Worried
+
: REQUIRED_BOXES negative, set to 0
Wrathful
+
: REQUIRED_BOXES exceeds 100, capped
Zealous
+
REQUIRED_CABINETS
Existential Crisis
+
: REQUIRED_CABINETS negative, set to 0
Defeated
+
: REQUIRED_CABINETS exceeds 100, capped
Expectant
+
REQUIRED_RACKS
Doubt
+
: REQUIRED_RACKS negative, set to 0
Enthusiastic
+
: REQUIRED_RACKS exceeds 100, capped
Pessimistic
+
REQUIRED_STANDS
Euphoric
+
: REQUIRED_STANDS negative, set to 0
Your tone/tact:
+
: REQUIRED_STANDS exceeds 100, capped
: Persuade
+
REQUIRED_OFFICE
Almost guaranteed
+
: REQUIRED_OFFICE negative, set to 0
Likely success
+
: REQUIRED_OFFICE exceeds 1000000, capped
Favorable odds
+
REQUIRED_BEDROOM
Impossible
+
: REQUIRED_BEDROOM negative, set to 0
Nearly impossible
+
: REQUIRED_BEDROOM exceeds 1000000, capped
Likely failure
+
REQUIRED_DINING
Even odds
+
: REQUIRED_DINING negative, set to 0
Unfavorable odds
+
: REQUIRED_DINING exceeds 1000000, capped
: Intimidate
+
REQUIRED_TOMB
: Select,  
+
: REQUIRED_TOMB negative, set to 0
: Scroll (Page
+
: REQUIRED_TOMB exceeds 1000000, capped
Current choice's keywords:
+
MANDATE_MAX
: Done filter
+
: MANDATE_MAX negative, set to 0
: Filter
+
: MANDATE_MAX exceeds 100, capped
Zone
+
DEMAND_MAX
: Edit
+
: DEMAND_MAX negative, set to 0
: Assign
+
: DEMAND_MAX exceeds 100, capped
hall
+
ACCOUNT_EXEMPT
(No Specific Deity)
+
DUTY_BOUND
worshipper
+
Unrecognized Entity Token:  
No worshippers
+
*** Error(s) finalizing the entity
: Main hall
+
Unrecognized entity creature token:  
: Inn/tavern
+
Unrecognized entity digger token:  
: Craft Guildhall
+
Unrecognized entity weapon token:  
Remove assignment
+
Unrecognized entity armor token:  
: Rename location
+
Unrecognized entity ammo token:  
: Add location
+
Unrecognized entity helm token:  
Define zone bounds
+
Unrecognized entity gloves token:  
: Add rect
+
Unrecognized entity shoes token:  
: Start flow
+
Unrecognized entity pants token:  
: Remove rect
+
Unrecognized entity shield token:  
: Start remove
+
Unrecognized entity trapcomp token:  
: Add flow
+
Unrecognized entity toy token:  
: Resize flow
+
Unrecognized entity instrument token:  
: Start rect
+
Unrecognized entity tool token:  
: Assign location
+
Unrecognized entity siege ammo token:  
: Unassign
+
Unrecognized entity position allowed caste token:  
: Carpenter Wkshp
+
Unrecognized entity position allowed creature token:  
: Workshop
+
Unrecognized entity position rejected caste token:  
: Cancel plans
+
Unrecognized entity position rejected creature token:
: Remove bld/cnst
+
Gem shape not found:
: Material
+
Stone shape not found:  
: Phase
+
CUSTOM_BANDIT_LEADER
: Place
+
leaders
: Constructions
+
boss
: Buildings
+
bosses
Rooms: need name!
+
chief
: Start work!
+
chiefs
Constructing
+
chieftess
Constructing unnamed site
+
chieftesses
: Name site (irreversible!)
+
captain
Plan a construction or building to form a site (irreversible!)
+
captains
Phase
+
masters
No construction planned at cursor
+
commander
No building planned at cursor
+
commanders
Warning:  This site will be smaller than usual.  Move away from other sites.
+
ringleader
Total work hours needed:
+
ringleaders
(Workers are needed!)
+
warlord
workers)
+
warlords
: You will work for
+
chieftain
an hour
+
chieftains
hours
+
lieutenant
: You will not work personally
+
lieutenants
[CAN'T WORK]
+
Murder-target mismatch: year
[WILL WORK]
+
, entity #
Display Furniture
+
law-giver
Bookcase
+
law-givers
Need
+
CUSTOM_MILITARY_GOALS
Have
+
war leader
: Set worker
+
war leaders
: Select worker
+
CUSTOM_MILITARY_STRATEGY
: Scroll material
+
general
: Start working!
+
generals
to view other pages
+
HIGH_PRIEST
-
+
high
many
 
a swarm of
 
Miasma
 
An Ocean Wave
 
Lava Mist
 
Magma Mist
 
Vapor
 
Smoke
 
Dragonfire
 
Fire
 
A Web
 
Item Cloud
 
A Fire
 
Track/Spoor:
 
broken vegetation
 
print
 
imprint
 
right
 
left
 
unintelligible
 
/yours or companion's
 
Stagnant salt water [
 
Stagnant water [
 
Water [
 
Lava [
 
A smear of
 
A pool of
 
A thin layer of
 
A pile of
 
A dusting of
 
The vegetation is heavily damaged here.
 
The vegetation is bent here.
 
The vegetation has been slightly perturbed here.
 
The vegetation is broken here.
 
thick
 
light
 
faint
 
deep
 
shallow
 
vague
 
imprint in the
 
is here.
 
This is an unintelligible mess.
 
The signs lead north.
 
The signs lead south.
 
The signs lead east.
 
The signs lead west.
 
The signs lead northeast.
 
The signs lead northwest.
 
The signs lead southeast.
 
The signs lead southwest.
 
They belong to you or a companion.
 
What do you want to aim for?
 
to view other pages.
 
cancels.
 
Impossible strike
 
Difficult strike
 
Tricky strike
 
Normal strike
 
Easy strike
 
Easier strike
 
Simple strike
 
can only graze
 
can't land squarely
 
can't quite connect
 
fairly solid
 
square
 
very square
 
direct hit
 
to go back.
 
Difficult
 
Tricky
 
Normal
 
Easy
 
Easier
 
Simple
 
VVSlow
 
V Slow
 
Slow
 
Fast
 
V Fast
 
strike
 
Quick attack: faster to strike and recover, but not powerful
 
No heavy attack: enraged
 
Heavy attack: slower to strike and recover, but hits harder
 
Forced wild attack: enraged
 
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
 
No precise attack: enraged
 
Precise attack: very slow to strike, improved accuracy
 
No charge attack: no target
 
No charge attack: you are on the ground
 
No charge attack: you are mounted
 
No charge attack: you are chained
 
No charge attack: you are in uncontrolled flight
 
No charge attack: you are on a vehicle
 
No charge attack: you are on a projectile
 
No charge attack: you are climbing
 
No charge attack: target is on the ground
 
No charge attack: target is mounted
 
No charge attack: target is chained
 
No charge attack: target is in uncontrolled flight
 
No charge attack: target is on a vehicle
 
No charge attack: target is on a projectile
 
No charge attack: target is climbing
 
No charge attack: target shares your location
 
No charge attack: target's location inaccessible
 
Charge attack: move toward your opponent
 
Multi-attack: choose another simultaneous action afterward
 
has yielded.  Attack anyway?
 
Really start a conflict with
 
Really attack
 
aborts.
 
pages)
 
Parry
 
Block
 
Parry (
 
Block (
 
Dodge (
 
selected
 
adjacent only
 
own tile only
 
, range
 
, disturber only
 
move
 
done,
 
remove last
 
cancel,
 
pages
 
cancel
 
this location
 
Who will you shoot? 
 
fires. 
 
Who will you target? 
 
throws. 
 
fires.
 
throws.
 
Move to a creature or press
 
to shoot this direction.
 
to throw this direction.
 
Party tactical settings
 
Become a party member
 
Who will you talk to?
 
: Zones/Rooms
 
[WITH YOU]
 
No quick attack: enraged
 
Which creature will you attack? 
 
You are fighting
 
Select
 
Rooms: need site!
 
FATAL ERROR
 
Could not locate adventure start square
 
The peaceful town of
 
is threatened!  The forces of
 
darkness
 
are on the march. 
 
Commanded by
 
, they
 
The enemy
 
will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
 
Legends speak of
 
an ancient
 
vault,
 
, where
 
wrested
 
power from the Underworld by invoking
 
true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.
 
The citizens of
 
are plagued by bandits.  The gang
 
has even sent some troublemakers to harass people right here in town.
 
Just reunited after a long journey, you are together with your companions again. 
 
After a long journey, you are here to meet your most trusted companion. 
 
is from here and might have some local information.
 
Your wanderings have brought you to this place after a long journey.
 
Your most trusted local companions are meeting you here today.
 
Your most trusted companions have made the journey to meet you here today.
 
After a long journey, you are here to meet your most trusted companion.
 
Your most trusted companion has made the journey to meet you here today.
 
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 
In the rush of excitement, you've forgotten where you were going to go.
 
  A foolhardy soul might try to rescue the
 
children that have been kidnapped.
 
child that has been kidnapped.
 
  Let the party venture forth!
 
  Perhaps some of the people here will be worth talking to before you continue on your way.
 
  Perhaps some of your friends here have ideas.
 
  Perhaps some of your friends here can remind you.
 
for help.
 
Tell a story
 
Give a sermon
 
Recite a poem
 
Perform music
 
Give a sermon concerning a deity or object of worship
 
Give a sermon concerning a cosmic principle
 
Give a sermon promoting a value
 
Give a sermon inveighing against a value
 
Tell a story about a person or creature
 
Tell a story about a site
 
Tell a story about a civilization or organization
 
Tell a story about a region
 
Unknown
 
Self-Control
 
Chant
 
Speak
 
Simulate
 
pull off
 
pulls off
 
pick
 
picks
 
up the
 
and put it in
 
and puts it in
 
You do not have a free grasp and your quivers and packs are full.
 
You do not have a free grasp and your quiver and packs are full.
 
You do not have a free grasp and your quivers and pack are full.
 
You do not have a free grasp and your quiver and pack are full.
 
You do not have a free grasp and your quivers are full.
 
You do not have a free grasp and your quiver is full.
 
You do not have a free grasp and your packs are full.
 
You do not have a free grasp and your pack is full.
 
You do not have a free grasp.
 
You've assumed tactical control as nobody else is available.
 
You awaken from your slumber.
 
Your sleep has been interrupted!
 
You have bestowed the name
 
You fail to grab the
 
lady
 
lord consort
 
ladies consort
 
hearthpeople
 
cannot jump.
 
You cannot jump while swimming.
 
You cannot jump while prone.
 
You cannot jump while in the air.
 
You are too injured to jump.
 
You cannot jump while wrestling.
 
You cannot build here.
 
You do not have the authority to build here.
 
There are no visible tracks or other signs, aside from yours.
 
There are no visible tracks or other signs.
 
You've already searched this area recently.
 
You've found a colony of
 
and another small creature.
 
and some other small creatures.
 
You've found a small creature.
 
You've found some small creatures.
 
Your intense search turns up nothing.
 
cannot speak.
 
You cannot speak.
 
You have nothing with which to interact.
 
You have nothing to examine.
 
You assume a submissive posture.
 
You no longer assume a submissive posture.
 
You strap
 
to your
 
You draw
 
with your
 
You do not have a free grasp for
 
You have nothing left to draw or put away.
 
You have nothing left to remove.
 
You have nothing left to wear.
 
You have nothing left to eat or drink.
 
You have nothing to put inside a container or on a pack animal.
 
You have nothing left to drop.
 
There is nothing to pick up here.
 
You have nothing left to throw.
 
You have nothing to fire with.
 
You have nothing left to fire.
 
Things smell bad when you are dead.
 
You smell
 
on the wind.
 
You aren't picking up any odor in particular.
 
There is no sunlight when you are dead.
 
The sky is alive with vortices of purple light and dark, boiling clouds.
 
The area gives off a sickly light.
 
There are no traces of sunlight here.
 
Being dead is cold and clammy.
 
The temperature is as it has been and always will be.
 
The temperature cannot be judged.
 
It is burning.
 
It is deathly cold.
 
The temperature is pleasant.
 
It is scorching.
 
It is warm.
 
It is cool.
 
It is freezing.
 
It is cold.
 
You've lost track of time since your death.
 
It is the
 
You need a free grasp to climb.
 
You are too injured to climb.
 
cannot climb.
 
If you move, your performance will be interrupted.
 
You cannot climb or mount while prone.
 
You need a free grasp to hold the terrain.
 
You are too injured to hold the terrain.
 
cannot hold the terrain.
 
You are riding and cannot lie down.
 
The webs make it impossible to stand.
 
You are too tired to stand.
 
You can't stand up -- somebody is in the way.
 
You must
 
You can't travel until you emerge from underground or enter a tunnel.
 
You must move away from the surrounding obstacles before you can travel.
 
You must move away from the river before you can travel.
 
Squad Order
 
Main
 
Siege Engines
 
Traps/Levers
 
Workshops
 
Furnaces
 
Wall/Floor/Stairs/Track
 
Machine Components
 
Track
 
Weapons and Ammunition
 
Furniture
 
Siege Equipment
 
Other Objects
 
Metal Clothing
 
Engrave Memorial Slab
 
slabs engraved
 
Slab engraved
 
No slabs engraved
 
Entombed and memorialized
 
Memorialized
 
Entombed
 
Ghost
 
Not memorialized
 
Following
 
  Saving... 
 
  Offloading units...
 
  Offloading units... 
 
Disconnected Build Overflow
 
SOAP
 
PAPER_PLANT
 
PARCHMENT
 
SHEET_PLANT
 
to select. 
 
to abort.
 
scroll.  Type in parts of the name to narrow your search.
 
: View task
 
Building Placement Distance Overflow
 
This visitor is ready to leave.
 
This visitor has come
 
to pray
 
to study
 
to relax
 
to perform
 
to slay beasts
 
seeking work as a performer
 
seeking work as a mercenary
 
seeking work as a scholar
 
for diplomacy
 
seeking sanctuary
 
asking questions
 
heard this was a good place to search for monsters.
 
heard this was the place for those seeking danger.
 
heard
 
this
 
was the place for prayer.
 
went on this journey out of curiosity.
 
was curious about
 
was the place for a good drink.
 
was the place to admire fine architecture.
 
was the place to enjoy oneself.
 
was the place to entertain people.
 
was the place to perform research.
 
was the place for long-term scholarship.
 
would make a good base for a mercenary.
 
was the place to look for long-term work.
 
believes
 
would be a safe place to stay.
 
is seeking information
 
about the location of
 
You can learn more about this visitor after they chat with a local.
 
The performance is at
 
the stanza
 
a simple passage
 
the exposition
 
of the first theme
 
of the second theme
 
the synthesis
 
of previous passages
 
the finale
 
the coda
 
a bridge-passage
 
 
first  
 
first  
second
+
exalted
theme
+
holy
a series of variations
+
sacred
on the theme
+
high priest
on the second theme
+
high priests
The dance has reached the point where its accompaniment is at
+
PRIEST
The topic being considered is
+
priest
The topic being discussed is
+
priests
The topic being taught is
 
The topic being written about is
 
This organizational activity will branch into specific social events.
 
This organizational activity will branch into specific worship events.
 
This organizational activity will branch into specific play events.
 
There is no specific information for this activity.
 
vector<bool>::_M_fill_insert
 
BALLISTA
 
  Stockpile Settings 
 
  Items Desired/Kept By Vehicle 
 
Crafts
 
Logs
 
 
WORSHIP_HF
 
WORSHIP_HF
[PROFILE]
+
failure to get start square construction for transport link
 +
failure to get end square construction for transport link
 +
midmap construction path build failure
 +
Entity
 +
has self-referential diplomacy state
 +
[PROFILE]
 
TITLE:
 
TITLE:
 
[SKILL:
 
[SKILL:
Line 13,458: Line 7,434:
 
[ITEM:
 
[ITEM:
 
[PET:
 
[PET:
Entity
+
administrator
has self-referential diplomacy state
+
administrators
FORCED_ADMINISTRATOR
+
Leather armor
 +
Metal armor
 
entity_layer
 
entity_layer
 +
[OBJECT:ENTITY]
 
[ENTITY:
 
[ENTITY:
*** Error(s) finalizing the entity
+
has assumed the position of
Unrecognized entity creature token:
+
Miner destination wiped
Unrecognized entity digger token:
+
body
Unrecognized entity weapon token:
+
now know a few facts about
Unrecognized entity armor token:
+
training.
Unrecognized entity ammo token:
+
have attained a general familiarity with
Unrecognized entity helm token:
+
training methods.
Unrecognized entity gloves token:
+
are now quite knowledgeable
Unrecognized entity shoes token:
+
trainers.
Unrecognized entity pants token:
+
are now expert
Unrecognized entity shield token:
+
Merchants have arrived and are unloading their goods.
Unrecognized entity trapcomp token:
+
The merchants need a trade depot to unload their goods.
Unrecognized entity toy token:
+
An animal
Unrecognized entity instrument token:
+
has become a
Unrecognized entity tool token:
+
has adopted
Unrecognized entity siege ammo token:
+
Something has pulled a lever!
Unrecognized entity position allowed caste token:
+
Something has triggered a pressure plate!
Unrecognized entity position allowed creature token:
+
Something has emptied a cage!
Unrecognized entity position rejected caste token:
+
Something has unchained a creature!
Unrecognized entity position rejected creature token:
+
DRINK_MAT
Unrecognized symbol:
+
unused
Gem shape not found:
+
improvable
Stone shape not found:
+
butcherable
CHEESE_MAT
+
millable
trying to generate musical form without speech or instruments
+
possibly buriable
patch: removed market link from non-site entity
+
unrotten
CREATURE
+
undisturbed
TISSUE_STYLE
+
collected
TS_MAINTAIN_LENGTH
+
sharpenable
TS_PREFERRED_SHAPING
+
empty
DIGGER
+
processable
TRANSLATION
+
cookable
HELM
+
solid
PANTS
+
extract-bearing plant
SHIELD
+
extract-bearing fish
SIEGEAMMO
+
extract-bearing small creature
INSTRUMENT
+
processable (to vial)
CIV_CONTROLLABLE
+
processable (to barrel)
SITE_CONTROLLABLE
+
tameable small creature
ALL_MAIN_POPS_CONTROLLABLE
+
sand-bearing
AMBUSHER
+
glass
LAYER_LINKED
+
lye-bearing
BABYSNATCHER
+
milk
ITEM_THIEF
+
milkable
SUBTERRANEAN_CLOTHING
+
finished good
CLOTHING
+
ammo
SITE_GUARDIAN
+
furniture
CURRENCY_BY_YEAR
+
dye
METAL_PREF
+
dyeable
GEM_PREF
+
totemable
STONE_PREF
+
glass-making
DIVINE_MAT_WEAPONS
+
dyed
DIVINE_MAT_ARMOR
+
melt-designated
DIVINE_MAT_CRAFTS
+
deep material
DIVINE_MAT_CLOTHING
+
sewn-imageless
GENERATE_KEYBOARD_INSTRUMENTS
+
screw
GENERATE_STRINGED_INSTRUMENTS
+
fire-safe
GENERATE_WIND_INSTRUMENTS
+
magma-safe
GENERATE_PERCUSSION_INSTRUMENTS
+
building material
GENERATE_POETIC_FORMS
+
non-economic
GENERATE_MUSICAL_FORMS
+
plant
GENERATE_DANCE_FORMS
+
silk
MINING_UNDERWORLD_DISASTERS
+
yarn
WOOD_WEAPONS
+
leather
WOOD_ARMOR
+
bone
RIVER_PRODUCTS
+
hair/wool
OCEAN_PRODUCTS
+
shell
INDOOR_WOOD
+
horn
OUTDOOR_WOOD
+
pearl
INDOOR_ORCHARDS
+
plaster-containing
OUTDOOR_ORCHARDS
+
soap
INDOOR_GARDENS
+
ivory/tooth
OUTDOOR_GARDENS
+
lye/milk-free
INDOOR_FARMING
+
blunt
OUTDOOR_FARMING
+
unengraved
UNDEAD_CANDIDATE
+
unimproved
USE_CAVE_ANIMALS
+
non-absorbent
USE_EVIL_ANIMALS
+
food storage
USE_GOOD_ANIMALS
+
non-pressed
USE_EVIL_WOOD
+
hard
USE_GOOD_WOOD
+
-bearing
USE_EVIL_PLANTS
+
-producing
USE_GOOD_PLANTS
+
-containing
LOCAL_BANDITRY
+
liquid cooking
BANDITRY
+
liquid scoop
START_BIOME
+
powder grinding receptacle
EXCLUSIVE_START_BIOME
+
powder grinding
SETTLEMENT_BIOME
+
meat carving
BIOME_SUPPORT
+
meat boning
MERCHANT_NOBILITY
+
meat slicing
SKULKING
+
meat cleaving
GEM_SHAPE
+
meat-carving holder
STONE_SHAPE
+
meal container
PERMITTED_JOB
+
liquid container
PERMITTED_BUILDING
+
food storage
PERMITTED_REACTION
+
hive
WORLD_CONSTRUCTION
+
nest box
WILL_ACCEPT_TRIBUTE
+
small object container
BUILDS_OUTDOOR_FORTIFICATIONS
+
track cart
BUILDS_OUTDOOR_TOMBS
+
body part
ETHIC
+
that isn't a bin
HISTORIAN
+
Short Pathing Flood Overflow
CHEMIST
+
by a
GEOGRAPHER
+
burned
ENGINEER
+
flown
NO_ARTIFACT_CLAIMS
+
rough
SET_SCHOLARS_ON_VALUES_AND_JOBS
+
log
VARIABLE_VALUE
+
block
VALUE
+
the river
WANDERER
+
the cave
MAX_STARTING_CIV_NUMBER
+
the pit
MAX_SITE_POP_NUMBER
+
the magma pool
MAX_POP_NUMBER
+
the volcano
RELIGION_SPHERE
+
the underworld portal
TREE_CAP_DIPLOMACY
+
the subterranean water
DIPLOMAT_BODYGUARDS
+
the underworld
MERCHANT_BODYGUARDS
+
deposit
ACTIVE_SEASON
+
: Null Pop Num
PROGRESS_TRIGGER_POPULATION
+
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
PROGRESS_TRIGGER_PRODUCTION
+
1.2.3
PROGRESS_TRIGGER_TRADE
+
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
PROGRESS_TRIGGER_POP_SIEGE
+
The glowing barrier has disappeared!
PROGRESS_TRIGGER_PROD_SIEGE
+
Horrifying screams come from the darkness below!
PROGRESS_TRIGGER_TRADE_SIEGE
+
Seed text
DEFAULT_SITE_TYPE
+
Year
LIKES_SITE
+
was waged by
TOLERATES_SITE
+
One of the most significant causes of the conflict was
USE_NON_EXOTIC_PET_RACE
+
The most significant cause of the conflict was
USE_ANY_PET_RACE
+
a family matter
USE_MISC_PROCESSED_WOOD_PRODUCTS
+
disgust with the adversary's godlessness
IMPROVED_BOWS
+
religious opposition to the adversary's worship of
INVADERS_IGNORE_NEUTRALS
+
religious opposition to the adversary's inherent association with
AT_PEACE_WITH_WILDLIFE
+
natural aversion to the adversary's worship of
EQUIPMENT_IMPROVEMENTS
+
natural aversion to the adversary's inherent association with
ABUSE_BODIES
+
The causes of the conflict are debated by scholars and very little is truly known.
USE_ANIMAL_PRODUCTS
+
unknown
COMMON_DOMESTIC_PACK
+
creature
COMMON_DOMESTIC_PULL
+
, lost
COMMON_DOMESTIC_MOUNT
+
, all lost
COMMON_DOMESTIC_PET
+
losses
SPHERE_ALIGNMENT
+
, one loss
ART_FACET_MODIFIER
+
, no losses
ART_IMAGE_ELEMENT_MODIFIER
+
, mostly
ITEM_IMPROVEMENT_MODIFIER
+
creatures
CURRENCY
+
Attacker was uncontested.
SELECT_SYMBOL
+
Attacker was victorious.
REMAINING
+
Defender was victorious.
SUBSELECT_SYMBOL
+
A fearsome
CULL_SYMBOL
+
attack
FRIENDLY_COLOR
+
was a time when the
VARIABLE_POSITIONS
+
and the
SITE_VARIABLE_POSITIONS
+
were the only great powers in the world.
LAND_HOLDER_TRIGGER
+
was a time when
POSITION
+
yet
ANIMAL
+
again
ANIMAL_TOKEN
+
was the only great power in the world.
ANIMAL_CASTE_TOKEN
+
living gods and mighty beasts
ANIMAL_CLASS
+
still
ANIMAL_FORBIDDEN_CLASS
+
held sway.
ANIMAL_ALWAYS_PRESENT
+
the powers of the world were fading
ANIMAL_NEVER_MOUNT
+
great powers had returned to the world
ANIMAL_ALWAYS_MOUNT
+
there were still great powers in the world
ANIMAL_NEVER_WAGON_PULLER
+
fantastic creatures no longer lived in great numbers.
ANIMAL_ALWAYS_WAGON_PULLER
+
fantastic creatures were few and far between, and some even doubted their existence.
ANIMAL_NEVER_SIEGE
+
ruled the world.
ANIMAL_ALWAYS_SIEGE
+
the last of the
ANIMAL_NEVER_PET
+
ancient
ANIMAL_ALWAYS_PET
+
powers fought their final battles.
ANIMAL_NEVER_PACK_ANIMAL
+
various civilized races peopled the world.
ANIMAL_ALWAYS_PACK_ANIMAL
+
was a time after civilization had
CONQUERED_SITE
+
yet
REQUIRES_MARKET
+
again
ELECTED
+
crumbled completely.
has negative foreground color, set to 7
+
fantastic creatures were but mere stories told by travelers.
has foreground color > 7, set to 7
+
only simple creatures inhabited
has negative background color, set to 0
+
no civilized peoples existed in
has background color > 7, set to 0
+
the world.
has invalid brightness value (must be 0 or 1), set to 0
+
Part of
has equal foreground/background colors without brightness, background set to 0
+
ended.
EXECUTION_SKILL
+
occurred.
SPECIAL_BURIAL
+
began.
FLASHES
+
Legends
BRAG_ON_KILL
+
Sorting
CHAT_WORTHY
+
Initialization complete...
DO_NOT_CULL
+
Historical events
RULES_FROM_LOCATION
+
completed
MENIAL_WORK_EXEMPTION
+
Check for culled historical figures
MENIAL_WORK_EXEMPTION_SPOUSE
+
Historical figures
SLEEP_PRETENSION
+
Artifacts completed
PUNISHMENT_EXEMPTION
+
Structures completed
KILL_QUEST
+
event sort
QUEST_GIVER
+
Historical events left to discover:
ALLOWED_CREATURE
+
Historical Figures
ALLOWED_CLASS
+
Artifacts
REJECTED_CREATURE
+
Civilizations and other entities
REJECTED_CLASS
+
Structures
GENDER
+
Historical Maps
MILITARY_SCREEN_ONLY
+
Underground Regions
EXPORTED_IN_LEGENDS
+
Unnamed
DETERMINES_COIN_DESIGN
+
Unnamed
SUCCESSION
+
, force
BY_HEIR
+
Civilizations and Other Entities
BY_POSITION
+
Keep
APPOINTED_BY
+
Dark Tower
REPLACED_BY
+
Underworld Spire
REQUIRES_POPULATION
+
Market
PRECEDENCE
+
Dungeon
: Negative precedence changed to zero
+
Sewers
: Precedence exceeding
+
Catacombs
capped
+
Slain
LAND_HOLDER
+
Received
RESPONSIBILITY
+
a wound
COMMANDER
+
wounds
AS_NEEDED
+
Fled
LAND_NAME
+
yet emerged
NAME_MALE
+
Victorious
NAME_FEMALE
+
yet
SPOUSE_MALE
+
drove forward
SPOUSE_FEMALE
+
Drove forward
REQUIRED_BOXES
+
and was
: REQUIRED_BOXES negative, set to 0
+
repelled
: REQUIRED_BOXES exceeds 100, capped
+
Repelled
REQUIRED_CABINETS
+
stood fast
: REQUIRED_CABINETS negative, set to 0
+
Stood fast
: REQUIRED_CABINETS exceeds 100, capped
+
beaten back
REQUIRED_RACKS
+
Beaten back
: REQUIRED_RACKS negative, set to 0
+
Unnamed underground area
: REQUIRED_RACKS exceeds 100, capped
+
Unnamed magma sea area
REQUIRED_STANDS
+
Unnamed Underworld area
: REQUIRED_STANDS negative, set to 0
+
Populations
: REQUIRED_STANDS exceeds 100, capped
+
: Filter on string
REQUIRED_OFFICE
+
: Done filtering.
: REQUIRED_OFFICE negative, set to 0
+
Movement keys to view.
: REQUIRED_OFFICE exceeds 1000000, capped
+
: civ/site
REQUIRED_BEDROOM
+
to change year.
: REQUIRED_BEDROOM negative, set to 0
+
: view top event
: REQUIRED_BEDROOM exceeds 1000000, capped
+
: toggle territories. 
REQUIRED_DINING
+
: select an option. 
: REQUIRED_DINING negative, set to 0
+
: done. 
: REQUIRED_DINING exceeds 1000000, capped
+
: export current map. 
REQUIRED_TOMB
+
: show only important events. 
: REQUIRED_TOMB negative, set to 0
+
: show all events. 
: REQUIRED_TOMB exceeds 1000000, capped
+
: back to age. 
MANDATE_MAX
+
: XML dump (incomplete)
: MANDATE_MAX negative, set to 0
+
: export site map.
: MANDATE_MAX exceeds 100, capped
+
: export map/gen info.
DEMAND_MAX
+
: export detailed map.
: DEMAND_MAX negative, set to 0
+
Standard biome+site map
: DEMAND_MAX exceeds 100, capped
+
Elevations including lake and ocean floors
ACCOUNT_EXEMPT
+
Elevations respecting water level
DUTY_BOUND
+
Current vegetation
Unrecognized Entity Token:  
+
Evil
INDIV_CONTROLLABLE
+
Salinity
SIEGER
+
Biome
Leather armor
+
Structures/fields/roads/etc.
Metal armor
+
Hydrosphere
Archer
+
Nobility/holdings
failure to get start square construction for transport link
+
Diplomacy
failure to get end square construction for transport link
+
to export
midmap construction path build failure
+
to cancel
lords
+
to scroll
law-giver
+
Export of column
law-givers
+
complete
CUSTOM_MILITARY_GOALS
+
data/save/current/world.dat
war leader
+
Command Line: World exported.
war leaders
+
  Dwarf Fortress: Save World 
CUSTOM_MILITARY_STRATEGY
+
Offloading units...
general
+
Offloading art images...
generals
+
Sorting world information...
field
+
Saving map data...
marshal
+
Saving civilized populations...
marshals
+
Saving history...
constable
+
Saving parameters...
constables
+
Saving tracking info...
CUSTOM_OFFICIAL_
+
Saving agreements...
royal
+
Synchronizing folders...
chief
+
  Dwarf Fortress: Updating World 
high
+
data/init/world_gen.txt
head
+
WORLD_GEN
chancellor
+
TITLE
chancellors
+
SEED
keeper of the seal
+
HISTORY_SEED
keepers of the seal
+
NAME_SEED
justiciar
+
CREATURE_SEED
justiciars
+
CUSTOM_NAME
treasurer
+
EMBARK_POINTS
treasurers
+
PEAK_NUMBER_MIN
counselor
+
PARTIAL_OCEAN_EDGE_MIN
counselors
+
OCEAN_EDGE_MIN
advisor
+
COMPLETE_OCEAN_EDGE_MIN
advisors
+
REVEAL_ALL_HISTORY
chamberlain
+
CULL_HISTORICAL_FIGURES
chamberlains
+
EROSION_CYCLE_COUNT
master of beasts
+
PERIODICALLY_ERODE_EXTREMES
masters of beasts
+
OROGRAPHIC_PRECIPITATION
butler
+
POLE
butlers
+
NORTH_OR_SOUTH
cup-bearer
+
NORTH_AND_OR_SOUTH
cup-bearers
+
NORTH
doctors
+
SOUTH
executioner
+
NORTH_AND_SOUTH
executioners
+
ALL_CAVES_VISIBLE
chef
+
PLAYABLE_CIVILIZATION_REQUIRED
chefs
+
VOLCANO_MIN
housekeeper
+
END_YEAR
housekeepers
+
BEAST_END_YEAR
CUSTOM_MARKET_OFFICIAL_
+
ELEVATION
sewer
+
RAINFALL
grain
+
DRAINAGE
harvest
+
VOLCANISM
judge
+
SAVAGERY
judges
+
PS_EL
justices
+
PS_RF
magistrate
+
PS_TP
magistrates
+
PS_DR
tunnel
+
PS_VL
road
+
PS_SV
bridge
+
Attempted to set world gen presets prior to dimensions
master
+
  preset attempted beyond Y range
caretaker
+
  preset failed to load X value at Y =
caretakers
+
ELEVATION_FREQUENCY
commissioner
+
RAIN_FREQUENCY
commissioners
+
DRAINAGE_FREQUENCY
official
+
TEMPERATURE_FREQUENCY
officials
+
SAVAGERY_FREQUENCY
administrator
+
VOLCANISM_FREQUENCY
  administrators
+
MINERAL_SCARCITY
  has assumed the position of
+
MEGABEAST_CAP
Mission Report:
+
SEMIMEGABEAST_CAP
Pillage
+
TITAN_NUMBER
Demand Tribute from
+
TITAN_ATTACK_TRIGGER
Raze
+
DEMON_NUMBER
Take Over
+
NIGHT_TROLL_NUMBER
Raid
+
BOGEYMAN_NUMBER
Recover
+
VAMPIRE_NUMBER
Rescue
+
WEREBEAST_NUMBER
Make Request of
+
SECRET_NUMBER
(Set out
+
REGIONAL_INTERACTION_NUMBER
Spring
+
DISTURBANCE_INTERACTION_NUMBER
camp order missing parent -- army will camp forever
+
EVIL_CLOUD_NUMBER
invalid nem in army during guard creation
+
GENERATE_DIVINE_MATERIALS
guard army unattached from parent army
+
EVIL_RAIN_NUMBER
leader
+
GOOD_SQ_COUNTS
bosses
+
EVIL_SQ_COUNTS
chieftess
+
REGION_COUNTS
chieftesses
+
RIVER_MINS
captain
+
SUBREGION_MAX
captains
+
CAVERN_LAYER_COUNT
commander
+
CAVERN_LAYER_OPENNESS_MIN
ringleaders
+
CAVERN_LAYER_OPENNESS_MAX
chieftain
+
CAVERN_LAYER_PASSAGE_DENSITY_MIN
CUSTOM_MERCENARY_LEADER
+
CAVERN_LAYER_PASSAGE_DENSITY_MAX
lord
+
CAVERN_LAYER_WATER_MIN
commander
+
CAVERN_LAYER_WATER_MAX
commanders
+
HAVE_BOTTOM_LAYER_1
masters
+
HAVE_BOTTOM_LAYER_2
General
+
LEVELS_ABOVE_GROUND
Grandmaster
+
LEVELS_ABOVE_LAYER_1
Captain
+
LEVELS_ABOVE_LAYER_2
Sergeant
+
LEVELS_ABOVE_LAYER_3
Adept
+
LEVELS_ABOVE_LAYER_4
Soldier
+
LEVELS_ABOVE_LAYER_5
Novice
+
LEVELS_AT_BOTTOM
Initiate
+
CAVE_MIN_SIZE
sword
+
CAVE_MAX_SIZE
blade
+
MOUNTAIN_CAVE_MIN
mace
+
NON_MOUNTAIN_CAVE_MIN
spear
+
TOTAL_CIV_NUMBER
crossbow
+
TOTAL_CIV_POPULATION
pike
+
SITE_CAP
whip
+
ELEVATION_RANGES
lash
+
RAIN_RANGES
kick
+
DRAINAGE_RANGES
grappling
+
SAVAGERY_RANGES
Bearer
+
VOLCANISM_RANGES
Perfect
+
Unrecognized World Gen Token:
Ultimate
+
LARGE ISLAND
Exalted
+
LARGE REGION
Degree
+
MEDIUM ISLAND
Rank
+
MEDIUM REGION
Master
+
SMALL ISLAND
Adept
+
SMALL REGION
Bearer
+
SMALLER ISLAND
Novice
+
SMALLER REGION
up the stairs
+
POCKET ISLAND
, the door on your right
+
POCKET REGION
, the door on your left
+
Command Line: World generation manually aborted.
, at the end of the hall
+
The world generator is having trouble placing enough mountain peaks. 
, the
+
You might want to check your maximum elevation value and other elevation parameters. 
door
+
Can the elevation 400 be placed enough times to provide space for your peaks? 
on your right
+
You might want to check your preset elevations for the elevation 400. 
on your left
+
You must have at least as many of these highest elevation points as you are requiring peaks. 
abbot
+
Alternatively, you can reduce the number of peaks required by the parameters.
abbots
+
The world generator is having trouble placing enough mid-level elevations. 
CUSTOM_GUILD_LEADER
+
Can your parameters achieve elevations between 100 and 299? 
dean
+
You might want to adjust the parameters governing elevation frequencies. 
deans
+
Alternatively, you can reduce the number of mid-level elevation squares required.
doyen
+
The world generator is having trouble placing enough low elevations. 
doyens
+
Can your parameters achieve elevations between 0 and 99? 
doyenne
+
The world generator is having trouble placing enough high elevations. 
doyennes
+
Can your parameters achieve elevations between 300 and 400? 
CUSTOM_GUILD_ALDERPERSON
+
The world generator is having trouble placing enough ocean squares along the edges. 
CUSTOM_GUILD_STEWARD
+
Can your parameters achieve elevations between 0 and 99 frequently? 
CUSTOM_GUILD_CLERK
+
You might want to adjust the parameters governing elevation. 
alderperson
+
Alternatively, you can reduce the number of edge oceans required.
steward
+
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
stewards
+
You might want to adjust the parameters governing rainfall. 
clerk
+
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
clerks
+
The world generator is having trouble setting drainage in the manner specified by the parameters. 
bookkeeper
+
You might want to adjust the parameters governing drainage. 
bookkeepers
+
Alternatively, you can reduce the number of high, medium or low drainage squares required.
recordkeeper
+
The world generator is having trouble placing savagery in the manner specified by the parameters. 
recordkeepers
+
You might want to adjust the parameters governing savagery. 
baron
+
Alternatively, you can reduce the number of high, medium or low savagery squares required.
barons
+
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
baroness
+
You might want to adjust the parameters governing volcanism. 
baronesses
+
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
baron consort
+
The world generator is having trouble placing enough volcanos.  
barons consort
+
You might want to check your maximum volcanism value.   
baroness consort
+
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
baronesses consort
+
You might want to check your preset volcanism for the value 100. 
NULL artifact on wg loot building, skipping
+
You must have at least as many of these highest volcanism points as you are requiring volcanos.  
high priest
+
Alternatively, you can reduce the number of volcanos required by the parameters.
high priests
+
The world generator is having trouble placing swamps and marshes. 
HIGHEST_PRIEST
+
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
most high  
+
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
absolute
+
The world generator is having trouble placing deserts and badlands. 
most exalted
+
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  
most holy
+
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
most sacred
+
The world generator is having trouble placing forests.
most high priest
+
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.
most high priests
+
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
CUSTOM_LAW_MAKER_2
+
The world generator is having trouble placing mountains.
Murder-target mismatch: year
+
Make sure your parameters and presets can support high elevation areas.
, entity #
+
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
CUSTOM_MERCENARY_TREASURER
+
The world generator is having trouble placing oceans.
  Music and Sound Options  
+
Make sure your parameters and presets can support low elevation areas.
Volume:
+
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
/255
+
The world generator is having trouble placing glaciers.
=========
+
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.
or left-click: Change volume.   
+
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
: Done.
+
The world generator is having trouble placing tundra regions.
---------
+
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.
  Export Local Image  
+
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
Your Units
+
The world generator is having trouble placing grasslands.
Buildings
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.
: Export Image
+
The world generator is having trouble placing hills.
: Cancel
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.
: Done
+
The world generator is having trouble placing rivers.
: Type Value
+
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.
: Nullify Value
+
Alternatively, you can reduce the number of rivers required by the parameters.
: Decrease Value
+
The world generator is placing too many subregions.
: Increase Value
+
Make sure your parameters and presets aren't so variable that biomes change frequently.
Range:
+
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
: Set Preset Field Values
+
The world generator is having trouble placing mountain caves.
NULL unit projectile loaded
+
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.
NULL item projectile loaded
+
Alternatively, you can reduce the number of mountain caves required by the parameters.
  Dwarf Fortress Options: Save Game  
+
The world generator is having trouble placing low-lying caves.
Initializing...
+
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.
Checking directory structure...
+
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
Preliminary cleaning...
+
The world generator is having trouble placing enough civilizations.
Offloading units...  
+
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.
Offloading art...
+
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.
Opening file...
+
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.
Characterizing raw data...
+
Alternatively, you can reduce the number of civilizations required by the parameters.
Allocating space...
+
The world generator couldn't find any civilization definitions.
Saving items...
+
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.
Saving units...
+
The world generator is having trouble placing a controllable civilization.
Saving jobs...
+
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
Saving schedules...
+
Make sure your parameters and presets have adequate squares of this kind.
Saving projectiles...
+
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
Saving buildings...
+
The world generator is having trouble placing farming civilizations. 
Saving machines...
+
Civilizations use available plants in their surroundings as their initial crops. 
Saving flow guides...
+
Make sure your parameters and raw objects have adequate vegetation. 
Saving effects...
+
Command Line: World generation parameter set located successfully.
Saving entities...
+
Command Line: World generation parameter set
Saving local animal populations...
+
not found -- using default.
Saving events...
+
Command Line: World image, detailed image and info exported.
Saving mandates...
+
  Dwarf Fortress: New World 
Saving work quotas...
+
Finalizing...
Saving world events...
+
to continue.
Saving coin information...
+
Create A World
Saving formations...
+
World Size
Saving interactions...
+
Pocket
Saving incidents...
+
Smaller
Saving crimes...
+
Medium
Saving armies...
+
History
Saving tracking information...
+
Very Short
Saving cultural identities...
+
Short
Saving agreement...
+
Long
Saving image sets...
+
Very Long
Saving announcements...
+
Very High
Saving fortress information...
+
Maximum Number of Sites
Saving world information...
+
Number of Beasts
Saving artifacts...
+
Natural Savagery
Saving active historical figures...
+
Mineral Occurrence
Saving adventure data...
+
Very Rare
Saving general information...
+
Rare
  Relationships of  
+
Sparse
Pet Owner
+
Frequent
Spouse
+
Everywhere
Mother
+
This controls the size of the world map.  Current:
Father
+
17 x 17
Lover
+
33 x 33
Child
+
65 x 65
Bonded
+
129 x 129
Childhood Friend
+
257 x 257
War Buddy
+
This is the length of pre-generated history.  Current:
Obsession
+
5 years
Fellow Scholar
+
125 years
Fellow Artist
+
250 years
Fellow Athlete
+
550 years
Kindred Spirit
+
1050 years
Close Friend
+
This controls how many distinct races/cultures there are.
Friend
+
This is how many distinct places can exist after world generation.
Athletic Rival
+
Increasing this setting makes large beasts more prevalent.
Business Rival
+
Increasing savagery makes the world more difficult to settle.
Persecutor
+
Increasing mineral occurrence makes more embark sites have more minerals.
Religious Persecutor
+
TO CREATE THE WORLD.
Grudge
+
Title:
Jealous Grudge
+
Seed:  
Supernatural Vengeance
+
Various
Pure Hate
+
Dimensions:  
Hated
+
Custom Name:  
Disliked
+
Random Name
Deity
+
: Enter advanced parameters
Force
+
: New param set
Object of Worship
+
: Copy param set
Long-term Acquaintance
+
: Delete param set
Passing Acquaintance
+
: Enter title
Hero
+
: Use random name
Intruder
+
: Enter custom name
Considers Monster
+
: Use random seed
Considers Brigand
+
: Enter custom seed
Considers Bully
+
: Change dimensions
Considers Preacher
+
to load the world params.
Considers Storyteller
+
to save the world params.
Considers Poet
+
Last Param Set:  
Considers Bard
+
  Seed:
Considers Dancer
+
History Seed:  
Considers Violent
+
  Name Seed:  
Considers Psychotic
+
Creature Seed:  
Good for Business
+
Really delete this parameter set?
Friendly Terms
+
: Delete
Considers Killer
+
Really change the dimensions?
Considers Murderer
+
This parameter set will be reset.
Comrade
+
: Change
Member of Respected Group
+
Are you sure you want to abort?
Member of Hated Group
+
You haven't saved your changes.
Enemy Fighter
+
: Yes
Friendly Fighter
+
Are you sure you want to go on?
Loyal Soldier
+
Creating New Region
Apprentice
+
Rejected)
Former Master
+
Preparing elevation...
Former Apprentice
+
Setting temperature...
Considers Quarreler
+
Running rivers...
Considers Flatterer
+
Forming lakes
Hunter
+
and minerals...
Protector of the Weak
+
Growing vegetation...
Preserver of Knowledge
+
Verifying terrain...
Treasure Hunter
+
Importing wildlife...
Thief
+
Recounting legends...
: Back to Main
+
Finished prehistory...
: Zoom
+
Placing civilizations... (
  Workshop Profile 
+
Making cave civilizations...
: Permitted Workers
+
Making cave pops...
Work Orders
+
Placing other beasts...
Labor Restrictions
+
Placing megabeasts...
: Permit/Restrict
+
Placing good/evil...
: Permit All
+
Placing caves... (
: Min -
+
Prehistory init...
: Max -
+
Hist Figs:
Work Orders Created For This Shop
+
    Dead:
Validated
+
  Events:
Active:  
+
Finalizing civ mats... (
Waiting:  
+
Finalizing art... (
Checking:  
+
Finalizing uniforms... (
Ready:  
+
Finalizing sites... (
There are no active work orders tied to this shop.
+
LACK OF PEAKS
All work orders must be validated by the manager before they become active.
+
MEDIUM ELEVATION REJECTION
: New Order  
+
LOW ELEVATION REJECTION
: Remove  
+
HIGH ELEVATION REJECTION
: Wages
+
LACK OF EDGE OCEANS
: Conditions
+
RAINFALL REJECTION
: General work orders cannot task this shop
+
DRAINAGE REJECTION
: General work orders are allowed to task this shop
+
SAVAGERY REJECTION
: Maximum general work order tasks allowed =
+
VOLCANISM REJECTION
Permitted General Work Order Labors
+
LACK OF VOLCANOS
: Allow/disallow
+
SWAMP REJECTION
  Dwarf Fortress: Load World 
+
DESERT REJECTION
Processing raw data...
+
FOREST REJECTION
Shapes...
+
MOUNTAIN REJECTION
Colors...
+
OCEAN REJECTION
Patterns...
+
GLACIER REJECTION
Material templates...
+
TUNDRA REJECTION
Inorganics...
+
GRASSLAND REJECTION
Plants...
+
HILLS REJECTION
Tissue templates...
+
LACK OF RIVERS
Items...
+
TOO MANY REGIONS
Body detail plans...
+
LACK OF MOUNTAIN CAVES
Creature bodies...
+
LACK OF LOW-LYING CAVES
Creature variations...
+
UNABLE TO PLACE ENOUGH CIVILIZATIONS
Entities...
+
NO CIVILIZATIONS AVAILABLE
Reactions...
+
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
Interactions...
+
FARMING CIVILIZATION PLACED WITHOUT CROPS
Sorting material templates...
+
Note: If you are using the default parameters in unmodded DF,
Sorting inorganics...
+
and it doesn't work after continuing a few times, please report
Sorting plants...
+
the issue at the B12 forum.
Sorting tissue templates...
+
: CONTINUE until you give me another warning.
Sorting items...
+
: ABORT NOW and I'll look over my parameters.
Sorting buildings...
+
: ALLOW THIS REJECTION TYPE and continue reporting others.
Sorting body detail plans...
+
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
Sorting creature bodies...
+
has been created.
Sorting creature variations...
+
: Accept
Sorting creatures...
+
: Export image/info
Sorting entities...
+
: Use the world as it currently exists
Sorting languages...
+
: Continue
Sorting descriptors...
+
or
Sorting reactions...
+
to pause/finish.
Sorting interactions...
+
CREATE WORLD NOW =
Finalizing languages...
+
LARGE
Finalizing descriptors...
+
Cleaning game objects...
Finalizing material templates...
+
Cleaning stranded objects...
Finalizing inorganics...
+
Cleaning play objects...
Finalizing plants...
+
** Starting New Arena **
Finalizing tissue templates...
+
raw/
Finalizing items...
+
/raw/
Finalizing buildings...
+
  Dwarf Fortress: Arena 
Finalizing body detail plans...
+
Preparing arena...
Finalizing creature variations...
+
Preparing screen...
Finalizing creatures...
+
Preparing Arena...
Finalizing entities...
+
Importing world...
Finalizing reactions...
+
to select an option.
Finalizing interactions...
+
scroll.
Preparing material data...
+
at any time for options, including key bindings.
Generating inorganics...
+
at any time for the manual.
Generating plants...
+
, Folder:
Generating items...
+
Select a source for your arena objects:
Generating creatures...
+
raw (Default)
Generating entities...
+
/raw
Generating reactions...
+
This Version of DF used the FMOD Sound System
Generating interactions...
+
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
Finalizing generated objects...
+
This version of DF uses SDL: Simple DirectMedia Layer,
Preparing text objects...
+
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
Preparing graphics...
+
See the SDL folder for license information.
Loading items...
+
Portions of this version are Copyright(C)2008
Loading buildings...
+
The FreeType Project (www.freetype.org).
Loading entities...
+
All rights reserved.
Loading coin information...
+
to return to the menu.
Loading map data...
+
0000
Loading civilized populations...
+
-detailed
Loading history...
+
-elw
Loading parameters...
+
-tmp
Loading artifacts...
+
-rain
Loading active historical figures...
+
-drn
Loading squads...
+
-sav
Loading formations...
+
-vol
Loading activities...
+
-veg
Loading interactions...
+
-evil
Loading written content...
+
-sal
Loading identities...
+
-trd
Loading incidents...
+
-str
Loading crimes...
+
-hyd
Loading vehicles...
+
-nob
Loading armies...
+
-dip
Loading army controllers...
+
.bmp
Loading tracking information...
+
biome_color_key.txt
Loading cultural identities...
+
mountain (128,128,128)
Loading agreements...
+
temperate freshwater lake (0,224,255)
Loading art forms...
+
temperate brackish lake (0,192,255)
Loading occupations...
+
temperate saltwater lake  (0,160,255)
Loading belief systems...
+
tropical freshwater lake (0,96,255)
Loading image sets...
+
tropical brackish lake (0,64,255)
Loading divination sets...
+
tropical saltwater lake (0,32,255)
Rebuilding temporary information...
+
arctic ocean (0,255,255)
Preparing game...
+
tropical ocean (0,0,255)
Failed!
+
temperate ocean (0,128,255)
Button
+
glacier (64,255,255)
: Customize Nickname
+
tundra (128,255,255)
: Customize Profession Name
+
temperate freshwater swamp (96,192,128)
: Done with string entry
+
temperate saltwater swamp (64,192,128)
: Abort string entry
+
temperate freshwater marsh (96,255,128)
: View Biomes
+
temperate saltwater marsh (64,255,128)
Brush Radius
+
tropical freshwater swamp (96,192,64)
Smoothing Brush
+
tropical saltwater swamp (64,192,64)
Normal Brush
+
mangrove swamp (64,255,96)
ELEV
+
tropical freshwater marsh (96,255,64)
RAIN
+
tropical saltwater marsh (64,255,64)
TEMP
+
taiga forest (0,96,64)
DRAIN
+
temperate conifer forest (0,96,32)
VOLC
+
temperate broadleaf forest (0,160,32)
(View)
+
tropical conifer forest (0,96,0)
Brush =
+
tropical dry broadleaf forest (0,128,0)
Painting
+
tropical moist broadleaf forest (0,160,0)
Not painting
+
temperate grassland (0,255,32)
Will be saved
+
temperate savanna (0,224,32)
Randomize at gen
+
temperate shrubland (0,192,32)
This creature
+
tropical grassland (255,160,0)
  is non-hostile.
+
tropical savanna (255,176)
is a skulking perpetrator of mischief.
+
tropical shrubland (255,192,0)
is a minion of evil.
+
badland desert (255,96,32)
is a brutal enemy of your kind.
+
sand desert (255,255,0)
is of the wilderness.
+
rock desert (255,128,64)
is of the walking dead.
+
structure_color_key.txt
is opposed to the living.
+
castle (128,128,128)
has returned from beyond the grave.
+
village (255,255,255)
is crazed!
+
crops (255,128,0)(255,160,0)(255,192,0)
is an invader.
+
pasture (0,255,0)
is from the depths of the underworld.
+
meadow (64,255,0)
is an uninvited guest.
+
woodland (0,128,0)
is a current resident.
+
orchard (0,160,0)
is from
+
tunnel (20,20,20)
is from a mysterious place.
+
stone bridge (224,224,224)
Account:
+
other bridge (180,167,20)
Owned Objects:
+
stone road (192,192,192)
Holdings:
+
other road (150,127,20)
Needs:
+
stone wall (96,96,96)
Chest
+
other wall (160,127,20)
Demands:
+
mountain (255,255,192)
Throne Room/Office
+
lake (0,96,255)
Bedroom
+
land (128,64,32)
Dining Room
+
ocean (0,64,255)
Tomb
+
hydro_color_key.txt
Mandates:
+
brook (0,255,255)
Export of
+
stream (0,224,255)
Make
+
minor river (0,192,255)
Prohibited
+
river (0,160,255)
: Thoughts and preferences
+
major river (0,128,255)
: Relationships
+
river/ocean (0,112,255)
Set Follow Hotkey (
+
Greed
etc.):
+
Jealousy
Site
+
*** STARTING NEW GAME ***
Error 1
+
Command Line:  
Error 2
+
data/init/announcements.txt
data/save/current/world.sav
+
DO_MEGA
NO_FILE
+
PAUSE
Animals
+
RECENTER
Food
+
A_DISPLAY
Furniture/Siege Ammo
+
D_DISPLAY
Corpses
+
UNIT_COMBAT_REPORT
Refuse
+
UNIT_COMBAT_REPORT_ALL_ACTIVE
Bars/Blocks
+
UCR_A
Gems
+
data/sound/song_title.ogg
Cloth
+
data/sound/song_game.ogg
Wood
+
data/art/mouse.png
Weapons/Trap Comps
+
data/movies
Armor
+
text
Sheet
+
region
Additional Options
+
Command Line: World generation initiated.
Fish
+
Command Line: World generation aborted because folder exists.
Unprepared Fish
+
data/speech/general.txt
Drink (Plant)
+
data/speech/slayer.txt
Drink (Animal)
+
data/speech/threat.txt
Cheese (Plant)
+
data/speech/greet.txt
Cheese (Animal)
+
data/speech/greet_reply.txt
Seeds
+
data/speech/greet_reply_diff_language.txt
Fruit/Leaves
+
data/speech/greet_reply_unusual_first.txt
Milled Plant
+
data/speech/greet_reply_after_hero.txt
Bone Meal
+
data/speech/greet_worship.txt
Pressed Material
+
data/speech/greet_baby.txt
Extract (Plant)
+
data/speech/goodbye_worship_1.txt
Extract (Animal)
+
data/speech/goodbye_worship_2.txt
Misc. Liquid
+
data/speech/goodbye_worship_3.txt
Item Types
+
data/speech/temple_already_member.txt
Body Parts
+
data/speech/temple_become_member.txt
Skulls
+
data/speech/positive.txt
Bones
+
data/speech/task_recommendation.txt
Shells
+
data/speech/unknown_hf_seeker.txt
Teeth
+
data/speech/ab_specific_hf_seeker.txt
Horns/Hooves
+
data/speech/site_specific_hf_seeker.txt
Hair/Wool
+
data/speech/same_site_ab_specific_hf_seeker.txt
Type
+
data/speech/same_site_specific_hf_seeker.txt
Other Materials
+
data/speech/arch_info_justification.txt
Stone/Clay
+
data/speech/justification_representation.txt
Metal
+
data/speech/justification_proximity.txt
Bars: Other Materials
+
data/speech/justification_experience.txt
Bars: Metal
+
data/speech/justification_reminder.txt
Blocks: Other Materials
+
data/speech/justification_antithetical.txt
Blocks: Metal
+
data/speech/no_family.txt
Blocks: Stone/Clay
+
data/speech/family_relationship_spec.txt
Metal Ores
+
data/speech/family_relationship_no_spec.txt
Economic
+
data/speech/family_relationship_additional.txt
Rough Glass
+
data/speech/family_relationship_spec_dead.txt
Cut Glass
+
data/speech/family_relationship_no_spec_dead.txt
Rough Gem
+
data/speech/family_relationship_additional_dead.txt
Cut Gem
+
data/speech/child_age_proclamation.txt
Cut Stone
+
data/speech/wandering_profession.txt
Thread (Silk)
+
data/speech/scouting_profession.txt
Thread (Plant)
+
data/speech/hunting_profession.txt
Thread (Metal)
+
data/speech/snatcher_profession.txt
Cloth (Silk)
+
data/speech/thief_profession.txt
Cloth (Metal)
+
data/speech/wandering_profession_year.txt
Paper
+
data/speech/scouting_profession_year.txt
Parchment
+
data/speech/hunting_profession_year.txt
Trap Components
+
data/speech/snatcher_profession_year.txt
Body
+
data/speech/thief_profession_year.txt
Head
+
data/speech/past_wandering_profession.txt
Feet
+
data/speech/past_scouting_profession.txt
Legs
+
data/speech/past_hunting_profession.txt
Shield
+
data/speech/past_snatcher_profession.txt
Core Quality
+
data/speech/past_thief_profession.txt
Total Quality
+
data/speech/guard_profession.txt
: Toggle
+
data/speech/guard_warning.txt
: Enable
+
data/speech/soldier_profession.txt
: Disable
+
data/speech/past_profession_no_year.txt
Cheeses
+
data/speech/past_profession_year.txt
Mill Products
+
data/speech/current_profession_no_year.txt
Fats
+
data/speech/current_profession_year.txt
Pastes
+
data/speech/hist_fig_slayer.txt
Extracts
+
data/speech/animal_slayer.txt
Liquids
+
data/speech/mercenary_profession.txt
Types
+
data/speech/mercenary_profession_year.txt
Materials
+
data/speech/past_mercenary_profession.txt
Silk Thread
+
  were unable to complete the
Yarn Thread
+
Jobs removed from unpowered
Metal Thread
+
small
Plant Thread
+
large
Silk Cloth
+
grown
Yarn Cloth
+
logs
Metal Cloth
+
rough gems
Plant Cloth
+
raw green glass
Trap Comps
+
raw clear glass
Footwear
+
raw crystal glass
Legwear
+
small
Shields
+
rock
Qualities
+
stones
Empty Cages
+
  wafers
Empty Animal Traps
+
  bars
Prepared Food
+
charcoal
Usable
+
coke
Unusable
+
refined coal
: Allow All
+
bars
: Block All
+
cut gems
: Permit
+
cut green glass gems
: Forbid
+
cut clear glass gems
ecwe
+
cut crystal glass gems
hlaas
+
gems
  Dwarf Fortress Options: Load Game 
+
blocks
Loading units...
+
portal
Loading jobs...
+
door
Loading schedules...
+
floodgate
Loading projectiles...
+
hatch cover
Loading machines...
+
grate
Loading flow guides...
+
table
Loading effects...
+
cabinet
Loading local animal populations...
+
weapon rack
Loading events...
+
armor stand
Loading mandates...
+
coffer
Loading work quotas...
+
chest
Loading world events...
+
boxes and bag
Loading announcements...
+
backpack
Loading fortress information...
+
limb/body
Loading world information...
+
cast
Loading adventure...
+
splint
Loading general information...
+
crutch
Rebuilding more temporary information...
+
quiver
Preparing game screen...
+
casket
Handling compatibility issues...
+
sarcophag
Testing Arena
+
coffin
Testing Arena (Adventurer)
+
rope
Unknown Type Error
+
chain
There are no active games.
+
waterskin
  Dwarf Fortress Options  
+
vial
Ending game...
+
flask
Really retire?  All active saves will be deleted. (
+
musical instrument
  = yes, other = no)
+
unglazed
You will be saved for later use in the region.
+
tool
Really quit?  All active saves will be deleted.  (
+
goblet
The region will be saved for later use, but consider retiring the fort
+
window
instead if it is not a lost cause.
+
terrarium
The fortress will become part of the world.  You may reassume control later,
+
cage
but the circumstances will not necessarily be as you leave them now.
+
barrel
The region will be saved for later use.
+
bucket
Return to Title Screen
+
animal trap
Return to Game
+
chair
Save Game
+
throne
Key Bindings
+
strands
Export Local Image
+
yarn
Music and Sound
+
thread
Abandon the Fortress to Ruin
+
cloth
Abort Game
+
tanned hide
Succumb to the Invasion
+
totem
Retire the Fortress (for the time being)
+
-bound
Give in to the Night
+
book
Retire at this location (or rest a while)
+
figurine
Finish Game
+
rotten
Give in to Starvation
+
drink
(holding another's goods)
+
filthy
local_map
+
sticky
-param-
+
vomitous
Created in DF
+
slimy
current
+
dirty
data/save/*
+
gooey
data/save/
+
purulent
/world.sav
+
ichorous
Nuked Activity Reference
+
bloody
Nuked Job Reference
+
paste
Nuked Unit Reference (Worker/Inventory)
+
liquid
Nuked Building Reference (Party)
+
glob
Nuked Item Reference (General)
+
laced with
Nuked Effect Reference
+
powder
Nuked Vermin Event Reference
+
cheese
Nuked Vermin Reference (Escaped Pet)
+
catapult parts
Nuked Entity Reference
+
mechanisms
Nuked Plot Info Reference
+
tube
Nuked Viewscreen Reference
+
pipe section
Nuked Unit Reference (Item Wrestle)
+
trap component
Nuked Hist Fig Reference
+
ballista parts
Nuked Site Reference
+
anvil
Nuked Artifact Reference
+
amulet
Nuked Item Improvement Reference
+
ballista arrow head
Nuked Coin Front Reference
+
siege ammo
Nuked Coin Back Reference
+
ammunition
Nuked Detail Event Reference
+
scepter
Nuked Subregion Reference
+
crown
Nuked Feature Layer Reference
+
coin
Nuked Entity Population Reference
+
perfect
Nuked Breed Reference
+
large
Nuked Art Image Reference
+
green glass
Nuked Creature Def Reference
+
clear glass
NULL JOB ITEM (1):
+
crystal glass
NULL JOB ITEM (2):
+
gem
Civ Zone
+
ring
: Null Unit Assignment (Id
+
earring
: Null Item Assignment (Id
+
bracelet
Cage: Null Unit Assignment
+
traction bench
Cage: Null Item Assignment
+
quern
NULL Aid Requester
+
millstone
/world.dat
+
statue
clearing orders from squad with invalid mission
+
memorial
unprepared
+
craft shop sign
Plant Growth (?)
+
weaponsmith's shop sign
large pots/food storage
+
armorsmith's shop sign
minecarts
+
general store sign
wheelbarrows
+
food shop sign
other large tools
+
food imports sign
sand bags
+
clothing imports sign
Bone
+
general imports sign
Pearl
+
cloth shop sign
Shell
+
leather shop sign
Silk
+
woven clothing shop sign
Amber
+
leather clothing shop sign
Coral
+
bone carver's shop sign
Green Glass
+
gem cutter's shop sign
Clear Glass
+
bowyer's shop sign
Crystal Glass
+
blacksmith's shop sign
Standard
+
metal craft shop sign
Well-crafted
+
leather goods shop sign
Finely-crafted
+
carpenter's shop sign
Superior Quality
+
stone furniture shop sign
Exceptional
+
metal furniture shop sign
Masterwork
+
tavern sign
Fresh Raw Hide
+
slab
Rotten Raw Hide
+
corpse
Coal
+
tooth
Potash
+
teeth
Pearlash
+
bone
Soap
+
shell
Allow Plant/Animal
+
plant part
Allow Non-Plant/Animal
+
silk body part
Use Seed
+
leather body part
Random
+
wooden body part
Seed
+
soap body part
Use History Seed
+
horn
Use Name Seed
+
pearl
Use Creature Seed
+
yarn body part
Embark Points
+
strand body part
End Year
+
Rotten
Population Cap After Civ Creation
+
seeds
No Cap
+
withered
Site Cap After Civ Creation
+
leaves
Percentage Beasts Dead For Stoppage
+
leaf
Ignore
+
raw
Year to Begin Checking Megabeast Percentage
+
live
Cull Unimportant Historical Figures
+
small live animal
Reveal All Historical Events
+
tame
Temperature
+
small tame animal
Drainage
+
prepared meal
Volcanism
+
preserved
Minimum
+
chops
Maximum
+
chop
X-Variance
+
meat
Y-Variance
+
weapon
Elevation Mesh Size
+
chain
2 x 2
+
suits of  
4 x 4
+
armor
8 x 8
+
handwear
16 x 16
+
shield
32 x 32
+
/buckler
Elevation Weighted Range (
+
footwear
Rain Mesh Size
+
headwear
Rain Weighted Range (
+
legwear
Drainage Mesh Size
+
has stolen
Drainage Weighted Range (
+
A thief has stolen
Savagery Mesh Size
+
is taken by a fey mood!
Savagery Weighted Range (
+
withdraws from society...
Temperature Mesh Size
+
has been possessed!
Temperature Weighted Range (
+
looses a roaring laughter, fell and terrible!
Volcanism Mesh Size
+
begins to stalk and brood...
Volcanism Weighted Range (
+
has created
Pole
+
*PAUSED*
North or South
+
SIEGE
North and/or South
+
Idlers:
North and South
+
Page
Minimum Mountain Peak Number
+
fighting!
Minimum Partial Edge Oceans
+
hunting.
Minimum Complete Edge Oceans
+
sparring.
Minimum Volcano Number
+
No recent reports.
Mineral Scarcity (Low = More minerals)
+
: View report
Max Megabeast Caves
+
Last Report Date:
No Beasts
+
Announcement Date:
Max Semimegabeast Caves
+
: Zoom to location
Titan Number
+
Ingredient Type
Titan Attack Population Requirement
+
Number
Titan Attack Exported Wealth Requirement
+
Permissions
Titan Attack Created Wealth Requirement
+
Brew
Number of Demon Types
+
: Toggle cook.
Number of Night Troll Types
+
: Toggle brew.
Number of Bogeyman Types
+
You have no appropriate ingredients.
Number of Nightmare Types
+
Creatures
Number of Vampire Curse Types
+
Overall Training
Number of Werebeast Curse Types
+
Creature
Werebeast Attack Population Requirement
+
Price
Werebeast Attack Exported Wealth Requirement
+
Status:
Werebeast Attack Created Wealth Requirement
+
Trained
Number of Secret Types
+
Well-trained
Number of Regional Interaction Types
+
Skillfully trained
Number of Disturbance Interaction Types
+
Expertly trained
Number of Evil Cloud Types
+
Exceptionally trained
Number of Evil Rain Types
+
Masterfully trained
Generate Divine Materials
+
Domesticated
Allow Divination
+
Semi-Wild
Allow Demonic Experiments
+
Trainer:
Allow Necromancer Experiments
+
Trainer: Any
Allow Necromancer Lieutenants
+
Trainer: Any unassigned
Allow Necromancer Ghouls
+
Ready for Slaughter
Allow Necromancer Summons
+
Uninterested
Desired Good Square Count in Small Subregions
+
For Sale
Desired Good Square Count in Medium Subregions
+
Available
Desired Good Square Count in Large Subregions
+
Not For Sale
Desired Evil Square Count in Small Subregions
+
Unavailable
Desired Evil Square Count in Medium Subregions
+
Work Animal
Desired Evil Square Count in Large Subregions
+
Not Tame
Minimum Initial
+
: Toggle pet availability.
Square Count
+
: Slaughter.
Region Count
+
: Select trainer.
Minimum Final
+
: War training.
Erosion Cycle Count
+
: Hunting training.
Minimum River Start Locations (Pre-Erosion)
+
You have no appropriate creatures.
Desired River Start Locations (Post-Erosion)
+
Any trainer
Periodically Erode Extreme Cliffs
+
Any unassigned trainer
Do Orographic Precipitation and Rain Shadows
+
Knowledge
Maximum Number of Subregions
+
A few facts
Cavern Layer Number
+
General familiarity
Cavern Layer Openness Min
+
Knowledgeable
Cavern Layer Openness Max
+
You don't know how to train any animals.
Cavern Layer Passage Density Min
+
Justice 
Cavern Layer Passage Density Max
+
  Cages&Chains:
Cavern Layer Water Min
+
Violation of Production Order
Cavern Layer Water Max
+
Violation of Export Prohibition
Magma Layer
+
Violation of Job Order
Bottom Layer (Forces Magma)
+
Conspiracy to Slow Labor
Z Levels Above Ground
+
Disorderly Conduct
Z Levels Above Layer 1
+
Building Destruction
Z Levels Above Layer 2
+
, Deceased
Z Levels Above Layer 3
+
There are no criminals.
Z Levels Above Layer 4
+
1 witness
Z Levels Above Layer 5
+
witnesses
Z Levels At Bottom
+
No witnesses
Minimum Natural Cave Size
+
Injured Party:  
Maximum Natural Cave Size
+
Convicted:
Number of Mountain Caves
+
Witness:  
Number of Non-Mountain Caves
+
Accuses:  
Make Caves Visible
+
Found the body.
Allow Init Embark Options to Show Tunnels
+
Date:  
Always
+
Reported:  
Only in Finder
+
No Sentence Pending.
Number of Civilizations
+
Hammerstrike
Playable Civilization Required
+
Beating.
Minimum Number of Mid-Elevation Squares
+
Day
Minimum Number of Low-Elevation Squares
+
in Prison.
Minimum Number of High-Elevation Squares
+
Officer:  
Minimum Number of Mid-Rain Squares
+
None Assigned
Minimum Number of Low-Rain Squares
+
Violation of Production Order.
Minimum Number of High-Rain Squares
+
Violation of Export Prohibition.
Minimum Number of Mid-Drainage Squares
+
Violation of Job Order.
Minimum Number of Low-Drainage Squares
+
Conspiracy to Slow Labor.
Minimum Number of High-Drainage Squares
+
Murder.
Minimum Number of Mid-Savagery Squares
+
Disorderly Conduct.
Minimum Number of Low-Savagery Squares
+
Building Destruction.
Minimum Number of High-Savagery Squares
+
Vandalism.
Minimum Number of Mid-Volcanism Squares
+
Theft.
Minimum Number of Low-Volcanism Squares
+
Robbery.
Minimum Number of High-Volcanism Squares
+
Blood-drinking.
NULL unit pointer on load
+
: Select/scroll
NULL item pointer on load
+
: Convict
NULL job pointer on load
+
: View recent crimes (
NULL building pointer on load
+
: View cold cases (
NULL play unit on load: id #
+
: Convict somebody
NULL play item on load: id #
+
General Items
NULL play building on load: id #
+
Thread/Cloth
NULL displayed announcement
+
Stone/Gems/Metals
old save: fixing possibly broken knowledge from unretire
+
Anml Extracts
patching corruption: item off-loaded and also in play:  
+
Plnt Extracts
** Loading Fortress **
+
Anml Cheeses
** Loading Adventurer **
+
Plnt Cheeses
patching dangerously broken trade definition -- magma powder changed to water/snow
+
Milled Animal
removed erroneous unit occupancy flag
+
Milled Plants
removed erroneous unit ground occupancy flag
+
Item Type
Repairing squad info for Unit #
+
Setter
cleaning up 0.44.01/2 broken display reference
+
Wage
have corrupt feature map at
+
Cleaning
0.44.03 or earlier save: removing corrupted route stop
+
Place Item in Tomb
0.44.03 or earlier save: removing erroneous travel log
+
Store Item in Stockpile
Patched save: fixed missing equipment assignment
+
Store Item in Bag
Patched save: fixed duplicate ammo assignment
+
Store Weapon
Patched save: fixed duplicate training equipment assignment
+
Store Armor
Patched save: fixed duplicate equipment assignment
+
Store Item in Barrel
Patched save: Historical spy
+
Store Item in Bin
stops using out-of-place cover identity
+
Store Item in Hospital
old save: removing potentially broken rest job
+
Dump Item
removing broken building inventory link
+
Install Colony In Hive
compat: removing prisoner from non-hereditary position
+
Collect Hive Products
Something has pulled a lever!
+
Operate Pump
Something has triggered a pressure plate!
+
Place Track Vehicle
Something has emptied a cage!
+
Push Track Vehicle
Something has unchained a creature!
+
Plant Gathering
unused
+
Construction Removal
improvable
+
Hunting
butcherable
+
Plant Processing
millable
+
Other Jobs
possibly buriable
+
Beat Criminal
unrotten
+
Execute Criminal
undisturbed
+
Give Water
collected
+
Give Food
sharpenable
+
Recover Wounded
empty
+
Diagnose Patient
processable
+
Immobilize Break
cookable
+
Apply Cast
solid
+
Bring Crutch
extract-bearing plant
+
Dress Wound
extract-bearing fish
+
Clean Patient
extract-bearing small creature
+
Suture
processable (to vial)
+
Set Bone
processable (to barrel)
+
Place In Traction
tameable small creature
+
Work Orders
sand-bearing
+
Left
glass
+
Validated
lye-bearing
 
milk
 
milkable
 
finished good
 
ammo
 
furniture
 
dye
 
dyeable
 
totemable
 
glass-making
 
dyed
 
melt-designated
 
deep material
 
sewn-imageless
 
screw
 
fire-safe
 
magma-safe
 
building material
 
non-economic
 
plant
 
silk
 
yarn
 
leather
 
bone
 
hair/wool
 
shell
 
horn
 
pearl
 
plaster-containing
 
soap
 
ivory/tooth
 
lye/milk-free
 
blunt
 
unengraved
 
unimproved
 
written-on
 
non-absorbent
 
food storage
 
non-pressed
 
hard
 
metal
 
sand
 
edged
 
on-ground
 
-bearing
 
-producing
 
-containing
 
liquid cooking
 
liquid scoop
 
powder grinding receptacle
 
powder grinding
 
meat carving
 
meat boning
 
meat slicing
 
meat cleaving
 
meat-carving holder
 
meal container
 
liquid container
 
food storage
 
hive
 
nest box
 
small object container
 
track cart
 
heavy object hauler
 
stand-and-work
 
sheet roller
 
folded sheet protector
 
writing container
 
bookcase
 
display object
 
offering placement
 
divination
 
games of chance
 
body part
 
that isn't a bin
 
PRIEST
 
Short Pathing Flood Overflow
 
DRINK_MAT
 
Tribute Report:
 
Tribute is being unloaded.  (A report is available.)
 
Merchants have arrived and are unloading their goods.
 
A trade depot is requiered for the delivery of the tribute.
 
The merchants need a trade depot to unload their goods.
 
An animal
 
has adopted
 
Miner destination wiped
 
body
 
now know a few facts about
 
training.
 
have attained a general familiarity with
 
training methods.
 
are now quite knowledgeable
 
trainers.
 
are now expert
 
flown
 
rough
 
log
 
block
 
the underworld portal
 
deposit
 
the river
 
the subterranean water
 
the pit
 
the magma pool
 
the volcano
 
Horrifying screams come from the darkness below!
 
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
The glowing barrier has disappeared!
 
Cleaning game objects...
 
Cleaning stranded objects...
 
Cleaning play objects...
 
Null site on overall status
 
Legends
 
Standard biome+site map
 
Elevations including lake and ocean floors
 
Elevations respecting water level
 
Rainfall
 
Savagery
 
Current vegetation
 
Evil
 
Salinity
 
Biome
 
Trade
 
Structures/fields/roads/etc.
 
Hydrosphere
 
Nobility/holdings
 
to export
 
to cancel
 
to scroll
 
Export of column
 
complete
 
  Dwarf Fortress: Save World 
 
Offloading art images...
 
Sorting world information...
 
Saving map data...
 
Saving civilized populations...
 
Saving history...
 
Saving parameters...
 
Saving squads...
 
Saving activities...
 
Saving written content...
 
Saving identities...
 
Saving vehicles...
 
Saving army controllers...
 
Saving tracking info...
 
Saving agreements...
 
Saving art forms...
 
Saving occupations...
 
Saving belief systems...
 
Saving divination sets...
 
Closing file...
 
Synchronizing folders...
 
  Becoming The Capital 
 
Architecture
 
Desired:
 
Current:
 
Offerings
 
Worker:
 
Inactive
 
Location:
 
Repeating
 
Suspended
 
Items:
 
This building
 
was designed by
 
was well-designed by
 
was finely-designed by
 
was superiorly designed by
 
bears the exceptional design of
 
was masterfully designed by
 
an unknown architect
 
The structure
 
was built by
 
was solidly built by
 
was finely-built by
 
was superiorly built by
 
was exceptionally built by
 
was masterfully built by
 
an unknown artisan
 
Status
 
Wounds
 
Treatment
 
History
 
  Overall Health Report 
 
__________
 
____________
 
: Key
 
: Diagnosis request 
 
: Cleaning req. 
 
: Surgery req. 
 
: Inoperable rot
 
: Heavy bleeding
 
: Bleeding
 
: Pale
 
: Severe blood loss
 
: Faint
 
: Blood loss
 
: Serious fever
 
: Moderate fever
 
: Slight fever
 
: Dizzy
 
: Drowning
 
: Winded
 
: Cannot breathe
 
: Trouble breathing
 
: Vision lost
 
: Vision impaired
 
: Vision ~impaired
 
: Spilled
 
: Major artery torn
 
: Artery torn
 
: Overlapping fracture
 
: Broken tissue
 
: Heavy damage
 
: Moderate damage
 
: Light damage
 
: Suture request
 
: Setting req.
 
: Dressing request
 
: Paralyzed
 
: Partially paralyzed
 
: Sluggish
 
: Overall pain++
 
: Overall pain+
 
: Overall pain
 
: Stunned
 
: Dehydrated
 
: Thirsty
 
: Starving
 
: Hungry
 
: Cannot stand
 
: Stand impaired
 
: Cannot grasp
 
: Grasp impaired
 
: Compound fracture
 
: Torn tendon
 
: Tendon strain
 
: Tendon brs.
 
: Part brok tis
 
: Tissue pain++
 
: Tissue pain+
 
: Tissue pain
 
: Traction request
 
: Immobilization request
 
: Crutch required
 
: Completely numb
 
: Partially numb
 
: Slightly numb
 
: Exhausted
 
: Over-exerted
 
: Tired
 
: Very drowsy
 
: Drowsy
 
: Nauseous
 
: Cannot fly
 
: Flight impaired
 
: Motor nerve
 
: Sensory nerve
 
: Torn ligament
 
: Lig. sprain
 
: Ligament bruise
 
: Need setting
 
: Extreme swell
 
: Medium swell
 
: Minor swelling
 
: Infection
 
: View health
 
: Recenter
 
  Currency Counts 
 
The broker recommends keeping
 
of each coin type to match accounts.
 
No accessible fuel!
 
Requires fuel
 
Takes place at
 
or
 
REAGENTS
 
PRODUCTS
 
  Stone Restrictions 
 
Magma-safe
 
Restricted stones
 
are reserved for use by the listed tasks.
 
: Stone type
 
Economic Stone
 
Other Stone
 
Quantity (0 for perpetual order):
 
Type in parts of the name to narrow your search. 
 
shop
 
max
 
No linked shop
 
There are no active work orders.
 
 
A manager is required to coordinate work orders.
 
A manager is required to coordinate work orders.
How many workshops can this order task? (0 = no limit)
+
All work orders must be validated by the manager before they become active.
 +
: New Order 
 +
: Remove 
 
: Increase priority   
 
: Increase priority   
 
: Max priority   
 
: Max priority   
: Set maximum workshops
+
: Wages
: Details
+
Quantity:  
Wage
+
Type in parts of the name to narrow your search.   
Setter
+
Suspended
Vegetables/fruit/leaves
+
Inactive
Meat/fish/other
+
Missing
Ingredient Type
+
Independent
Number
+
Wild Animal
Permissions
+
  (Caged)
Cook
+
  (Chained)
----
+
Undead
Brew
+
Opposed to life
: Toggle cook.
+
Berserk
: Toggle brew.
+
Caged Prisoner
You have no appropriate ingredients.
+
Chained Prisoner
: Change category.
+
Invader
Page
+
Diplomat
: Zoom to unit
+
Merchant
: Zoom to item
+
Visitor
  Dwarf Fortress: Updating World 
+
Friendly
Year
+
Underworld
data/init/world_gen.txt
+
Caged Guest
The world generator is having trouble placing enough mountain peaks. 
+
Chained Guest
You might want to check your maximum elevation value and other elevation parameters. 
+
Uninvited Guest
Can the elevation 400 be placed enough times to provide space for your peaks? 
+
Current Resident
You might want to check your preset elevations for the elevation 400. 
+
Hostile
You must have at least as many of these highest elevation points as you are requiring peaks. 
+
Tame
Alternatively, you can reduce the number of peaks required by the parameters.
+
You have not created any creatures yet.
The world generator is having trouble placing enough mid-level elevations. 
+
to return
Can your parameters achieve elevations between 100 and 299? 
+
There are no idle
You might want to adjust the parameters governing elevation frequencies. 
+
or jobs.
Alternatively, you can reduce the number of mid-level elevation squares required.
+
to return,  
The world generator is having trouble placing enough low elevations. 
+
: Manager
Can your parameters achieve elevations between 0 and 99? 
+
: ViewJob,
The world generator is having trouble placing enough high elevations. 
+
: Zoom-Cre,
Can your parameters achieve elevations between 300 and 400? 
+
: Zoom-Bld,
The world generator is having trouble placing enough ocean squares along the edges. 
+
: Manager,
Can your parameters achieve elevations between 0 and 99 frequently? 
+
: Remv Cre
You might want to adjust the parameters governing elevation. 
+
Citizens
Alternatively, you can reduce the number of edge oceans required.
+
Pets/Livestock
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
+
Others
You might want to adjust the parameters governing rainfall. 
+
Dead/Missing
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
+
There are no  
The world generator is having trouble setting drainage in the manner specified by the parameters. 
+
  living here.
You might want to adjust the parameters governing drainage. 
+
There are no pets or livestock here.
Alternatively, you can reduce the number of high, medium or low drainage squares required.
+
There are no other creatures nearby.
The world generator is having trouble placing savagery in the manner specified by the parameters. 
+
No one has gone missing or died.
You might want to adjust the parameters governing savagery. 
+
The year is still young.
Alternatively, you can reduce the number of high, medium or low savagery squares required.
+
: ViewCre,
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
+
No treasures yet.
You might want to adjust the parameters governing volcanism. 
+
  civilization
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
+
This land has no important leaders.
The world generator is having trouble placing enough volcanos. 
+
Exports to  
You might want to check your maximum volcanism value.   
+
Petty Annoyance
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
+
Terror
You might want to check your preset volcanism for the value 100. 
+
Imports from
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
+
Offerings from
Alternatively, you can reduce the number of volcanos required by the parameters.
+
Vengeance
The world generator is having trouble placing swamps and marshes. 
+
You can look at trade information once you have a broker
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
+
with appraisal skill.
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
+
Trade Agreement (Exports to  
The world generator is having trouble placing deserts and badlands. 
+
Trade Agreement (Imports from
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
+
: View Agreement
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
+
You have no agreements with this land.
The world generator is having trouble placing forests. 
+
to change modes.
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
+
  Civilizations 
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
+
: View details
The world generator is having trouble placing mountains. 
+
[B][P]Active Syndromes[B]
Make sure your parameters and presets can support high elevation areas.  
+
phase
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
+
seconds)
The world generator is having trouble placing oceans. 
+
himself
Make sure your parameters and presets can support low elevation areas. 
+
herself
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
+
itself
The world generator is having trouble placing glaciers. 
+
caught in a cloud of flames!
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
+
  caught up in the web!
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
+
The item sparkles with a supernatural brilliance.
The world generator is having trouble placing tundra regions. 
+
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
+
The object looks oddly square.
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
+
The item constantly emits a nearly inaudible high-pitched whistle.
The world generator is having trouble placing grasslands. 
+
The item is covered with small bumps.
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. 
+
The item smells like wet earth.
The world generator is having trouble placing hills. 
+
Tiny streaks of lightning streak quickly over the object's surface.
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
+
Creatures that look at the item cannot think negative thoughts.
The world generator is having trouble placing rivers. 
+
The item is covered with minute gray hairs.
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
+
The item sounds like rustling leaves when moved.
Alternatively, you can reduce the number of rivers required by the parameters.
+
Needs
The world generator is placing too many subregions. 
+
Disconnected
Make sure your parameters and presets aren't so variable that biomes change frequently. 
+
Need trigger type
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
+
Needs walkable perimeter
The world generator is having trouble placing mountain caves. 
+
Hidden
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
+
Needs to be anchored on edge
Alternatively, you can reduce the number of mountain caves required by the parameters.
+
Blocked
The world generator is having trouble placing low-lying caves. 
+
Surrounded by empty space
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. 
+
Needs adjacent wall
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
+
Needs open space
The world generator is having trouble placing enough civilizations. 
+
Off map
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
+
Water
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
+
Lava/Magma
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
+
Building present
Alternatively, you can reduce the number of civilizations required by the parameters.
+
Construction present
The world generator couldn't find any civilization definitions. 
+
Must be inside
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
+
Too close to edge
The world generator is having trouble placing a controllable civilization. 
+
Must be outside
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
+
Cannot build at highest level
Make sure your parameters and presets have adequate squares of this kind.  
+
Needs soil or mud
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
+
Needs soil
The world generator is having trouble placing farming civilizations. 
+
Needs ground or near machine
Civilizations use available plants in their surroundings as their initial crops. 
+
No mud/soil for farm
Make sure your parameters and raw objects have adequate vegetation. 
+
Mud is left by water
  Squad Schedules:
+
No access to
Early Wet Season
+
No access
Early Dry Season
+
Null site on overall status
First Quarter
+
Spring
Second Quarter
+
Summer
Third Quarter
+
Autumn
Fourth Quarter
+
Winter
Alert State
+
Stocks
Squads 
+
Health
Months 
+
Prices
  Months:
+
Currency
  Squads:
+
Justice
(Cur)
+
Created Wealth:
(Current)
+
Weapons:
: Name grid cell
+
Armor and Garb:
: Sleep
+
Furniture:
in room at will
+
Other Objects:
in barracks at will
+
Architecture:
in barracks at need
+
Displayed:
Inactive = Uniformed
+
Held/Worn:
Inactive = Civ clothes
+
You need a broker with
minimum
+
the appraisal skill.
preferred
+
Imported Wealth:
: Edit order
+
Exported Wealth:
: Cancel order
+
Trade Information:
: Copy orders
+
Population:
: Paste orders
+
Nobles/Admins
: Move selector
+
Peasants
: Schedule grid
+
Recruit/Others
: Order list
+
Trained Animals
: View alerts
+
Other Animals
: Swap squads/months
+
Food Stores:
: Defend burrows
+
Plant
Burrow
+
Drink
: Patrol route
+
Other
Route
+
Mountainhome
: Station
+
Metropolis
Point
 
soldier
 
Position
 
  Petitions 
 
You do not have an official capable of handling these matters.
 
There are no petitions that need your attention.
 
Parley with
 
Status of
 
Citizenship of
 
A Priest for
 
A Guildhall for
 
A High Priest for
 
A Grand Guildhall for
 
Some corrupt data
 
wishes to parley
 
in order to avert
 
loss of life.
 
Do you approve this request?
 
: Approve
 
: Deny
 
wishes to reside in
 
for the purpose of
 
eradicating monsters.
 
entertaining citizens and visitors.
 
soldiering.
 
study.
 
sanctuary.
 
wishes to join
 
desires citizenship.
 
as a citizen of
 
has many worshippers in
 
and now requires
 
a temple complex and high priest
 
a temple and priest
 
The location must be built and furnished,
 
with the new position appointed by you.
 
has many members in
 
a grand guildhall
 
with the hall designated for a
 
guild.
 
wishes to reside here
 
has many worshippers here
 
has many members here
 
Basic Value:  
 
Weight:  
 
Price:  
 
Owner:  
 
Uses and Contents:  
 
Uses:
 
Contents:
 
: View selected
 
: Melt
 
: Dump
 
: Hide
 
: Description
 
None
 
No treasures yet.
 
*PAUSED*
 
SIEGE
 
: Petitions Available
 
[MORE]
 
Idlers:
 
civilization
 
Citizens
 
Pets/Livestock
 
Others
 
Dead/Missing
 
Missing
 
Independent
 
Wild Animal
 
(Caged)
 
Undead
 
Berserk
 
Caged Prisoner
 
Chained Prisoner
 
Invader
 
Diplomat /
 
Merchant
 
Guest /
 
Visitor
 
Friendly
 
Underworld
 
Caged Guest
 
Chained Guest
 
Uninvited Guest
 
Current Resident
 
Hostile
 
Tame
 
You have not created any creatures yet.
 
to return
 
There are no  
 
  living here.
 
There are no pets or livestock here.
 
There are no other creatures nearby.
 
No one has gone missing or died.
 
The year is still young.
 
  to return,
 
: Manager
 
: Go to Unit
 
: Go to Bld
 
: Remove Worker
 
: Set Job Repeat
 
: Vw Activity
 
: View Job
 
: Suspend Job
 
: Cancel Job
 
Opposed to life
 
Diplomat
 
There are no idle
 
  or jobs.
 
The item sparkles with a supernatural brilliance.
 
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
 
The object looks oddly square.
 
The item constantly emits a nearly inaudible high-pitched whistle.
 
The item is covered with small bumps.
 
The item smells like wet earth.
 
Tiny streaks of lightning streak quickly over the object's surface.
 
Creatures that look at the item cannot think negative thoughts.
 
The item is covered with minute gray hairs.
 
The item sounds like rustling leaves when moved.
 
Mountainhome
 
Metropolis
 
 
City
 
City
 
Town
 
Town
Line 15,178: Line 8,746:
 
Hamlet
 
Hamlet
 
Outpost
 
Outpost
Stocks
+
Evaluate Depot Access Overflow
Health
+
Evaluate Depot Caravan Access Overflow
Prices
+
  (S)
Currency
+
  / Spouse
Justice
+
No Owner
Created Wealth:
+
You don't have any buildings.
Weapons:
+
Evaluation:
Armor and Garb:
+
: View building information
Furniture:
+
: Zoom to building items
Other Objects:
+
: Zoom to building tasks
Architecture:
+
: Swap right panel
Displayed:
+
  The Health of  
Held/Worn:
+
In Traction
You need a broker with
+
Severe Blood Loss
the appraisal skill.
+
Moderate Blood Loss
Imported Wealth:
+
Serious Fever
Exported Wealth:
+
Moderate Fever
Trade Information:
+
Slight Fever
Population:
+
Moderate Pain
Nobles/Admins
+
Slight Pain
Peasants
+
Cannot breathe
Recruit/Others
+
Trouble breathing
Trained Animals
+
Vision lost
Other Animals
+
Vision impaired
Food Stores:
+
Vision somewhat impaired
Plant
+
Ability to stand lost
Drink
+
Ability to stand somewhat impaired
Other
+
Ability to grasp lost
Evaluate Depot Access Overflow
+
Ability to grasp somewhat impaired
Evaluate Depot Caravan Access Overflow
+
Ability to fly lost
Royal Throne Room
+
Ability to fly somewhat impaired
Opulent Throne Room
+
Motor nerve damage
Throne Room
+
Sensory nerve damage
Splendid Office
+
No health problems
Decent Office
+
Spilled
Office
+
Butchered
Modest Office
+
Major artery torn
Meager Office
+
Artery torn
No Office
+
Heavy bleeding
Royal Bedroom
+
Bleeding
Grand Bedroom
+
Motor nerve severed
Great Bedroom
+
Sensory nerve severed
Fine Quarters
+
Torn tendon
Decent Quarters
+
Strained tendon
Quarters
+
Bruised tendon
Modest Quarters
+
Torn ligament
Meager Quarters
+
Sprained ligament
No Quarters
+
Bruised ligament
Royal Dining Room
+
Compound fracture
Grand Dining Room
+
Overlapping fracture (in traction)
Great Dining Room
+
Overlapping fracture
Fine Dining Room
+
Needs setting
Decent Dining Room
+
Cut apart
Modest Dining Room
+
Smashed apart
Meager Dining Room
+
Broken apart
No Dining Room
+
Torn apart
Royal Mausoleum
+
Cut open
Grand Mausoleum
+
Smashed open
Mausoleum
+
Broken open
Fine Tomb
+
Torn open
Burial Chamber
+
Dented
Servant's Burial Chamber
+
Heavy bruising
Grave
+
Moderate bruising
No Tomb
+
Light bruising
  (S)
+
Serious burn
  / Spouse
+
  Moderate burn
No Owner
+
Minor burn
You don't have any buildings.
+
  Serious frost-bite
Evaluation:
+
  Moderate frost-bite
: View building information
+
  Minor frost-bite
: Zoom to building items
+
  Serious melting
: Zoom to building tasks
+
  Moderate melting
: Swap right panel
+
  Minor melting
caught in a burst of  
+
  Serious boiling
Overall Training
+
  Moderate boiling
Creature
+
  Minor boiling
Price
+
  Serious freezing
Status:
+
  Moderate freezing
Trained
+
  Minor freezing
Well-trained
+
  Serious condensation
Skillfully trained
+
  Moderate condensation
Expertly trained
+
  Minor condensation
Exceptionally trained
+
  Advanced rot
Masterfully trained
+
Moderate rot
Domesticated
+
Minor rot
Semi-Wild
+
Serious blistering
Trainer:
+
Moderate blistering
Trainer: Any
+
  Minor blistering
Trainer: Any unassigned
+
  Extreme pain
Ready for Slaughter
+
  Moderate pain
Uninterested
+
  Minor pain
For Sale
+
  Nausea
Not For Sale
+
  Dizziness
Unavailable
+
  Paralysis
Geld
+
  Partial paralysis
Work Animal
+
  Some sluggishness
Not Tame
+
  Complete numbness
: Toggle pet availability.
+
  Partial numbness
: Slaughter.
+
  Slight numbness
: Geld.
+
  Extreme swelling
: Select trainer.
+
  Moderate swelling
: War training.
+
  Minor swelling
: Hunting training.
+
  Function totally impaired
You have no appropriate creatures.
+
  Partially impaired function
Any trainer
+
  Slightly impaired function
Any unassigned trainer
+
Has been sutured
Knowledge
+
Infection
A few facts
+
No evaluated wounds
General familiarity
+
Diagnosis required
Knowledgeable
+
Crutch required
Expert
+
  Rotten -- inoperable
You don't know how to train any animals.
+
  Needs cleaning
lumber limits
+
  Needs surgery
This land has no important leaders.
+
  Needs sutures
Exports to
+
  Needs dressing
Petty Annoyance
+
  Needs traction
Terror
+
  Needs immobilization
Imports from
+
No treatment scheduled
Offerings from
+
Diagnosed with
Vengeance
+
  cast
You can look at trade information once you have a broker
+
  splint on
with appraisal skill.
+
  dressing on
You accept their tribute every
+
  sutures on  
Trade Agreement (Exports to
+
Bleeding stopped
Trade Agreement (Imports from
+
Compound fracture of
: View Agreement
+
  repaired
You have no agreements with this land.
+
  amputated
  to change modes.
+
Rotten tissue excised from  
ROOM SHARING INDEX OUT OF BOUNDS:
+
Had
  praying
+
  set
  weeping
+
Placed in traction
  cringing
+
Evaluated
  screaming
+
Brought to rest
  being tortured
+
Cleaned
  committing a depraved act
+
                                      -
  making a submissive gesture
+
No medical history
  in a fetal position
+
  Stone Restrictions 
  smeared out into a spiral
+
Restricted stones
  falling
+
are reserved for use by the listed tasks.
  dead
+
: Set
  laughing
+
: Stone type
  being shot
+
Economic Stone
  making a plaintive gesture
+
Requires fuel
  melting
+
Takes place at
  burning
+
REAGENTS
looks dejected
+
PRODUCTS
looks terrified
+
  Currency Counts 
looks offended
+
The broker recommends keeping
looks confused
+
of each coin type to match accounts.
  suffering
+
  Overall Health Report 
  withering away
+
__________
  striking a menacing pose
+
____________
  striking a triumphant pose
+
: Key
  laboring
+
: Diagnosis request 
  traveling
+
: Cleaning req. 
  contemplating
+
: Surgery req. 
  cooking
+
: Inoperable rot
  engraving
+
: Heavy bleeding
  unnaturally contorted
+
: Bleeding
  being flayed
+
: Pale
  being mutilated
+
: Severe blood loss
  prostrating itself before
+
: Faint
  torturing
+
: Blood loss
  committing a depraved act upon
+
: Serious fever
  devouring
+
: Moderate fever
  admiring
+
: Slight fever
  burning
+
: Dizzy
shooting
+
: Drowning
surrounded by
+
: Winded
massacring
+
: Cannot breathe
  fighting with
+
: Trouble breathing
  greeting
+
: Vision lost
  refusing
+
: Vision impaired
  speaking with
+
: Vision ~impaired
  embracing
+
: Spilled
  striking down
+
: Major artery torn
  raising
+
: Artery torn
hiding
+
: Overlapping fracture
praying to
+
: Broken tissue
  contemplating
+
: Heavy damage
  cooking
+
: Moderate damage
  engraving
+
: Light damage
  impaled on  
+
: Suture request
  being flayed by
+
: Setting req.
  hanging from  
+
: Dressing request
  being mutilated by
+
: Paralyzed
This is a
+
: Partially paralyzed
These are
+
: Sluggish
migrating
+
: Extreme pain
local
+
: Moderate pain
civilization
+
: Slight pain
craft
+
: Stunned
government
+
: Dehydrated
religion
+
: Thirsty
Stone Hauling
+
: Starving
Wood Hauling
+
: Hungry
Burial
+
: Cannot stand
Food Hauling
+
: Stand impaired
Refuse Hauling
+
: Cannot grasp
Item Hauling
+
: Grasp impaired
Furniture Hauling
+
: Compound fracture
Animal Hauling
+
: Torn tendon
Push/Haul Vehicles
+
: Tendon strain
Cleaning
+
: Tendon brs.
Wood Cutting
+
: Part brok tis
Stone Detailing
+
: Minor pain
Animal Care
+
: Traction request
Diagnosis
+
: Immobilization request
Setting Bones
+
: Crutch required
Dressing Wounds
+
: Completely numb
Feed Patients/Prisoners
+
: Partially numb
Recovering Wounded
+
: Slightly numb
Trapping
+
: Exhausted
Small Animal Dissection
+
: Over-exerted
Tanning
+
: Tired
Dyeing
+
: Very drowsy
Beekeeping
+
: Drowsy
Clothesmaking
+
: Nauseous
Plant Processing
+
: Cannot fly
Cheese Making
+
: Flight impaired
Milking
+
: Motor nerve
Gelding
+
: Sensory nerve
Shearing
+
: Torn ligament
Cooking
+
: Lig. sprain
Farming (Fields)
+
: Ligament bruise
Plant Gathering
+
: Need setting
Hunting
+
: Extreme swell
Furnace Operating
+
: Medium swell
Armoring
+
: Minor swelling
Blacksmithing
+
: Infection
Metalcrafting
+
: View health
Woodcrafting
+
: Recenter
Stonecrafting
+
: select
Bone Carving
+
left
Siege Operating
+
, not consumed
Crossbow-making
+
, consumed
Mechanics
+
Select a tool.
Pump Operating
+
nothing.
Trade Good Hauling
+
not consumed
Water Hauling
+
consumed
Lever Operation
+
You are not that hungry.
Road Building
+
Butcher this object.
Wall/Floor Construction
+
You must unretract to use this ability.
Construction Removal
+
You must wait to use this ability.
Woodworking
+
You cannot speak.
Stoneworking
+
You are missing a body part.
Hunting/Related
+
Use this ability.
Healthcare
+
You must unretract to use this power.
Farming/Related
+
You must wait to use this power.
Fishing/Related
+
Use this power.
Jewelry
+
Select an action.
Crafts
+
: Back/Abort
Engineering
+
: create
Hauling
+
: butcher
Other Jobs
+
: natural ability
MATERIAL_TEMPLATE
+
: acquired power
ITEM
+
Unknown interaction
CREATURE_VARIATION
+
No available item.
BUILDING
+
No appropriate tool.
DESCRIPTOR_SHAPE
+
You make
DESCRIPTOR_PATTERN
+
and more
DESCRIPTOR_COLOR
+
You practice your
REACTION
+
but make nothing of note.
large
+
You make nothing.
grown
+
You butcher
logs
+
Status
branch
+
Wounds
rough gems
+
Treatment
raw green glass
+
  Create a Creature 
raw clear glass
+
: Side =
raw crystal glass
+
: Create
small
+
: New item
stones
+
: Blank list
wafers
+
: Remove item
bars
+
: Move selector
charcoal
+
: Change value
coke
+
: Change amount
refined coal
+
: No Effect
bars
+
: Filter name
cut green glass gems
+
Ghostly
cut clear glass gems
+
Corpse
cut crystal glass gems
+
  Squad Schedules:
gems
+
Early Wet Season
blocks
+
Late Wet Season
portal
+
Early Dry Season
door
+
Late Dry Season
floodgate
+
First Quarter
hatch cover
+
Second Quarter
grate
+
Third Quarter
table
+
Fourth Quarter
cabinet
+
Alert State
weapon rack
+
Squads  
armor stand
+
Months 
coffer
+
  Months:
chest
+
  Squads:
boxes and bag
+
(Cur)
backpack
+
(Current)
limb/body  
+
: Name grid cell
cast
+
: Sleep
splint
+
in room at will
crutch
+
in barracks at will
quiver
+
in barracks at need
casket
+
Inactive = Uniformed
sarcophag
+
Inactive = Civ clothes
coffin
+
minimum
rope
+
preferred
waterskin
+
: Give order
vial
+
: Edit order
flask
+
: Cancel order
musical instrument
+
: Copy orders
unglazed
+
: Paste orders
tool
+
: Schedule grid
window
+
: Order list
terrarium
+
: View alerts
cage
+
: Swap squads/months
barrel
+
: Defend burrows
bucket
+
Burrow
animal trap
+
: Patrol route
chair
+
Route
throne
+
: Station
strands
+
Point
yarn
+
: Train
thread
+
soldier
cloth
+
Position
sheet
+
  Becoming The Capital 
tanned hide
+
Architecture
totem
+
Desired:
-bound
+
Current:
codices
+
Offerings
codex
+
Royal Throne Room
figurine
+
Opulent Throne Room
filthy
+
Throne Room
sticky
+
Splendid Office
vomitous
+
Decent Office
slimy
+
Office
stagnant
+
Modest Office
dirty
+
Meager Office
gooey
+
No Office
purulent
+
Royal Bedroom
ichorous
+
Grand Bedroom
bloody
+
Great Bedroom
paste
+
Fine Quarters
glob
+
Decent Quarters
  laced with
+
Quarters
powder
+
Modest Quarters
cheese
+
Meager Quarters
catapult parts
+
No Quarters
mechanisms
+
Royal Dining Room
tube
+
Grand Dining Room
pipe section
+
Great Dining Room
trap component
+
Fine Dining Room
ballista parts
+
Decent Dining Room
anvil
+
Modest Dining Room
amulet
+
Meager Dining Room
ballista arrow head
+
No Dining Room
siege ammo
+
Royal Mausoleum
ammunition
+
Grand Mausoleum
scepter
+
Mausoleum
crown
+
Fine Tomb
coin
+
Burial Chamber
perfect
+
Servant's Burial Chamber
green glass
+
Grave
crystal glass
+
No Tomb
ring
+
has been disturbed.
earring
+
group of
bracelet
+
Many
traction bench
+
have been disturbed.
quern
+
swarm of
millstone
+
has
statue
+
  its way out of confinement!
memorial
+
  caught in a burst of
craft shop sign
+
an official land of the realm
weaponsmith's shop sign
+
and the surrounding lands have been made
armorsmith's shop sign
+
an even more official land of the realm
general store sign
+
lumber limits
food shop sign
+
ROOM SHARING INDEX OUT OF BOUNDS:
food imports sign
+
: Mode
clothing imports sign
+
: Melt
general imports sign
+
: Forbid
cloth shop sign
+
: Dump
leather shop sign
+
: Hide
woven clothing shop sign
+
Basic Value:
leather clothing shop sign
+
Weight:
bone carver's shop sign
+
Price:  
gem cutter's shop sign
+
Owner:
bowyer's shop sign
+
Uses and Contents:
blacksmith's shop sign
+
Uses:  
metal craft shop sign
+
Contents:  
leather goods shop sign
+
: View selected
carpenter's shop sign
+
: Claim
stone furniture shop sign
+
: Description
metal furniture shop sign
+
This building
tavern sign
+
was designed by
slab
+
was well-designed by
tooth
+
was finely-designed by
teeth
+
was superiorly designed by
bone
+
bears the exceptional design of
shell
+
was masterfully designed by
plant part
+
an unknown architect
silk body part
+
The structure
leather body part
+
was built by
wooden body part
+
was solidly built by
soap body part
+
was finely-built by
pearl
+
was superiorly built by
yarn body part
+
was exceptionally built by
strand body part
+
was masterfully built by
Rotten
+
an unknown artisan
remains
+
Worker:  
seeds
+
Location:  
withered
+
Repeating
leaves
+
Items:
leaf
+
Stone Hauling
plants
+
Wood Hauling
raw
+
Burial
fish
+
Food Hauling
live
+
Refuse Hauling
small live animal
+
Item Hauling
tame
+
Animal Hauling
small tame animal
+
Push/Haul Vehicles
prepared meal
+
Stone Detailing
preserved
+
Animal Care
  chops
+
Diagnosis
  chop
+
Setting Bones
meat
+
Dressing Wounds
weapon
+
Feed Patients/Prisoners
chain
+
Recovering Wounded
suits of  
+
Small Animal Dissection
armor
+
Clothesmaking
handwear
+
Farming (Fields)
shield
+
Furnace Operating
/buckler
+
Armoring
footwear
+
Blacksmithing
headwear
+
Metalcrafting
legwear
+
Woodcrafting
chain
+
Stonecrafting
goblet
+
Siege Operating
: Mode
+
Crossbow-making
Artifacts
+
Mechanics
  Create a Creature 
+
Pump Operating
: Side =
+
Trade Good Hauling
: Create
+
Water Hauling
: New item
+
Lever Operation
: Blank list
+
Woodworking
: Remove item
+
Stoneworking
: Change value
+
Hunting/Related
: Change amount
+
Healthcare
: No Effect
+
Farming/Related
: Tame/mountable
+
Fishing/Related
: Not tame/mountable
+
Jewelry
: Filter name
+
Engineering
[PAUSED]
+
Hauling
fighting!
+
LANGUAGE
hunting.
+
MATERIAL_TEMPLATE
sparring.
+
BUILDING
No recent reports.
+
DESCRIPTOR_SHAPE
: View report
+
DESCRIPTOR_PATTERN
Last Report Date:
+
DESCRIPTOR_COLOR
The event featured
+
GRAPHICS
mounted
+
REACTION
a telling of the story of
+
INTERACTION
storytelling
+
*.dat
a performance of
+
*.sav
a concert
+
data/save/current/*.dat
a dance
+
data/save/current/*.sav
a moving performance stage
+
world.dat
criers in front
+
world.sav
an order of precedence
 
banners
 
images
 
the carrying of
 
flowers
 
the scattering of
 
acrobats
 
incense burning
 
costumes
 
candles
 
the giving of
 
the sacrifice of
 
 
You have
 
You have
 
  created a masterpiece  
 
  created a masterpiece  
Select an element to begin.
+
glCopyTexSubImage3D
Related to historical figure
+
glDrawRangeElements
Related to site
+
glTexImage3D
Related to civilization or other group
+
glTexSubImage3D
Related to history event
+
glActiveTexture
Existing image
+
glClientActiveTexture
Specify a new image
+
glCompressedTexImage1D
Let your mind wander
+
glCompressedTexImage2D
Allow artist to choose
+
glCompressedTexImage3D
: Done filtering
+
glCompressedTexSubImage1D
Group symbol
+
glCompressedTexSubImage2D
Group commission
+
glCompressedTexSubImage3D
Civilization symbol
+
glGetCompressedTexImage
Civ commission
+
glLoadTransposeMatrixd
Historical figure
+
glLoadTransposeMatrixf
Tree
+
glMultTransposeMatrixd
Shape
+
glMultTransposeMatrixf
Object
+
glMultiTexCoord1d
Artifact
+
glMultiTexCoord1dv
Action or relationship
+
glMultiTexCoord1f
Delete element
+
glMultiTexCoord1fv
: Change name
+
glMultiTexCoord1i
: Done!
+
glMultiTexCoord1iv
How many?
+
glMultiTexCoord1s
Enter 0 for an unnumbered plural.
+
glMultiTexCoord1sv
Untitled/unnamed
+
glMultiTexCoord2d
Choose X:
+
glMultiTexCoord2dv
Choose Y:
+
glMultiTexCoord2f
: Use this option
+
glMultiTexCoord2fv
Warning!
+
glMultiTexCoord2i
You won't perform your action if you leave.
+
glMultiTexCoord2iv
: Don't perform action.
+
glMultiTexCoord2s
: Keep working.
+
glMultiTexCoord2sv
Any image data you've changed will be lost.
+
glMultiTexCoord3d
: Leave editor and discard data.
+
glMultiTexCoord3dv
: select
+
glMultiTexCoord3f
left
+
glMultiTexCoord3fv
, not consumed
+
glMultiTexCoord3i
, consumed
+
glMultiTexCoord3iv
Select a tool.
+
glMultiTexCoord3s
Select an art type.
+
glMultiTexCoord3sv
Select memorized content or a form of prose.
+
glMultiTexCoord4d
not consumed
+
glMultiTexCoord4dv
consumed
+
glMultiTexCoord4f
You are not that hungry.
+
glMultiTexCoord4fv
Butcher this object.
+
glMultiTexCoord4i
You must unretract to use this ability.
+
glMultiTexCoord4iv
You must wait to use this ability.
+
glMultiTexCoord4s
You are missing a body part.
+
glMultiTexCoord4sv
Use this ability.
+
glSampleCoverage
You must unretract to use this power.
+
glBlendColor
You must wait to use this power.
+
glBlendEquation
Use this power.
+
glBlendFuncSeparate
Make this composition.
+
glFogCoordPointer
Write on this object.
+
glFogCoordd
: Back/Abort
+
glFogCoorddv
: create
+
glFogCoordf
: butcher
+
glFogCoordfv
: natural ability
+
glMultiDrawArrays
: acquired power
+
glMultiDrawElements
: compose
+
glPointParameterf
: write
+
glPointParameterfv
Unknown interaction
+
glPointParameteri
Poem
+
glPointParameteriv
Musical Composition
+
glSecondaryColor3b
Choreography
+
glSecondaryColor3bv
You cannot read or write.
+
glSecondaryColor3d
No available item.
+
glSecondaryColor3dv
No appropriate tool.
+
glSecondaryColor3f
No suitable forms known.
+
glSecondaryColor3fv
No suitable forms or content known.
+
glSecondaryColor3i
Manual
+
glSecondaryColor3iv
Guide
+
glSecondaryColor3s
Chronicle
+
glSecondaryColor3sv
Short story
+
glSecondaryColor3ub
Novel
+
glSecondaryColor3ubv
Biography
+
glSecondaryColor3ui
Autobiography
+
glSecondaryColor3uiv
Letter
+
glSecondaryColor3us
Essay
+
glSecondaryColor3usv
Dialog
+
glSecondaryColorPointer
Musical composition
+
glWindowPos2d
Comparative biography
+
glWindowPos2dv
Biographical dictionary
+
glWindowPos2f
Genealogy
+
glWindowPos2fv
Encyclopedia
+
glWindowPos2i
Cultural history
+
glWindowPos2iv
Cultural comparison
+
glWindowPos2s
Alternate history
+
glWindowPos2sv
Treatise on technological evolution
+
glWindowPos3d
Dictionary
+
glWindowPos3dv
Star chart
+
glWindowPos3f
Star catalogue
+
glWindowPos3fv
Atlas
+
glWindowPos3i
Select an action.
+
glWindowPos3iv
Amount of
+
glWindowPos3s
available is
+
glWindowPos3sv
at least
+
glBeginQuery
greater than
+
glBindBuffer
less than
+
glBufferData
exactly
+
glBufferSubData
No material
+
glDeleteBuffers
Filter:
+
glDeleteQueries
Active
+
glEndQuery
Waiting
+
glGenBuffers
Ready to check
+
glGenQueries
One-time order, conditions checked daily
+
glGetBufferParameteriv
Restarts if completed, conditions checked daily
+
glGetBufferPointerv
Restarts if completed, conditions checked monthly
+
glGetBufferSubData
Restarts if completed, conditions checked seasonally
+
glGetQueryObjectiv
Restarts if completed, conditions checked yearly
+
glGetQueryObjectuiv
One-time order
+
glGetQueryiv
Restarts if completed, checked daily
+
glIsBuffer
Restarts if completed, checked monthly
+
glIsQuery
Restarts if completed, checked seasonally
+
glMapBuffer
Restarts if completed, checked yearly
+
glUnmapBuffer
Satisfied for next check
+
glAttachShader
Not satisfied for next check
+
glBindAttribLocation
must first be activated
+
glBlendEquationSeparate
must first be completed
+
glCompileShader
: Add item condition
+
glCreateProgram
: Add order condition
+
glCreateShader
: Frequency
+
glDeleteProgram
: Change item type
+
glDeleteShader
: Change material
+
glDetachShader
: Change traits
+
glDisableVertexAttribArray
: Change inequality
+
glDrawBuffers
: Change number
+
glEnableVertexAttribArray
: Delete condition
+
glGetActiveAttrib
: Activation/completion
+
glGetActiveUniform
: Add conditions from reagents/materials
+
glGetAttachedShaders
: Add conditions from products
+
glGetAttribLocation
Ready
+
glGetProgramInfoLog
This work order does not have any conditions.
+
glGetProgramiv
  Dwarf Fortress: New World 
+
glGetShaderInfoLog
Loading object files...
+
glGetShaderSource
Languages...
+
glGetShaderiv
Buildings...
+
glGetUniformLocation
Creatures...
+
glGetUniformfv
Finishing...
+
glGetUniformiv
Finalizing...
+
glGetVertexAttribPointerv
to continue.
+
glGetVertexAttribdv
Create A World
+
glGetVertexAttribfv
World Size
+
glGetVertexAttribiv
Pocket
+
glIsProgram
Smaller
+
glIsShader
Small
+
glLinkProgram
Very Short
+
glShaderSource
Short
+
glStencilFuncSeparate
Long
+
glStencilMaskSeparate
Very Long
+
glStencilOpSeparate
Very High
+
glUniform1f
Maximum Number of Sites
+
glUniform1fv
Number of Beasts
+
glUniform1i
Natural Savagery
+
glUniform1iv
Mineral Occurrence
+
glUniform2f
Very Rare
+
glUniform2fv
Rare
+
glUniform2i
Sparse
+
glUniform2iv
Frequent
+
glUniform3f
Everywhere
+
glUniform3fv
This controls the size of the world map.  Current:
+
glUniform3i
17 x 17
+
glUniform3iv
33 x 33
+
glUniform4f
65 x 65
+
glUniform4fv
129 x 129
+
glUniform4i
257 x 257
+
glUniform4iv
This is the length of pre-generated history.  Current:
+
glUniformMatrix2fv
5 years
+
glUniformMatrix3fv
125 years
+
glUniformMatrix4fv
250 years
+
glUseProgram
550 years
+
glValidateProgram
1050 years
+
glVertexAttrib1d
This controls how many distinct races/cultures there are.
+
glVertexAttrib1dv
This is how many distinct places can exist after world generation.
+
glVertexAttrib1f
Increasing this setting makes large beasts more prevalent.
+
glVertexAttrib1fv
Increasing savagery makes the world more difficult to settle.
+
glVertexAttrib1s
Increasing mineral occurrence makes more embark sites have more minerals.
+
glVertexAttrib1sv
: Go!
+
glVertexAttrib2d
Title:
+
glVertexAttrib2dv
Seed:
+
glVertexAttrib2f
Various
+
glVertexAttrib2fv
Dimensions:
+
glVertexAttrib2s
Custom Name:
+
glVertexAttrib2sv
: Enter advanced parameters
+
glVertexAttrib3d
: New param set
+
glVertexAttrib3dv
: Copy param set
+
glVertexAttrib3f
: Delete param set
+
glVertexAttrib3fv
: Enter title
+
glVertexAttrib3s
: Use random name
+
glVertexAttrib3sv
: Enter custom name
+
glVertexAttrib4Nbv
: Use random seed
+
glVertexAttrib4Niv
: Enter custom seed
+
glVertexAttrib4Nsv
: Change dimensions
+
glVertexAttrib4Nub
to load the world params.
+
glVertexAttrib4Nubv
to save the world params.
+
glVertexAttrib4Nuiv
Last Param Set:
+
glVertexAttrib4Nusv
Creature Seed:
+
glVertexAttrib4bv
Really delete this parameter set?
+
glVertexAttrib4d
: Delete
+
glVertexAttrib4dv
Really change the dimensions?
+
glVertexAttrib4f
This parameter set will be reset.
+
glVertexAttrib4fv
: Change
+
glVertexAttrib4iv
Are you sure you want to abort?
+
glVertexAttrib4s
You haven't saved your changes.
+
glVertexAttrib4sv
: Yes
+
glVertexAttrib4ubv
Are you sure you want to go on?
+
glVertexAttrib4uiv
Creating New Region
+
glVertexAttrib4usv
Rejected)
+
glVertexAttribPointer
Preparing elevation...
+
glUniformMatrix2x3fv
Setting temperature...
+
glUniformMatrix2x4fv
Running rivers...
+
glUniformMatrix3x2fv
Forming lakes
+
glUniformMatrix3x4fv
and minerals...
+
glUniformMatrix4x2fv
Growing vegetation...
+
glUniformMatrix4x3fv
Verifying terrain...
+
glBeginConditionalRender
Importing wildlife...
+
glBeginTransformFeedback
Recounting legends...
+
glBindFragDataLocation
Finished prehistory...
+
glClampColor
Placing civilizations... (
+
glClearBufferfi
Making cave civilizations...
+
glClearBufferfv
Making cave pops...
+
glClearBufferiv
Placing other beasts...
+
glClearBufferuiv
Placing megabeasts...
+
glColorMaski
Placing good/evil...
+
glDisablei
Placing caves... (
+
glEnablei
Prehistory init...
+
glEndConditionalRender
Hist Figs:
+
glEndTransformFeedback
    Dead:
+
glGetBooleani_v
  Events:
+
glGetFragDataLocation
Finalizing civ mats... (
+
glGetStringi
Finalizing art... (
+
glGetTexParameterIiv
Finalizing uniforms... (
+
glGetTexParameterIuiv
Finalizing sites... (
+
glGetTransformFeedbackVarying
LACK OF PEAKS
+
glGetUniformuiv
MEDIUM ELEVATION REJECTION
+
glGetVertexAttribIiv
LOW ELEVATION REJECTION
+
glGetVertexAttribIuiv
HIGH ELEVATION REJECTION
+
glIsEnabledi
LACK OF EDGE OCEANS
+
glTexParameterIiv
RAINFALL REJECTION
+
glTexParameterIuiv
DRAINAGE REJECTION
+
glTransformFeedbackVaryings
SAVAGERY REJECTION
+
glUniform1ui
VOLCANISM REJECTION
+
glUniform1uiv
LACK OF VOLCANOS
+
glUniform2ui
SWAMP REJECTION
+
glUniform2uiv
DESERT REJECTION
+
glUniform3ui
FOREST REJECTION
+
glUniform3uiv
MOUNTAIN REJECTION
+
glUniform4ui
OCEAN REJECTION
+
glUniform4uiv
GLACIER REJECTION
+
glVertexAttribI1i
TUNDRA REJECTION
+
glVertexAttribI1iv
GRASSLAND REJECTION
+
glVertexAttribI1ui
HILLS REJECTION
+
glVertexAttribI1uiv
LACK OF RIVERS
+
glVertexAttribI2i
TOO MANY REGIONS
+
glVertexAttribI2iv
LACK OF MOUNTAIN CAVES
+
glVertexAttribI2ui
LACK OF LOW-LYING CAVES
+
glVertexAttribI2uiv
UNABLE TO PLACE ENOUGH CIVILIZATIONS
+
glVertexAttribI3i
NO CIVILIZATIONS AVAILABLE
+
glVertexAttribI3iv
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
+
glVertexAttribI3ui
FARMING CIVILIZATION PLACED WITHOUT CROPS
+
glVertexAttribI3uiv
Note: If you are using the default parameters in unmodded DF,
+
glVertexAttribI4bv
and it doesn't work after continuing a few times, please report
+
glVertexAttribI4i
the issue at the B12 forum.
+
glVertexAttribI4iv
: CONTINUE until you give me another warning.
+
glVertexAttribI4sv
: ABORT NOW and I'll look over my parameters.
+
glVertexAttribI4ubv
: ALLOW THIS REJECTION TYPE and continue reporting others.
+
glVertexAttribI4ui
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
+
glVertexAttribI4uiv
has been created.
+
glVertexAttribI4usv
: Accept
+
glVertexAttribIPointer
: Export image/info
+
glDrawArraysInstanced
Movement keys to view.
+
glDrawElementsInstanced
: Use the world as it currently exists
+
glPrimitiveRestartIndex
: Continue
+
glTexBuffer
to pause/finish.
+
glFramebufferTexture
TO CREATE THE WORLD.
+
glGetBufferParameteri64v
Random Name
+
glGetInteger64i_v
caught in a cloud of flames!
+
glTbufferMask3DFX
were unable to complete the
+
glBlendEquationIndexedAMD
Jobs removed from unpowered
+
glBlendEquationSeparateIndexedAMD
0000
+
glBlendFuncIndexedAMD
-detailed
+
glBlendFuncSeparateIndexedAMD
-elw
+
glBeginPerfMonitorAMD
-tmp
+
glDeletePerfMonitorsAMD
-rain
+
glEndPerfMonitorAMD
-drn
+
glGenPerfMonitorsAMD
-sav
+
glGetPerfMonitorCounterDataAMD
-vol
+
glGetPerfMonitorCounterInfoAMD
-veg
+
glGetPerfMonitorCounterStringAMD
-evil
+
glGetPerfMonitorCountersAMD
-sal
+
glGetPerfMonitorGroupStringAMD
-trd
+
glGetPerfMonitorGroupsAMD
-str
+
glSelectPerfMonitorCountersAMD
-hyd
+
glTessellationFactorAMD
-nob
+
glTessellationModeAMD
-dip
+
glDrawElementArrayAPPLE
-rel
+
glDrawRangeElementArrayAPPLE
src/game.cpp
+
glElementPointerAPPLE
biome_color_key.txt
+
glMultiDrawElementArrayAPPLE
mountain (128,128,128)
+
glMultiDrawRangeElementArrayAPPLE
temperate freshwater lake (0,224,255)
+
glDeleteFencesAPPLE
temperate brackish lake (0,192,255)
+
glFinishFenceAPPLE
temperate saltwater lake  (0,160,255)
+
glFinishObjectAPPLE
tropical freshwater lake (0,96,255)
+
glGenFencesAPPLE
tropical brackish lake (0,64,255)
+
glIsFenceAPPLE
tropical saltwater lake  (0,32,255)
+
glSetFenceAPPLE
arctic ocean (0,255,255)
+
glTestFenceAPPLE
tropical ocean (0,0,255)
+
glTestObjectAPPLE
temperate ocean (0,128,255)
+
glBufferParameteriAPPLE
glacier (64,255,255)
+
glFlushMappedBufferRangeAPPLE
tundra (128,255,255)
+
glGetObjectParameterivAPPLE
temperate freshwater swamp (96,192,128)
+
glObjectPurgeableAPPLE
temperate saltwater swamp (64,192,128)
+
glObjectUnpurgeableAPPLE
temperate freshwater marsh (96,255,128)
+
glGetTexParameterPointervAPPLE
temperate saltwater marsh (64,255,128)
+
glTextureRangeAPPLE
tropical freshwater swamp (96,192,64)
+
glBindVertexArrayAPPLE
tropical saltwater swamp (64,192,64)
+
glDeleteVertexArraysAPPLE
mangrove swamp (64,255,96)
+
glGenVertexArraysAPPLE
tropical freshwater marsh (96,255,64)
+
glIsVertexArrayAPPLE
tropical saltwater marsh (64,255,64)
+
glFlushVertexArrayRangeAPPLE
taiga forest (0,96,64)
+
glVertexArrayParameteriAPPLE
temperate conifer forest (0,96,32)
+
glVertexArrayRangeAPPLE
temperate broadleaf forest (0,160,32)
+
glDisableVertexAttribAPPLE
tropical conifer forest (0,96,0)
+
glEnableVertexAttribAPPLE
tropical dry broadleaf forest (0,128,0)
+
glIsVertexAttribEnabledAPPLE
tropical moist broadleaf forest (0,160,0)
+
glMapVertexAttrib1dAPPLE
temperate grassland (0,255,32)
+
glMapVertexAttrib1fAPPLE
temperate savanna (0,224,32)
+
glMapVertexAttrib2dAPPLE
temperate shrubland (0,192,32)
+
glMapVertexAttrib2fAPPLE
tropical grassland (255,160,0)
+
glClampColorARB
tropical savanna (255,176)
+
glCopyBufferSubData
tropical shrubland (255,192,0)
+
glDrawBuffersARB
badland desert (255,96,32)
+
glBlendEquationSeparateiARB
sand desert (255,255,0)
+
glBlendEquationiARB
rock desert (255,128,64)
+
glBlendFuncSeparateiARB
structure_color_key.txt
+
glBlendFunciARB
castle (128,128,128)
+
glDrawElementsBaseVertex
village (255,255,255)
+
glDrawElementsInstancedBaseVertex
crops (255,128,0)(255,160,0)(255,192,0)
+
glDrawRangeElementsBaseVertex
pasture (0,255,0)
+
glMultiDrawElementsBaseVertex
meadow (64,255,0)
+
glDrawArraysInstancedARB
woodland (0,128,0)
+
glDrawElementsInstancedARB
orchard (0,160,0)
+
glBindFramebuffer
tunnel (20,20,20)
+
glBindRenderbuffer
stone bridge (224,224,224)
+
glBlitFramebuffer
other bridge (180,167,20)
+
glCheckFramebufferStatus
stone road (192,192,192)
+
glDeleteFramebuffers
other road (150,127,20)
+
glDeleteRenderbuffers
stone wall (96,96,96)
+
glFramebufferRenderbuffer
other wall (160,127,20)
+
glFramebufferTexture1D
mountain (255,255,192)
+
glFramebufferTexture2D
lake (0,96,255)
+
glFramebufferTexture3D
land (128,64,32)
+
glFramebufferTextureLayer
ocean (0,64,255)
+
glGenFramebuffers
hydro_color_key.txt
+
glGenRenderbuffers
brook (0,255,255)
+
glGenerateMipmap
stream (0,224,255)
+
glGetFramebufferAttachmentParameteriv
minor river (0,192,255)
+
glGetRenderbufferParameteriv
river (0,160,255)
+
glIsFramebuffer
major river (0,128,255)
+
glIsRenderbuffer
river/ocean (0,112,255)
+
glRenderbufferStorage
  Dwarf Fortress: Arena 
+
glRenderbufferStorageMultisample
Preparing arena...
+
glFramebufferTextureARB
Preparing screen...
+
glFramebufferTextureFaceARB
Preparing Arena...
+
glFramebufferTextureLayerARB
Importing world...
+
glProgramParameteriARB
to select an option. 
+
glColorSubTable
scroll.
+
glColorTable
at any time for options, including key bindings.
+
glColorTableParameterfv
at any time for the manual.
+
glColorTableParameteriv
, Folder:
+
glConvolutionFilter1D
Select a source for your arena objects:
+
glConvolutionFilter2D
Folder:
+
glConvolutionParameterf
raw (Default)
+
glConvolutionParameterfv
/raw
+
glConvolutionParameteri
This Version of DF used the FMOD Sound System
+
glConvolutionParameteriv
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
+
glCopyColorSubTable
This version of DF uses SDL: Simple DirectMedia Layer,
+
glCopyColorTable
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
+
glCopyConvolutionFilter1D
See the SDL folder for license information.
+
glCopyConvolutionFilter2D
Portions of this version are Copyright(C)2008
+
glGetColorTable
The FreeType Project (www.freetype.org).
+
glGetColorTableParameterfv
All rights reserved.
+
glGetColorTableParameteriv
to return to the menu.
+
glGetConvolutionFilter
** Starting New Arena **
+
glGetConvolutionParameterfv
data/save/current
+
glGetConvolutionParameteriv
/raw/
+
glGetHistogram
Command Line: World generation manually aborted.
+
glGetHistogramParameterfv
data/save/current/*.dat
+
glGetHistogramParameteriv
data/save/current/*.sav
+
glGetMinmax
data/save/current/
+
glGetMinmaxParameterfv
world.dat
+
glGetMinmaxParameteriv
world.sav
+
glGetSeparableFilter
*.dat
+
glHistogram
*.sav
+
glMinmax
[B][P]Active Syndromes[B]
+
glResetHistogram
phase
+
glResetMinmax
seconds)
+
glSeparableFilter2D
the army of
+
glVertexAttribDivisorARB
marched on
+
glFlushMappedBufferRange
claimed
+
glMapBufferRange
ruler
+
glCurrentPaletteMatrixARB
was known to be
+
glMatrixIndexPointerARB
an insurrection against
+
glMatrixIndexubvARB
was overthrown after an insurrection
+
glMatrixIndexuivARB
waited out an insurrection
+
glMatrixIndexusvARB
crushed an insurrection
+
glSampleCoverageARB
a group calling itself
+
glActiveTextureARB
reclaimed
+
glClientActiveTextureARB
was conquered
+
glMultiTexCoord1dARB
moved on in search of a better future after the horrible mismanagement of
+
glMultiTexCoord1dvARB
refugees calling themselves
+
glMultiTexCoord1fARB
fled from the area just before an army
+
glMultiTexCoord1fvARB
descended upon
+
glMultiTexCoord1iARB
from
+
glMultiTexCoord1ivARB
General Items
+
glMultiTexCoord1sARB
Handwear
+
glMultiTexCoord1svARB
Thread/Cloth
+
glMultiTexCoord2dARB
Tooth
+
glMultiTexCoord2dvARB
Horn
+
glMultiTexCoord2fARB
Yarn
+
glMultiTexCoord2fvARB
Stone/Gems/Metals
+
glMultiTexCoord2iARB
Anml Extracts
+
glMultiTexCoord2ivARB
Plnt Extracts
+
glMultiTexCoord2sARB
Anml Cheeses
+
glMultiTexCoord2svARB
Plnt Cheeses
+
glMultiTexCoord3dARB
Milled Animal
+
glMultiTexCoord3dvARB
Milled Plants
+
glMultiTexCoord3fARB
Pets
+
glMultiTexCoord3fvARB
Item Type
+
glMultiTexCoord3iARB
Your site and direct holdings
+
glMultiTexCoord3ivARB
Vassal holdings
+
glMultiTexCoord3sARB
Occupied holdings
+
glMultiTexCoord3svARB
Tributaries
+
glMultiTexCoord4dARB
Occupied tributaries
+
glMultiTexCoord4dvARB
Economically linked
+
glMultiTexCoord4fARB
Your civilization
+
glMultiTexCoord4fvARB
Peace
+
glMultiTexCoord4iARB
  The World 
+
glMultiTexCoord4ivARB
days' travel
+
glMultiTexCoord4sARB
More than a day's travel
+
glMultiTexCoord4svARB
A day's travel
+
glBeginQueryARB
Nearly a day's travel
+
glDeleteQueriesARB
A half day's travel
+
glEndQueryARB
A short trip
+
glGenQueriesARB
Inaccessible from your location
+
glGetQueryObjectivARB
Your location
+
glGetQueryObjectuivARB
Population: >10000
+
glGetQueryivARB
Population: ~10000
+
glIsQueryARB
Population: ~7500
+
glPointParameterfARB
Population: ~6000
+
glPointParameterfvARB
Population: ~5000
+
glProvokingVertex
Population: ~4000
+
glMinSampleShadingARB
Population: ~3000
+
glAttachObjectARB
Population: ~2000
+
glCompileShaderARB
Population: ~1000
+
glCreateProgramObjectARB
Population: ~750
+
glCreateShaderObjectARB
Population: ~600
+
glDeleteObjectARB
Population: ~500
+
glDetachObjectARB
Population: ~400
+
glGetActiveUniformARB
Population: ~300
+
glGetAttachedObjectsARB
Population: ~200
+
glGetHandleARB
Population: ~100
+
glGetInfoLogARB
Population: ~75
+
glGetObjectParameterfvARB
Population: ~60
+
glGetObjectParameterivARB
Population: ~50
+
glGetShaderSourceARB
Population: ~40
+
glGetUniformLocationARB
Population: ~30
+
glGetUniformfvARB
Population: ~20
+
glGetUniformivARB
Population: ~10
+
glLinkProgramARB
Population: <10
+
glShaderSourceARB
No civilized population
+
glUniform1fARB
Site government:
+
glUniform1fvARB
Civilization:
+
glUniform1iARB
They offer
+
glUniform1ivARB
They accept
+
glUniform2fARB
tribute
+
glUniform2fvARB
Alliance
+
glUniform2iARB
No contact
+
glUniform2ivARB
They offer tribute
+
glUniform3fARB
They accept tribute
+
glUniform3fvARB
Skirmishing
+
glUniform3iARB
Economically linked to you
+
glUniform3ivARB
Prisoners
+
glUniform4fARB
Artifacts (Rumored)
+
glUniform4fvARB
: Cannot raid your civilization
+
glUniform4iARB
: Cannot make request without leader
+
glUniform4ivARB
: No workers available
+
glUniformMatrix2fvARB
: Request workers
+
glUniformMatrix3fvARB
: Inaccessible mission location
+
glUniformMatrix4fvARB
: Cannot order mission without leader
+
glUseProgramObjectARB
: Explore this site (creates new mission)
+
glValidateProgramARB
: Raid this site (creates new mission)
+
glClientWaitSync
: Center on fort
+
glDeleteSync
: Holdings and tribute
+
glFenceSync
: Legend
+
glGetInteger64v
  News and Rumors 
+
glGetSynciv
  Missions 
+
glIsSync
You have not created any missions.
+
glWaitSync
Mission can be created from the World,
+
glTexBufferARB
Artifacts and People modes.
+
glCompressedTexImage1DARB
Explore
+
glCompressedTexImage2DARB
Seize
+
glCompressedTexImage3DARB
No messengers
+
glCompressedTexSubImage1DARB
messenger
+
glCompressedTexSubImage2DARB
here
+
glCompressedTexSubImage3DARB
No commanders
+
glGetCompressedTexImageARB
Messenger (unfilled)
+
glGetMultisamplefv
and more...
+
glSampleMaski
: Assign messengers
+
glTexImage2DMultisample
: Assign squads
+
glTexImage3DMultisample
: Remove mission
+
glLoadTransposeMatrixdARB
This mission cannot be altered now.
+
glLoadTransposeMatrixfARB
: Select mission
+
glMultTransposeMatrixdARB
On this mission
+
glMultTransposeMatrixfARB
No specific orders
+
glBindBufferBase
: Remove messenger
+
glBindBufferRange
: Assign messenger
+
glGetActiveUniformBlockName
This messenger cannot be reassigned now.
+
glGetActiveUniformBlockiv
: Select messenger
+
glGetActiveUniformName
: Remove squad
+
glGetActiveUniformsiv
: Assign squad
+
glGetIntegeri_v
This squad cannot be reassigned now.
+
glGetUniformBlockIndex
: Select squad
+
glGetUniformIndices
: Request
+
glUniformBlockBinding
No workers available
+
glBindVertexArray
: Free captives belonging to your civilization
+
glDeleteVertexArrays
: Release other prisoners
+
glGenVertexArrays
: Take important treasures
+
glIsVertexArray
: Loot other items
+
glVertexBlendARB
: Steal livestock
+
glWeightPointerARB
: Raid (squads will try to avoid detection)
+
glWeightbvARB
: Pillage (openly attack)
+
glWeightdvARB
: Raze (openly attack and destroy site)
+
glWeightfvARB
: Demand one-time tribute
+
glWeightivARB
: Demand ongoing tribute
+
glWeightsvARB
: Conquer and occupy
+
glWeightubvARB
: Demand surrender and occupy
+
glWeightuivARB
WARNING:  If successful, your soldiers will join the
+
glWeightusvARB
occupation and not return.  Your new holdings will
+
glBindBufferARB
be manageable from this screen.
+
glBufferDataARB
  People 
+
glBufferSubDataARB
Last in
+
glDeleteBuffersARB
Last known to be traveling
+
glGenBuffersARB
Location unknown
+
glGetBufferParameterivARB
: Select person
+
glGetBufferPointervARB
: Rescue person (creates new mission)
+
glGetBufferSubDataARB
You have no recoverable missing citizens.
+
glIsBufferARB
  Artifacts 
+
glMapBufferARB
Claimed by your local government
+
glUnmapBufferARB
Claimed by local
+
glBindProgramARB
Claimed by local family
+
glDeleteProgramsARB
Last held by
+
glDisableVertexAttribArrayARB
: Select artifact
+
glEnableVertexAttribArrayARB
: Recover artifact (creates new mission)
+
glGenProgramsARB
There are no recoverable missing artifacts.
+
glGetProgramEnvParameterdvARB
  Civilizations 
+
glGetProgramEnvParameterfvARB
: World
+
glGetProgramLocalParameterdvARB
: Missions
+
glGetProgramLocalParameterfvARB
: News and rumors
+
glGetProgramStringARB
: People
+
glGetProgramivARB
: Artifacts
+
glGetVertexAttribPointervARB
: Civilizations
+
glGetVertexAttribdvARB
: View details
+
glGetVertexAttribfvARB
WORLD_GEN
+
glGetVertexAttribivARB
TITLE
+
glIsProgramARB
HISTORY_SEED
+
glProgramEnvParameter4dARB
NAME_SEED
+
glProgramEnvParameter4dvARB
CREATURE_SEED
+
glProgramEnvParameter4fARB
CUSTOM_NAME
+
glProgramEnvParameter4fvARB
EMBARK_POINTS
+
glProgramLocalParameter4dARB
PEAK_NUMBER_MIN
+
glProgramLocalParameter4dvARB
PARTIAL_OCEAN_EDGE_MIN
+
glProgramLocalParameter4fARB
OCEAN_EDGE_MIN
+
glProgramLocalParameter4fvARB
REVEAL_ALL_HISTORY
+
glProgramStringARB
CULL_HISTORICAL_FIGURES
+
glVertexAttrib1dARB
EROSION_CYCLE_COUNT
+
glVertexAttrib1dvARB
PERIODICALLY_ERODE_EXTREMES
+
glVertexAttrib1fARB
OROGRAPHIC_PRECIPITATION
+
glVertexAttrib1fvARB
POLE
+
glVertexAttrib1sARB
NORTH_OR_SOUTH
+
glVertexAttrib1svARB
NORTH
+
glVertexAttrib2dARB
SOUTH
+
glVertexAttrib2dvARB
NORTH_AND_SOUTH
+
glVertexAttrib2fARB
ALL_CAVES_VISIBLE
+
glVertexAttrib2fvARB
PLAYABLE_CIVILIZATION_REQUIRED
+
glVertexAttrib2sARB
VOLCANO_MIN
+
glVertexAttrib2svARB
END_YEAR
+
glVertexAttrib3dARB
BEAST_END_YEAR
+
glVertexAttrib3dvARB
TEMPERATURE
+
glVertexAttrib3fARB
DRAINAGE
+
glVertexAttrib3fvARB
PS_EL
+
glVertexAttrib3sARB
PS_RF
+
glVertexAttrib3svARB
PS_TP
+
glVertexAttrib4NbvARB
PS_DR
+
glVertexAttrib4NivARB
PS_VL
+
glVertexAttrib4NsvARB
PS_SV
+
glVertexAttrib4NubARB
Attempted to set world gen presets prior to dimensions
+
glVertexAttrib4NubvARB
preset attempted beyond Y range
+
glVertexAttrib4NuivARB
preset failed to load X value at Y =
+
glVertexAttrib4NusvARB
ELEVATION_FREQUENCY
+
glVertexAttrib4bvARB
RAIN_FREQUENCY
+
glVertexAttrib4dARB
DRAINAGE_FREQUENCY
+
glVertexAttrib4dvARB
TEMPERATURE_FREQUENCY
+
glVertexAttrib4fARB
SAVAGERY_FREQUENCY
+
glVertexAttrib4fvARB
VOLCANISM_FREQUENCY
+
glVertexAttrib4ivARB
MINERAL_SCARCITY
+
glVertexAttrib4sARB
MEGABEAST_CAP
+
glVertexAttrib4svARB
SEMIMEGABEAST_CAP
+
glVertexAttrib4ubvARB
TITAN_NUMBER
+
glVertexAttrib4uivARB
TITAN_ATTACK_TRIGGER
+
glVertexAttrib4usvARB
WEREBEAST_ATTACK_TRIGGER
+
glVertexAttribPointerARB
DEMON_NUMBER
+
glBindAttribLocationARB
NIGHT_TROLL_NUMBER
+
glGetActiveAttribARB
BOGEYMAN_NUMBER
+
glGetAttribLocationARB
NIGHTMARE_NUMBER
+
glWindowPos2dARB
VAMPIRE_NUMBER
+
glWindowPos2dvARB
WEREBEAST_NUMBER
+
glWindowPos2fARB
SECRET_NUMBER
+
glWindowPos2fvARB
REGIONAL_INTERACTION_NUMBER
+
glWindowPos2iARB
DISTURBANCE_INTERACTION_NUMBER
+
glWindowPos2ivARB
EVIL_CLOUD_NUMBER
+
glWindowPos2sARB
GENERATE_DIVINE_MATERIALS
+
glWindowPos2svARB
ALLOW_DIVINATION
+
glWindowPos3dARB
ALLOW_DEMONIC_EXPERIMENTS
+
glWindowPos3dvARB
ALLOW_NECROMANCER_EXPERIMENTS
+
glWindowPos3fARB
ALLOW_NECROMANCER_LIEUTENANTS
+
glWindowPos3fvARB
ALLOW_NECROMANCER_GHOULS
+
glWindowPos3iARB
ALLOW_NECROMANCER_SUMMONS
+
glWindowPos3ivARB
EVIL_RAIN_NUMBER
+
glWindowPos3sARB
GOOD_SQ_COUNTS
+
glWindowPos3svARB
EVIL_SQ_COUNTS
+
glDrawBuffersATI
REGION_COUNTS
+
glDrawElementArrayATI
RIVER_MINS
+
glDrawRangeElementArrayATI
SUBREGION_MAX
+
glElementPointerATI
CAVERN_LAYER_COUNT
+
glGetTexBumpParameterfvATI
CAVERN_LAYER_OPENNESS_MIN
+
glGetTexBumpParameterivATI
CAVERN_LAYER_OPENNESS_MAX
+
glTexBumpParameterfvATI
CAVERN_LAYER_PASSAGE_DENSITY_MIN
+
glTexBumpParameterivATI
CAVERN_LAYER_PASSAGE_DENSITY_MAX
+
glAlphaFragmentOp1ATI
CAVERN_LAYER_WATER_MIN
+
glAlphaFragmentOp2ATI
CAVERN_LAYER_WATER_MAX
+
glAlphaFragmentOp3ATI
HAVE_BOTTOM_LAYER_1
+
glBeginFragmentShaderATI
HAVE_BOTTOM_LAYER_2
+
glBindFragmentShaderATI
LEVELS_ABOVE_GROUND
+
glColorFragmentOp1ATI
LEVELS_ABOVE_LAYER_1
+
glColorFragmentOp2ATI
LEVELS_ABOVE_LAYER_2
+
glColorFragmentOp3ATI
LEVELS_ABOVE_LAYER_3
+
glDeleteFragmentShaderATI
LEVELS_ABOVE_LAYER_4
+
glEndFragmentShaderATI
LEVELS_ABOVE_LAYER_5
+
glGenFragmentShadersATI
LEVELS_AT_BOTTOM
+
glPassTexCoordATI
CAVE_MIN_SIZE
+
glSampleMapATI
CAVE_MAX_SIZE
+
glSetFragmentShaderConstantATI
MOUNTAIN_CAVE_MIN
+
glMapObjectBufferATI
NON_MOUNTAIN_CAVE_MIN
+
glUnmapObjectBufferATI
TOTAL_CIV_NUMBER
+
glPNTrianglesfATI
TOTAL_CIV_POPULATION
+
glPNTrianglesiATI
SITE_CAP
+
glStencilFuncSeparateATI
ELEVATION_RANGES
+
glStencilOpSeparateATI
RAIN_RANGES
+
glArrayObjectATI
DRAINAGE_RANGES
+
glFreeObjectBufferATI
SAVAGERY_RANGES
+
glGetArrayObjectfvATI
VOLCANISM_RANGES
+
glGetArrayObjectivATI
Unrecognized World Gen Token:
+
glGetObjectBufferfvATI
LARGE ISLAND
+
glGetObjectBufferivATI
LARGE REGION
+
glGetVariantArrayObjectfvATI
MEDIUM ISLAND
+
glGetVariantArrayObjectivATI
MEDIUM REGION
+
glIsObjectBufferATI
SMALL ISLAND
+
glNewObjectBufferATI
SMALL REGION
+
glUpdateObjectBufferATI
SMALLER ISLAND
+
glVariantArrayObjectATI
SMALLER REGION
+
glGetVertexAttribArrayObjectfvATI
POCKET ISLAND
+
glGetVertexAttribArrayObjectivATI
POCKET REGION
+
glVertexAttribArrayObjectATI
COMPLETE_OCEAN_EDGE_MIN
+
glClientActiveVertexStreamATI
Command Line: World generation parameter set located successfully.
+
glNormalStream3bATI
Command Line: World generation parameter set
+
glNormalStream3bvATI
not found -- using default.
+
glNormalStream3dATI
Command Line: World image, detailed image and info exported.
+
glNormalStream3dvATI
You make
+
glNormalStream3fATI
and more
+
glNormalStream3fvATI
You have finished working on
+
glNormalStream3iATI
You practice your
+
glNormalStream3ivATI
but make nothing of note.
+
glNormalStream3sATI
You make nothing.
+
glNormalStream3svATI
is taken by a fey mood!
+
glVertexBlendEnvfATI
withdraws from society...
+
glVertexBlendEnviATI
has been possessed!
+
glVertexStream2dATI
looses a roaring laughter, fell and terrible!
+
glVertexStream2dvATI
begins to stalk and brood...
+
glVertexStream2fATI
Disconnected
+
glVertexStream2fvATI
Need trigger type
+
glVertexStream2iATI
Needs walkable perimeter
+
glVertexStream2ivATI
Hidden
+
glVertexStream2sATI
Needs to be anchored on edge
+
glVertexStream2svATI
Blocked
+
glVertexStream3dATI
Surrounded by empty space
+
glVertexStream3dvATI
Needs adjacent wall
+
glVertexStream3fATI
Needs open space
+
glVertexStream3fvATI
Off map
+
glVertexStream3iATI
Water
+
glVertexStream3ivATI
Lava/Magma
+
glVertexStream3sATI
Building present
+
glVertexStream3svATI
Construction present
+
glVertexStream4dATI
Must be inside
+
glVertexStream4dvATI
Too close to edge
+
glVertexStream4fATI
Must be outside
+
glVertexStream4fvATI
Cannot build at highest level
+
glVertexStream4iATI
Needs soil or mud
+
glVertexStream4ivATI
Needs soil
+
glVertexStream4sATI
Needs ground or near machine
+
glVertexStream4svATI
No mud/soil for farm
+
glGetUniformBufferSizeEXT
Mud is left by water
+
glGetUniformOffsetEXT
No access to
+
glUniformBufferEXT
No access
+
glBlendColorEXT
has created
+
glBlendEquationSeparateEXT
claims it as an heirloom in the name of the family ancestor
+
glBlendFuncSeparateEXT
claims it as a family heirloom
+
glBlendEquationEXT
claims it as a personal treasure.
+
glColorSubTableEXT
offers it to
+
glCopyColorSubTableEXT
Image information
+
glLockArraysEXT
for engraving
+
glUnlockArraysEXT
was waged by
+
glConvolutionFilter1DEXT
One of the most significant causes of the conflict was
+
glConvolutionFilter2DEXT
The most significant cause of the conflict was
+
glConvolutionParameterfEXT
a family matter
+
glConvolutionParameterfvEXT
disgust with the adversary's godlessness
+
glConvolutionParameteriEXT
religious opposition to the adversary's worship of
+
glConvolutionParameterivEXT
religious opposition to the adversary's inherent association with
+
glCopyConvolutionFilter1DEXT
natural aversion to the adversary's worship of
+
glCopyConvolutionFilter2DEXT
natural aversion to the adversary's inherent association with
+
glGetConvolutionFilterEXT
a dispute over
+
glGetConvolutionParameterfvEXT
the treatment of animals
+
glGetConvolutionParameterivEXT
the treatment of plants
+
glGetSeparableFilterEXT
a formalized agreement
+
glSeparableFilter2DEXT
truthfulness
+
glBinormalPointerEXT
the devouring of the bodies of sapient beings
+
glTangentPointerEXT
the display of war and hunting trophies
+
glCopyTexImage1DEXT
the adversary's inability to communicate and form treaties
+
glCopyTexImage2DEXT
a desire to kill the living and any others in opposition
+
glCopyTexSubImage1DEXT
the disturbance of once-eternal rest
+
glCopyTexSubImage2DEXT
a dispute over the ownership of
+
glCopyTexSubImage3DEXT
prior aggression by the adversary
+
glCullParameterdvEXT
a first contact that went horribly wrong
+
glCullParameterfvEXT
the adversary's refusal to form treaties
+
glDepthBoundsEXT
the adversary's abuse of the aggressor's fallen
+
glBindMultiTextureEXT
an incident involving a lost diplomat
+
glCheckNamedFramebufferStatusEXT
a disagreement over prior treaties
+
glClientAttribDefaultEXT
an incident involving a trade caravan
+
glCompressedMultiTexImage1DEXT
water rights
+
glCompressedMultiTexImage2DEXT
fishing rights
+
glCompressedMultiTexImage3DEXT
general ill feelings over past historical events
+
glCompressedMultiTexSubImage1DEXT
a previous war
+
glCompressedMultiTexSubImage2DEXT
a previous battle
+
glCompressedMultiTexSubImage3DEXT
a previous duel
+
glCompressedTextureImage1DEXT
a previous conquest
+
glCompressedTextureImage2DEXT
an abduction
+
glCompressedTextureImage3DEXT
an act of theft
+
glCompressedTextureSubImage1DEXT
an attack by a beast
+
glCompressedTextureSubImage2DEXT
a journey
+
glCompressedTextureSubImage3DEXT
a previous insurrection
+
glCopyMultiTexImage1DEXT
a special occasion
+
glCopyMultiTexImage2DEXT
a purge
+
glCopyMultiTexSubImage1DEXT
a raid
+
glCopyMultiTexSubImage2DEXT
persecution
+
glCopyMultiTexSubImage3DEXT
a coup
+
glCopyTextureImage1DEXT
The causes of the conflict are debated by scholars and very little is truly known.
+
glCopyTextureImage2DEXT
unknown
+
glCopyTextureSubImage1DEXT
creature
+
glCopyTextureSubImage2DEXT
, lost
+
glCopyTextureSubImage3DEXT
, all lost
+
glDisableClientStateIndexedEXT
losses
+
glDisableClientStateiEXT
, one loss
+
glDisableVertexArrayAttribEXT
, no losses
+
glDisableVertexArrayEXT
, mostly
+
glEnableClientStateIndexedEXT
various zombies
+
glEnableClientStateiEXT
, mostly various zombies
+
glEnableVertexArrayAttribEXT
creatures
+
glEnableVertexArrayEXT
Attacker was uncontested.
+
glFlushMappedNamedBufferRangeEXT
Attacker was victorious.
+
glFramebufferDrawBufferEXT
Defender was victorious.
+
glFramebufferDrawBuffersEXT
A festival commemorating
+
glFramebufferReadBufferEXT
occurred in
+
glGenerateMultiTexMipmapEXT
A fair occurred in
+
glGenerateTextureMipmapEXT
A holy period dedicated to
+
glGetCompressedMultiTexImageEXT
centered around
+
glGetCompressedTextureImageEXT
divine aspect of
+
glGetDoubleIndexedvEXT
A performance of
+
glGetDoublei_vEXT
A dance
+
glGetFloatIndexedvEXT
A concert
+
glGetFloati_vEXT
A recital of
+
glGetFramebufferParameterivEXT
A poetry recital
+
glGetMultiTexEnvfvEXT
The story of
+
glGetMultiTexEnvivEXT
A story recital
+
glGetMultiTexGendvEXT
A performance
+
glGetMultiTexGenfvEXT
A competition involving
+
glGetMultiTexGenivEXT
A dance competition
+
glGetMultiTexImageEXT
A music competition
+
glGetMultiTexLevelParameterfvEXT
A poetry competition
+
glGetMultiTexLevelParameterivEXT
A foot race
+
glGetMultiTexParameterIivEXT
A flying race
+
glGetMultiTexParameterIuivEXT
A wrestling competition
+
glGetMultiTexParameterfvEXT
A gladiatory competition
+
glGetMultiTexParameterivEXT
A competition
+
glGetNamedBufferParameterivEXT
A procession occurred in
+
glGetNamedBufferPointervEXT
  It started at
+
glGetNamedBufferSubDataEXT
A ceremony occurred in
+
glGetNamedFramebufferAttachmentParameterivEXT
A fearsome
+
glGetNamedProgramLocalParameterIivEXT
beast
+
glGetNamedProgramLocalParameterIuivEXT
attack
+
glGetNamedProgramLocalParameterdvEXT
was a time when the
+
glGetNamedProgramLocalParameterfvEXT
were the only great powers in the world.
+
glGetNamedProgramStringEXT
was a time when
+
glGetNamedProgramivEXT
yet
+
glGetNamedRenderbufferParameterivEXT
again
+
glGetPointerIndexedvEXT
was the only great power in the world.
+
glGetPointeri_vEXT
living gods and mighty beasts
+
glGetTextureImageEXT
still
+
glGetTextureLevelParameterfvEXT
held sway.
+
glGetTextureLevelParameterivEXT
the powers of the world were fading
+
glGetTextureParameterIivEXT
great powers had returned to the world
+
glGetTextureParameterIuivEXT
there were still great powers in the world
+
glGetTextureParameterfvEXT
fantastic creatures no longer lived in great numbers.
+
glGetTextureParameterivEXT
fantastic creatures were few and far between, and some even doubted their existence.
+
glGetVertexArrayIntegeri_vEXT
ruled the world.
+
glGetVertexArrayIntegervEXT
the last of the
+
glGetVertexArrayPointeri_vEXT
ancient
+
glGetVertexArrayPointervEXT
powers fought their final battles.
+
glMapNamedBufferEXT
various civilized races peopled the world.
+
glMapNamedBufferRangeEXT
was a time after civilization had
+
glMatrixFrustumEXT
yet
+
glMatrixLoadIdentityEXT
again
+
glMatrixLoadTransposedEXT
crumbled completely.
+
glMatrixLoadTransposefEXT
fantastic creatures were but mere stories told by travelers.
+
glMatrixLoaddEXT
only simple creatures inhabited
+
glMatrixLoadfEXT
no civilized peoples existed in
+
glMatrixMultTransposedEXT
the world.
+
glMatrixMultTransposefEXT
Part of
+
glMatrixMultdEXT
ended.
+
glMatrixMultfEXT
occurred.
+
glMatrixOrthoEXT
began.
+
glMatrixPopEXT
Corpse
+
glMatrixPushEXT
CREATE WORLD NOW =
+
glMatrixRotatedEXT
LARGE
+
glMatrixRotatefEXT
data/save/current/world.dat
+
glMatrixScaledEXT
Command Line: World exported.
+
glMatrixScalefEXT
*** STARTING NEW GAME ***
+
glMatrixTranslatedEXT
Command Line:
+
glMatrixTranslatefEXT
data/init/announcements.txt
+
glMultiTexBufferEXT
DO_MEGA
+
glMultiTexCoordPointerEXT
UCR_A
+
glMultiTexEnvfEXT
data/sound/song_title.ogg
+
glMultiTexEnvfvEXT
data/sound/song_game.ogg
+
glMultiTexEnviEXT
data/art/mouse.png
+
glMultiTexEnvivEXT
data/movies
+
glMultiTexGendEXT
data/dipscript/*
+
glMultiTexGendvEXT
Command Line: World generation initiated.
+
glMultiTexGenfEXT
Command Line: World generation aborted because folder exists.
+
glMultiTexGenfvEXT
data/speech/general.txt
+
glMultiTexGeniEXT
data/speech/slayer.txt
+
glMultiTexGenivEXT
data/speech/threat.txt
+
glMultiTexImage1DEXT
data/speech/greet.txt
+
glMultiTexImage2DEXT
data/speech/greet_reply.txt
+
glMultiTexImage3DEXT
data/speech/greet_reply_diff_language.txt
+
glMultiTexParameterIivEXT
data/speech/greet_reply_unusual_first.txt
+
glMultiTexParameterIuivEXT
data/speech/greet_reply_after_hero.txt
+
glMultiTexParameterfEXT
data/speech/greet_worship.txt
+
glMultiTexParameterfvEXT
data/speech/greet_baby.txt
+
glMultiTexParameteriEXT
data/speech/goodbye_worship_1.txt
+
glMultiTexParameterivEXT
data/speech/goodbye_worship_2.txt
+
glMultiTexRenderbufferEXT
data/speech/goodbye_worship_3.txt
+
glMultiTexSubImage1DEXT
data/speech/temple_already_member.txt
+
glMultiTexSubImage2DEXT
data/speech/temple_become_member.txt
+
glMultiTexSubImage3DEXT
data/speech/positive.txt
+
glNamedBufferDataEXT
data/speech/task_recommendation.txt
+
glNamedBufferSubDataEXT
data/speech/unknown_hf_seeker.txt
+
glNamedCopyBufferSubDataEXT
data/speech/ab_specific_hf_seeker.txt
+
glNamedFramebufferRenderbufferEXT
data/speech/site_specific_hf_seeker.txt
+
glNamedFramebufferTexture1DEXT
data/speech/same_site_ab_specific_hf_seeker.txt
+
glNamedFramebufferTexture2DEXT
data/speech/same_site_specific_hf_seeker.txt
+
glNamedFramebufferTexture3DEXT
data/speech/arch_info_justification.txt
+
glNamedFramebufferTextureEXT
data/speech/justification_representation.txt
+
glNamedFramebufferTextureFaceEXT
data/speech/justification_proximity.txt
+
glNamedFramebufferTextureLayerEXT
data/speech/justification_experience.txt
+
glNamedProgramLocalParameter4dEXT
data/speech/justification_reminder.txt
+
glNamedProgramLocalParameter4dvEXT
data/speech/justification_antithetical.txt
+
glNamedProgramLocalParameter4fEXT
data/speech/no_family.txt
+
glNamedProgramLocalParameter4fvEXT
data/speech/family_relationship_spec.txt
+
glNamedProgramLocalParameterI4iEXT
data/speech/family_relationship_no_spec.txt
+
glNamedProgramLocalParameterI4ivEXT
data/speech/family_relationship_additional.txt
+
glNamedProgramLocalParameterI4uiEXT
data/speech/family_relationship_spec_dead.txt
+
glNamedProgramLocalParameterI4uivEXT
data/speech/family_relationship_no_spec_dead.txt
+
glNamedProgramLocalParameters4fvEXT
data/speech/family_relationship_additional_dead.txt
+
glNamedProgramLocalParametersI4ivEXT
data/speech/child_age_proclamation.txt
+
glNamedProgramLocalParametersI4uivEXT
data/speech/wandering_profession.txt
+
glNamedProgramStringEXT
data/speech/hunting_profession.txt
+
glNamedRenderbufferStorageEXT
data/speech/snatcher_profession.txt
+
glNamedRenderbufferStorageMultisampleCoverageEXT
data/speech/thief_profession.txt
+
glNamedRenderbufferStorageMultisampleEXT
data/speech/wandering_profession_year.txt
+
glProgramUniform1fEXT
data/speech/hunting_profession_year.txt
+
glProgramUniform1fvEXT
data/speech/snatcher_profession_year.txt
+
glProgramUniform1iEXT
data/speech/thief_profession_year.txt
+
glProgramUniform1ivEXT
data/speech/past_wandering_profession.txt
+
glProgramUniform1uiEXT
data/speech/past_hunting_profession.txt
+
glProgramUniform1uivEXT
data/speech/past_snatcher_profession.txt
+
glProgramUniform2fEXT
data/speech/past_thief_profession.txt
+
glProgramUniform2fvEXT
data/speech/guard_profession.txt
+
glProgramUniform2iEXT
data/speech/guard_warning.txt
+
glProgramUniform2ivEXT
data/speech/soldier_profession.txt
+
glProgramUniform2uiEXT
data/speech/past_profession_no_year.txt
+
glProgramUniform2uivEXT
data/speech/past_profession_year.txt
+
glProgramUniform3fEXT
data/speech/current_profession_no_year.txt
+
glProgramUniform3fvEXT
data/speech/current_profession_year.txt
+
glProgramUniform3iEXT
data/speech/hist_fig_slayer.txt
+
glProgramUniform3ivEXT
data/speech/animal_slayer.txt
+
glProgramUniform3uiEXT
data/speech/mercenary_profession.txt
+
glProgramUniform3uivEXT
data/speech/mercenary_profession_year.txt
+
glProgramUniform4fEXT
data/speech/past_mercenary_profession.txt
+
glProgramUniform4fvEXT
PAUSE
+
glProgramUniform4iEXT
RECENTER
+
glProgramUniform4ivEXT
A_DISPLAY
+
glProgramUniform4uiEXT
D_DISPLAY
+
glProgramUniform4uivEXT
UNIT_COMBAT_REPORT
+
glProgramUniformMatrix2fvEXT
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
glProgramUniformMatrix2x3fvEXT
items
+
glProgramUniformMatrix2x4fvEXT
no material
+
glProgramUniformMatrix3fvEXT
an official land of the realm
+
glProgramUniformMatrix3x2fvEXT
and the surrounding lands have been made
+
glProgramUniformMatrix3x4fvEXT
an even more official land of the realm
+
glProgramUniformMatrix4fvEXT
In Traction
+
glProgramUniformMatrix4x2fvEXT
Heavy Bleeding
+
glProgramUniformMatrix4x3fvEXT
Pale
+
glPushClientAttribDefaultEXT
Severe Blood Loss
+
glTextureBufferEXT
Moderate Blood Loss
+
glTextureImage1DEXT
Completely Numb
+
glTextureImage2DEXT
Partially Numb
+
glTextureImage3DEXT
Serious Fever
+
glTextureParameterIivEXT
Moderate Fever
+
glTextureParameterIuivEXT
Slight Fever
+
glTextureParameterfEXT
Moderate Pain
+
glTextureParameterfvEXT
Slight Pain
+
glTextureParameteriEXT
Very Drowsy
+
glTextureParameterivEXT
Drowsy
+
glTextureRenderbufferEXT
Thirsty
+
glTextureSubImage1DEXT
Very Hungry
+
glTextureSubImage2DEXT
Cannot breathe
+
glTextureSubImage3DEXT
Trouble breathing
+
glUnmapNamedBufferEXT
Vision lost
+
glVertexArrayColorOffsetEXT
Vision impaired
+
glVertexArrayEdgeFlagOffsetEXT
Vision somewhat impaired
+
glVertexArrayFogCoordOffsetEXT
Ability to stand lost
+
glVertexArrayIndexOffsetEXT
Ability to stand somewhat impaired
+
glVertexArrayMultiTexCoordOffsetEXT
Ability to grasp lost
+
glVertexArrayNormalOffsetEXT
Ability to grasp somewhat impaired
+
glVertexArraySecondaryColorOffsetEXT
Ability to fly lost
+
glVertexArrayTexCoordOffsetEXT
Ability to fly somewhat impaired
+
glVertexArrayVertexAttribIOffsetEXT
Motor nerve damage
+
glVertexArrayVertexAttribOffsetEXT
Sensory nerve damage
+
glVertexArrayVertexOffsetEXT
No health problems
+
glColorMaskIndexedEXT
Gelded
+
glDisableIndexedEXT
Spilled
+
glEnableIndexedEXT
Butchered
+
glGetBooleanIndexedvEXT
Major artery torn
+
glGetIntegerIndexedvEXT
Artery torn
+
glIsEnabledIndexedEXT
Heavy bleeding
+
glDrawArraysInstancedEXT
Bleeding
+
glDrawElementsInstancedEXT
Motor nerve severed
+
glDrawRangeElementsEXT
Sensory nerve severed
+
glFogCoordPointerEXT
Torn tendon
+
glFogCoorddEXT
Strained tendon
+
glFogCoorddvEXT
Bruised tendon
+
glFogCoordfEXT
Torn ligament
+
glFogCoordfvEXT
Sprained ligament
+
glFragmentColorMaterialEXT
Bruised ligament
+
glFragmentLightModelfEXT
Compound fracture
+
glFragmentLightModelfvEXT
Overlapping fracture (in traction)
+
glFragmentLightModeliEXT
Overlapping fracture
+
glFragmentLightModelivEXT
Needs setting
+
glFragmentLightfEXT
Cut apart
+
glFragmentLightfvEXT
Smashed apart
+
glFragmentLightiEXT
Broken apart
+
glFragmentLightivEXT
Torn apart
+
glFragmentMaterialfEXT
Cut open
+
glFragmentMaterialfvEXT
Smashed open
+
glFragmentMaterialiEXT
Broken open
+
glFragmentMaterialivEXT
Torn open
+
glGetFragmentLightfvEXT
Dented
+
glGetFragmentLightivEXT
Heavy bruising
+
glGetFragmentMaterialfvEXT
Moderate bruising
+
glGetFragmentMaterialivEXT
Light bruising
+
glLightEnviEXT
Serious burn
+
glBlitFramebufferEXT
Moderate burn
+
glRenderbufferStorageMultisampleEXT
Minor burn
+
glBindFramebufferEXT
Serious frost-bite
+
glBindRenderbufferEXT
Moderate frost-bite
+
glCheckFramebufferStatusEXT
Minor frost-bite
+
glDeleteFramebuffersEXT
Serious melting
+
glDeleteRenderbuffersEXT
Moderate melting
+
glFramebufferRenderbufferEXT
Minor melting
+
glFramebufferTexture1DEXT
Serious boiling
+
glFramebufferTexture2DEXT
 
+
glFramebufferTexture3DEXT
 +
glGenFramebuffersEXT
 +
glGenRenderbuffersEXT
 +
glGenerateMipmapEXT
 +
glGetFramebufferAttachmentParameterivEXT
 +
glGetRenderbufferParameterivEXT
 +
glIsFramebufferEXT
 +
glIsRenderbufferEXT
 +
glRenderbufferStorageEXT
 +
glFramebufferTextureEXT
 +
glFramebufferTextureFaceEXT
 +
glFramebufferTextureLayerEXT
 +
glProgramParameteriEXT
 +
glProgramEnvParameters4fvEXT
 +
glProgramLocalParameters4fvEXT
 +
glBindFragDataLocationEXT
 +
glGetFragDataLocationEXT
 +
glGetUniformuivEXT
 +
glGetVertexAttribIivEXT
 +
glGetVertexAttribIuivEXT
 +
glUniform1uiEXT
 +
glUniform1uivEXT
 +
glUniform2uiEXT
 +
glUniform2uivEXT
 +
glUniform3uiEXT
 +
glUniform3uivEXT
 +
glUniform4uiEXT
 +
glUniform4uivEXT
 +
glVertexAttribI1iEXT
 +
glVertexAttribI1ivEXT
 +
glVertexAttribI1uiEXT
 +
glVertexAttribI1uivEXT
 +
glVertexAttribI2iEXT
 +
glVertexAttribI2ivEXT
 +
glVertexAttribI2uiEXT
 +
glVertexAttribI2uivEXT
 +
glVertexAttribI3iEXT
 +
glVertexAttribI3ivEXT
 +
glVertexAttribI3uiEXT
 +
glVertexAttribI3uivEXT
 +
glVertexAttribI4bvEXT
 +
glVertexAttribI4iEXT
 +
glVertexAttribI4ivEXT
 +
glVertexAttribI4svEXT
 +
glVertexAttribI4ubvEXT
 +
glVertexAttribI4uiEXT
 +
glVertexAttribI4uivEXT
 +
glVertexAttribI4usvEXT
 +
glVertexAttribIPointerEXT
 +
glGetHistogramEXT
 +
glGetHistogramParameterfvEXT
 +
glGetHistogramParameterivEXT
 +
glGetMinmaxEXT
 +
glGetMinmaxParameterfvEXT
 +
glGetMinmaxParameterivEXT
 +
glHistogramEXT
 +
glMinmaxEXT
 +
glResetHistogramEXT
 +
glResetMinmaxEXT
 +
glIndexFuncEXT
 +
glIndexMaterialEXT
 +
glApplyTextureEXT
 +
glTextureLightEXT
 +
glTextureMaterialEXT
 +
glMultiDrawArraysEXT
 +
glMultiDrawElementsEXT
 +
glSampleMaskEXT
 +
glSamplePatternEXT
 +
glColorTableEXT
 +
glGetColorTableEXT
 +
glGetColorTableParameterfvEXT
 +
glGetColorTableParameterivEXT
 +
glGetPixelTransformParameterfvEXT
 +
glGetPixelTransformParameterivEXT
 +
glPixelTransformParameterfEXT
 +
glPixelTransformParameterfvEXT
 +
glPixelTransformParameteriEXT
 +
glPixelTransformParameterivEXT
 +
glPointParameterfEXT
 +
glPointParameterfvEXT
 +
glPolygonOffsetEXT
 +
glProvokingVertexEXT
 +
glBeginSceneEXT
 +
glEndSceneEXT
 +
glSecondaryColor3bEXT
 +
glSecondaryColor3bvEXT
 +
glSecondaryColor3dEXT
 +
glSecondaryColor3dvEXT
 +
glSecondaryColor3fEXT
 +
glSecondaryColor3fvEXT
 +
glSecondaryColor3iEXT
 +
glSecondaryColor3ivEXT
 +
glSecondaryColor3sEXT
 +
glSecondaryColor3svEXT
 +
glSecondaryColor3ubEXT
 +
glSecondaryColor3ubvEXT
 +
glSecondaryColor3uiEXT
 +
glSecondaryColor3uivEXT
 +
glSecondaryColor3usEXT
 +
glSecondaryColor3usvEXT
 +
glSecondaryColorPointerEXT
 +
glActiveProgramEXT
 +
glCreateShaderProgramEXT
 +
glUseShaderProgramEXT
 +
glActiveStencilFaceEXT
 +
glTexSubImage1DEXT
 +
glTexSubImage2DEXT
 +
glTexSubImage3DEXT
 +
glTexImage3DEXT
 +
glTexBufferEXT
 +
glClearColorIiEXT
 +
glClearColorIuiEXT
 +
glGetTexParameterIivEXT
 +
glGetTexParameterIuivEXT
 +
glTexParameterIivEXT
 +
glTexParameterIuivEXT
 +
glAreTexturesResidentEXT
 +
glBindTextureEXT
 +
glDeleteTexturesEXT
 +
glGenTexturesEXT
 +
glIsTextureEXT
 +
glPrioritizeTexturesEXT
 +
glTextureNormalEXT
 +
glGetQueryObjecti64vEXT
 +
glGetQueryObjectui64vEXT
 +
glBeginTransformFeedbackEXT
 +
glBindBufferBaseEXT
 +
glBindBufferOffsetEXT
 +
glBindBufferRangeEXT
 +
glEndTransformFeedbackEXT
 +
glGetTransformFeedbackVaryingEXT
 +
glTransformFeedbackVaryingsEXT
 +
glArrayElementEXT
 +
glColorPointerEXT
 +
glDrawArraysEXT
 +
glEdgeFlagPointerEXT
 +
glGetPointervEXT
 +
glIndexPointerEXT
 +
glNormalPointerEXT
 +
glTexCoordPointerEXT
 +
glVertexPointerEXT
 +
glBeginVertexShaderEXT
 +
glBindLightParameterEXT
 +
glBindMaterialParameterEXT
 +
glBindParameterEXT
 +
glBindTexGenParameterEXT
 +
glBindTextureUnitParameterEXT
 +
glBindVertexShaderEXT
 +
glDeleteVertexShaderEXT
 +
glDisableVariantClientStateEXT
 +
glEnableVariantClientStateEXT
 +
glEndVertexShaderEXT
 +
glExtractComponentEXT
 +
glGenSymbolsEXT
 +
glGenVertexShadersEXT
 +
glGetInvariantBooleanvEXT
 +
glGetInvariantFloatvEXT
 +
glGetInvariantIntegervEXT
 +
glGetLocalConstantBooleanvEXT
 +
glGetLocalConstantFloatvEXT
 +
glGetLocalConstantIntegervEXT
 +
glGetVariantBooleanvEXT
 +
glGetVariantFloatvEXT
 +
glGetVariantIntegervEXT
 +
glGetVariantPointervEXT
 +
glInsertComponentEXT
 +
glIsVariantEnabledEXT
 +
glSetInvariantEXT
 +
glSetLocalConstantEXT
 +
glShaderOp1EXT
 +
glShaderOp2EXT
 +
glShaderOp3EXT
 +
glSwizzleEXT
 +
glVariantPointerEXT
 +
glVariantbvEXT
 +
glVariantdvEXT
 +
glVariantfvEXT
 +
glVariantivEXT
 +
glVariantsvEXT
 +
glVariantubvEXT
 +
glVariantuivEXT
 +
glVariantusvEXT
 +
glWriteMaskEXT
 +
glVertexWeightPointerEXT
 +
glVertexWeightfEXT
 +
glVertexWeightfvEXT
 +
glFrameTerminatorGREMEDY
 +
glStringMarkerGREMEDY
 +
glGetImageTransformParameterfvHP
 +
glGetImageTransformParameterivHP
 +
glImageTransformParameterfHP
 +
glImageTransformParameterfvHP
 +
glImageTransformParameteriHP
 +
glImageTransformParameterivHP
 +
glMultiModeDrawArraysIBM
 +
glMultiModeDrawElementsIBM
 +
glColorPointerListIBM
 +
glEdgeFlagPointerListIBM
 +
glFogCoordPointerListIBM
 +
glIndexPointerListIBM
 +
glNormalPointerListIBM
 +
glSecondaryColorPointerListIBM
 +
glTexCoordPointerListIBM
 +
glVertexPointerListIBM
 +
glColorPointervINTEL
 +
glNormalPointervINTEL
 +
glTexCoordPointervINTEL
 +
glVertexPointervINTEL
 +
glTexScissorFuncINTEL
 +
glTexScissorINTEL
 +
glBufferRegionEnabledEXT
 +
glDeleteBufferRegionEXT
 +
glDrawBufferRegionEXT
 +
glNewBufferRegionEXT
 +
glReadBufferRegionEXT
 +
glResizeBuffersMESA
 +
glWindowPos2dMESA
 +
glWindowPos2dvMESA
 +
glWindowPos2fMESA
 +
glWindowPos2fvMESA
 +
glWindowPos2iMESA
 +
glWindowPos2ivMESA
 +
glWindowPos2sMESA
 +
glWindowPos2svMESA
 +
glWindowPos3dMESA
 +
glWindowPos3dvMESA
 +
glWindowPos3fMESA
 +
glWindowPos3fvMESA
 +
glWindowPos3iMESA
 +
glWindowPos3ivMESA
 +
glWindowPos3sMESA
 +
glWindowPos3svMESA
 +
glWindowPos4dMESA
 +
glWindowPos4dvMESA
 +
glWindowPos4fMESA
 +
glWindowPos4fvMESA
 +
glWindowPos4iMESA
 +
glWindowPos4ivMESA
 +
glWindowPos4sMESA
 +
glWindowPos4svMESA
 +
glBeginConditionalRenderNV
 +
glEndConditionalRenderNV
 +
glCopyImageSubDataNV
 +
glClearDepthdNV
 +
glDepthBoundsdNV
 +
glDepthRangedNV
 +
glEvalMapsNV
 +
glGetMapAttribParameterfvNV
 +
glGetMapAttribParameterivNV
 +
glGetMapControlPointsNV
 +
glGetMapParameterfvNV
 +
glGetMapParameterivNV
 +
glMapControlPointsNV
 +
glMapParameterfvNV
 +
glMapParameterivNV
 +
glGetMultisamplefvNV
 +
glSampleMaskIndexedNV
 +
glTexRenderbufferNV
 +
glDeleteFencesNV
 +
glFinishFenceNV
 +
glGenFencesNV
 +
glGetFenceivNV
 +
glIsFenceNV
 +
glSetFenceNV
 +
glTestFenceNV
 +
glGetProgramNamedParameterdvNV
 +
glGetProgramNamedParameterfvNV
 +
glProgramNamedParameter4dNV
 +
glProgramNamedParameter4dvNV
 +
glProgramNamedParameter4fNV
 +
glProgramNamedParameter4fvNV
 +
glRenderbufferStorageMultisampleCoverageNV
 +
glProgramVertexLimitNV
 +
glProgramEnvParameterI4iNV
 +
glProgramEnvParameterI4ivNV
 +
glProgramEnvParameterI4uiNV
 +
glProgramEnvParameterI4uivNV
 +
glProgramEnvParametersI4ivNV
 +
glProgramEnvParametersI4uivNV
 +
glProgramLocalParameterI4iNV
 +
glProgramLocalParameterI4ivNV
 +
glProgramLocalParameterI4uiNV
 +
glProgramLocalParameterI4uivNV
 +
glProgramLocalParametersI4ivNV
 +
glProgramLocalParametersI4uivNV
 +
glGetUniformui64vNV
 +
glColor3hNV
 +
glColor3hvNV
 +
glColor4hNV
 +
glColor4hvNV
 +
glFogCoordhNV
 +
glFogCoordhvNV
 +
glMultiTexCoord1hNV
 +
glMultiTexCoord1hvNV
 +
glMultiTexCoord2hNV
 +
glMultiTexCoord2hvNV
 +
glMultiTexCoord3hNV
 +
glMultiTexCoord3hvNV
 +
glMultiTexCoord4hNV
 +
glMultiTexCoord4hvNV
 +
glNormal3hNV
 +
glNormal3hvNV
 +
glSecondaryColor3hNV
 +
glSecondaryColor3hvNV
 +
glTexCoord1hNV
 +
glTexCoord1hvNV
 +
glTexCoord2hNV
 +
glTexCoord2hvNV
 +
glTexCoord3hNV
 +
glTexCoord3hvNV
 +
glTexCoord4hNV
 +
glTexCoord4hvNV
 +
glVertex2hNV
 +
glVertex2hvNV
 +
glVertex3hNV
 +
glVertex3hvNV
 +
glVertex4hNV
 +
glVertex4hvNV
 +
glVertexAttrib1hNV
 +
glVertexAttrib1hvNV
 +
glVertexAttrib2hNV
 +
glVertexAttrib2hvNV
 +
glVertexAttrib3hNV
 +
glVertexAttrib3hvNV
 +
glVertexAttrib4hNV
 +
glVertexAttrib4hvNV
 +
glVertexAttribs1hvNV
 +
glVertexAttribs2hvNV
 +
glVertexAttribs3hvNV
 +
glVertexAttribs4hvNV
 +
glVertexWeighthNV
 +
glVertexWeighthvNV
 +
glBeginOcclusionQueryNV
 +
glDeleteOcclusionQueriesNV
 +
glEndOcclusionQueryNV
 +
glGenOcclusionQueriesNV
 +
glGetOcclusionQueryivNV
 +
glGetOcclusionQueryuivNV
 +
glIsOcclusionQueryNV
 +
glProgramBufferParametersIivNV
 +
glProgramBufferParametersIuivNV
 +
glProgramBufferParametersfvNV
 +
glFlushPixelDataRangeNV
 +
glPixelDataRangeNV
 +
glPointParameteriNV
 +
glPointParameterivNV
 +
glGetVideoi64vNV
 +
glGetVideoivNV
 +
glGetVideoui64vNV
 +
glGetVideouivNV
 +
glPresentFrameDualFillNV
 +
glPresentFrameKeyedNV
 +
glPrimitiveRestartIndexNV
 +
glPrimitiveRestartNV
 +
glCombinerInputNV
 +
glCombinerOutputNV
 +
glCombinerParameterfNV
 +
glCombinerParameterfvNV
 +
glCombinerParameteriNV
 +
glCombinerParameterivNV
 +
glFinalCombinerInputNV
 +
glGetCombinerInputParameterfvNV
 +
glGetCombinerInputParameterivNV
 +
glGetCombinerOutputParameterfvNV
 +
glGetCombinerOutputParameterivNV
 +
glGetFinalCombinerInputParameterfvNV
 +
glGetFinalCombinerInputParameterivNV
 +
glCombinerStageParameterfvNV
 +
glGetCombinerStageParameterfvNV
 +
glGetBufferParameterui64vNV
 +
glGetIntegerui64vNV
 +
glGetNamedBufferParameterui64vNV
 +
glIsBufferResidentNV
 +
glIsNamedBufferResidentNV
 +
glMakeBufferNonResidentNV
 +
glMakeBufferResidentNV
 +
glMakeNamedBufferNonResidentNV
 +
glMakeNamedBufferResidentNV
 +
glProgramUniformui64NV
 +
glProgramUniformui64vNV
 +
glUniformui64NV
 +
glUniformui64vNV
 +
glTextureBarrierNV
 +
glActiveVaryingNV
 +
glBeginTransformFeedbackNV
 +
glBindBufferBaseNV
 +
glBindBufferOffsetNV
 +
glBindBufferRangeNV
 +
glEndTransformFeedbackNV
 +
glGetActiveVaryingNV
 +
glGetTransformFeedbackVaryingNV
 +
glGetVaryingLocationNV
 +
glTransformFeedbackAttribsNV
 +
glTransformFeedbackVaryingsNV
 +
glBindTransformFeedbackNV
 +
glDeleteTransformFeedbacksNV
 +
glDrawTransformFeedbackNV
 +
glGenTransformFeedbacksNV
 +
glIsTransformFeedbackNV
 +
glPauseTransformFeedbackNV
 +
glResumeTransformFeedbackNV
 +
glFlushVertexArrayRangeNV
 +
glVertexArrayRangeNV
 +
glBufferAddressRangeNV
 +
glColorFormatNV
 +
glEdgeFlagFormatNV
 +
glFogCoordFormatNV
 +
glGetIntegerui64i_vNV
 +
glIndexFormatNV
 +
glNormalFormatNV
 +
glSecondaryColorFormatNV
 +
glTexCoordFormatNV
 +
glVertexAttribFormatNV
 +
glVertexAttribIFormatNV
 +
glVertexFormatNV
 +
glAreProgramsResidentNV
 +
glBindProgramNV
 +
glDeleteProgramsNV
 +
glExecuteProgramNV
 +
glGenProgramsNV
 +
glGetProgramParameterdvNV
 +
glGetProgramParameterfvNV
 +
glGetProgramStringNV
 +
glGetProgramivNV
 +
glGetTrackMatrixivNV
 +
glGetVertexAttribPointervNV
 +
glGetVertexAttribdvNV
 +
glGetVertexAttribfvNV
 +
glGetVertexAttribivNV
 +
glIsProgramNV
 +
glLoadProgramNV
 +
glProgramParameter4dNV
 +
glProgramParameter4dvNV
 +
glProgramParameter4fNV
 +
glProgramParameter4fvNV
 +
glProgramParameters4dvNV
 +
glProgramParameters4fvNV
 +
glRequestResidentProgramsNV
 +
glTrackMatrixNV
 +
glVertexAttrib1dNV
 +
glVertexAttrib1dvNV
 +
glVertexAttrib1fNV
 +
glVertexAttrib1fvNV
 +
glVertexAttrib1sNV
 +
glVertexAttrib1svNV
 +
glVertexAttrib2dNV
 +
glVertexAttrib2dvNV
 +
glVertexAttrib2fNV
 +
glVertexAttrib2fvNV
 +
glVertexAttrib2sNV
 +
glVertexAttrib2svNV
 +
glVertexAttrib3dNV
 +
glVertexAttrib3dvNV
 +
glVertexAttrib3fNV
 +
glVertexAttrib3fvNV
 +
glVertexAttrib3sNV
 +
glVertexAttrib3svNV
 +
glVertexAttrib4dNV
 +
glVertexAttrib4dvNV
 +
glVertexAttrib4fNV
 +
glVertexAttrib4fvNV
 +
glVertexAttrib4sNV
 +
glVertexAttrib4svNV
 +
glVertexAttrib4ubNV
 +
glVertexAttrib4ubvNV
 +
glVertexAttribPointerNV
 +
glVertexAttribs1dvNV
 +
glVertexAttribs1fvNV
 +
glVertexAttribs1svNV
 +
glVertexAttribs2dvNV
 +
glVertexAttribs2fvNV
 +
glVertexAttribs2svNV
 +
glVertexAttribs3dvNV
 +
glVertexAttribs3fvNV
 +
glVertexAttribs3svNV
 +
glVertexAttribs4dvNV
 +
glVertexAttribs4fvNV
 +
glVertexAttribs4svNV
 +
glVertexAttribs4ubvNV
 +
glClearDepthfOES
 +
glClipPlanefOES
 +
glDepthRangefOES
 +
glFrustumfOES
 +
glGetClipPlanefOES
 +
glOrthofOES
 +
glDetailTexFuncSGIS
 +
glGetDetailTexFuncSGIS
 +
glFogFuncSGIS
 +
glGetFogFuncSGIS
 +
glSampleMaskSGIS
 +
glSamplePatternSGIS
 +
glGetSharpenTexFuncSGIS
 +
glSharpenTexFuncSGIS
 +
glTexImage4DSGIS
 +
glTexSubImage4DSGIS
 +
glGetTexFilterFuncSGIS
 +
glTexFilterFuncSGIS
 +
glAsyncMarkerSGIX
 +
glDeleteAsyncMarkersSGIX
 +
glFinishAsyncSGIX
 +
glGenAsyncMarkersSGIX
 +
glIsAsyncMarkerSGIX
 +
glPollAsyncSGIX
 +
glFlushRasterSGIX
 +
glTextureFogSGIX
 +
glFragmentColorMaterialSGIX
 +
glFragmentLightModelfSGIX
 +
glFragmentLightModelfvSGIX
 +
glFragmentLightModeliSGIX
 +
glFragmentLightModelivSGIX
 +
glFragmentLightfSGIX
 +
glFragmentLightfvSGIX
 +
glFragmentLightiSGIX
 +
glFragmentLightivSGIX
 +
glFragmentMaterialfSGIX
 +
glFragmentMaterialfvSGIX
 +
glFragmentMaterialiSGIX
 +
glFragmentMaterialivSGIX
 +
glGetFragmentLightfvSGIX
 +
glGetFragmentLightivSGIX
 +
glGetFragmentMaterialfvSGIX
 +
glGetFragmentMaterialivSGIX
 +
glFrameZoomSGIX
 +
glPixelTexGenSGIX
 +
glReferencePlaneSGIX
 +
glSpriteParameterfSGIX
 +
glSpriteParameterfvSGIX
 +
glSpriteParameteriSGIX
 +
glSpriteParameterivSGIX
 +
glTagSampleBufferSGIX
 +
glColorTableParameterfvSGI
 +
glColorTableParameterivSGI
 +
glColorTableSGI
 +
glCopyColorTableSGI
 +
glGetColorTableParameterfvSGI
 +
glGetColorTableParameterivSGI
 +
glGetColorTableSGI
 +
glFinishTextureSUNX
 +
glGlobalAlphaFactorbSUN
 +
glGlobalAlphaFactordSUN
 +
glGlobalAlphaFactorfSUN
 +
glGlobalAlphaFactoriSUN
 +
glGlobalAlphaFactorsSUN
 +
glGlobalAlphaFactorubSUN
 +
glGlobalAlphaFactoruiSUN
 +
glGlobalAlphaFactorusSUN
 +
glReadVideoPixelsSUN
 +
glReplacementCodePointerSUN
 +
glReplacementCodeubSUN
 +
glReplacementCodeubvSUN
 +
glReplacementCodeuiSUN
 +
glReplacementCodeuivSUN
 +
glReplacementCodeusSUN
 +
glReplacementCodeusvSUN
 +
glColor3fVertex3fSUN
 +
glColor3fVertex3fvSUN
 +
glColor4fNormal3fVertex3fSUN
 +
glColor4fNormal3fVertex3fvSUN
 +
glColor4ubVertex2fSUN
 +
glColor4ubVertex2fvSUN
 +
glColor4ubVertex3fSUN
 +
glColor4ubVertex3fvSUN
 +
glNormal3fVertex3fSUN
 +
glNormal3fVertex3fvSUN
 +
glReplacementCodeuiColor3fVertex3fSUN
 +
glReplacementCodeuiColor3fVertex3fvSUN
 +
glReplacementCodeuiColor4fNormal3fVertex3fSUN
 +
glReplacementCodeuiColor4fNormal3fVertex3fvSUN
 +
glReplacementCodeuiColor4ubVertex3fSUN
 +
glReplacementCodeuiColor4ubVertex3fvSUN
 +
glReplacementCodeuiNormal3fVertex3fSUN
 +
glReplacementCodeuiNormal3fVertex3fvSUN
 +
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN
 +
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN
 +
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN
 +
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN
 +
glReplacementCodeuiTexCoord2fVertex3fSUN
 +
glReplacementCodeuiTexCoord2fVertex3fvSUN
 +
glReplacementCodeuiVertex3fSUN
 +
glReplacementCodeuiVertex3fvSUN
 +
glTexCoord2fColor3fVertex3fSUN
 +
glTexCoord2fColor3fVertex3fvSUN
 +
glTexCoord2fColor4fNormal3fVertex3fSUN
 +
glTexCoord2fColor4fNormal3fVertex3fvSUN
 +
glTexCoord2fColor4ubVertex3fSUN
 +
glTexCoord2fColor4ubVertex3fvSUN
 +
glTexCoord2fNormal3fVertex3fSUN
 +
glTexCoord2fNormal3fVertex3fvSUN
 +
glTexCoord2fVertex3fSUN
 +
glTexCoord2fVertex3fvSUN
 +
glTexCoord4fColor4fNormal3fVertex4fSUN
 +
glTexCoord4fColor4fNormal3fVertex4fvSUN
 +
glTexCoord4fVertex4fSUN
 +
glTexCoord4fVertex4fvSUN
 +
glAddSwapHintRectWIN
 +
GL_3DFX_multisample
 +
GL_3DFX_tbuffer
 +
GL_3DFX_texture_compression_FXT1
 +
GL_AMD_draw_buffers_blend
 +
GL_AMD_performance_monitor
 +
GL_AMD_texture_texture4
 +
GL_AMD_vertex_shader_tessellator
 +
GL_APPLE_aux_depth_stencil
 +
GL_APPLE_client_storage
 +
GL_APPLE_element_array
 +
GL_APPLE_fence
 +
GL_APPLE_float_pixels
 +
GL_APPLE_flush_buffer_range
 +
GL_APPLE_object_purgeable
 +
GL_APPLE_pixel_buffer
 +
GL_APPLE_rgb_422
 +
GL_APPLE_row_bytes
 +
GL_APPLE_specular_vector
 +
GL_APPLE_texture_range
 +
GL_APPLE_transform_hint
 +
GL_APPLE_vertex_array_object
 +
GL_APPLE_vertex_array_range
 +
GL_APPLE_vertex_program_evaluators
 +
GL_APPLE_ycbcr_422
 +
GL_ARB_color_buffer_float
 +
GL_ARB_compatibility
 +
GL_ARB_copy_buffer
 +
GL_ARB_depth_buffer_float
 +
GL_ARB_depth_clamp
 +
GL_ARB_depth_texture
 +
GL_ARB_draw_buffers
 +
GL_ARB_draw_buffers_blend
 +
GL_ARB_draw_elements_base_vertex
 +
GL_ARB_draw_instanced
 +
GL_ARB_fragment_coord_conventions
 +
GL_ARB_fragment_program
 +
GL_ARB_fragment_program_shadow
 +
GL_ARB_fragment_shader
 +
GL_ARB_framebuffer_object
 +
GL_ARB_framebuffer_sRGB
 +
GL_ARB_geometry_shader4
 +
GL_ARB_half_float_pixel
 +
GL_ARB_half_float_vertex
 +
GL_ARB_imaging
 +
GL_ARB_instanced_arrays
 +
GL_ARB_map_buffer_range
 +
GL_ARB_matrix_palette
 +
GL_ARB_multisample
 +
GL_ARB_multitexture
 +
GL_ARB_occlusion_query
 +
GL_ARB_pixel_buffer_object
 +
GL_ARB_point_parameters
 +
GL_ARB_point_sprite
 +
GL_ARB_provoking_vertex
 +
GL_ARB_sample_shading
 +
GL_ARB_seamless_cube_map
 +
GL_ARB_shader_objects
 +
GL_ARB_shader_texture_lod
 +
GL_ARB_shading_language_100
 +
GL_ARB_shadow
 +
GL_ARB_shadow_ambient
 +
GL_ARB_sync
 +
GL_ARB_texture_border_clamp
 +
GL_ARB_texture_buffer_object
 +
GL_ARB_texture_compression
 +
GL_ARB_texture_compression_rgtc
 +
GL_ARB_texture_cube_map
 +
GL_ARB_texture_cube_map_array
 +
GL_ARB_texture_env_add
 +
GL_ARB_texture_env_combine
 +
GL_ARB_texture_env_crossbar
 +
GL_ARB_texture_env_dot3
 +
GL_ARB_texture_float
 +
GL_ARB_texture_gather
 +
GL_ARB_texture_mirrored_repeat
 +
GL_ARB_texture_multisample
 +
GL_ARB_texture_non_power_of_two
 +
GL_ARB_texture_query_lod
 +
GL_ARB_texture_rectangle
 +
GL_ARB_texture_rg
 +
GL_ARB_transpose_matrix
 +
GL_ARB_uniform_buffer_object
 +
GL_ARB_vertex_array_bgra
 +
GL_ARB_vertex_array_object
 +
GL_ARB_vertex_blend
 +
GL_ARB_vertex_buffer_object
 +
GL_ARB_vertex_program
 +
GL_ARB_vertex_shader
 +
GL_ARB_window_pos
 +
GL_ATIX_point_sprites
 +
GL_ATIX_texture_env_combine3
 +
GL_ATIX_texture_env_route
 +
GL_ATIX_vertex_shader_output_point_size
 +
GL_ATI_draw_buffers
 +
GL_ATI_element_array
 +
GL_ATI_envmap_bumpmap
 +
GL_ATI_fragment_shader
 +
GL_ATI_map_object_buffer
 +
GL_ATI_meminfo
 +
GL_ATI_pn_triangles
 +
GL_ATI_separate_stencil
 +
GL_ATI_shader_texture_lod
 +
GL_ATI_text_fragment_shader
 +
GL_ATI_texture_compression_3dc
 +
GL_ATI_texture_env_combine3
 +
GL_ATI_texture_float
 +
GL_ATI_texture_mirror_once
 +
GL_ATI_vertex_array_object
 +
GL_ATI_vertex_attrib_array_object
 +
GL_ATI_vertex_streams
 +
GL_EXT_422_pixels
 +
GL_EXT_Cg_shader
 +
GL_EXT_abgr
 +
GL_EXT_bgra
 +
GL_EXT_bindable_uniform
 +
GL_EXT_blend_color
 +
GL_EXT_blend_equation_separate
 +
GL_EXT_blend_func_separate
 +
GL_EXT_blend_logic_op
 +
GL_EXT_blend_minmax
 +
GL_EXT_blend_subtract
 +
GL_EXT_clip_volume_hint
 +
GL_EXT_cmyka
 +
GL_EXT_color_subtable
 +
GL_EXT_compiled_vertex_array
 +
GL_EXT_convolution
 +
GL_EXT_coordinate_frame
 +
GL_EXT_copy_texture
 +
GL_EXT_cull_vertex
 +
GL_EXT_depth_bounds_test
 +
GL_EXT_direct_state_access
 +
GL_EXT_draw_buffers2
 +
GL_EXT_draw_instanced
 +
GL_EXT_draw_range_elements
 +
GL_EXT_fog_coord
 +
GL_EXT_fragment_lighting
 +
GL_EXT_framebuffer_blit
 +
GL_EXT_framebuffer_multisample
 +
GL_EXT_framebuffer_object
 +
GL_EXT_framebuffer_sRGB
 +
GL_EXT_geometry_shader4
 +
GL_EXT_gpu_program_parameters
 +
GL_EXT_gpu_shader4
 +
GL_EXT_histogram
 +
GL_EXT_index_array_formats
 +
GL_EXT_index_func
 +
GL_EXT_index_material
 +
GL_EXT_index_texture
 +
GL_EXT_light_texture
 +
GL_EXT_misc_attribute
 +
GL_EXT_multi_draw_arrays
 +
GL_EXT_multisample
 +
GL_EXT_packed_depth_stencil
 +
GL_EXT_packed_float
 +
GL_EXT_packed_pixels
 +
GL_EXT_paletted_texture
 +
GL_EXT_pixel_buffer_object
 +
GL_EXT_pixel_transform
 +
GL_EXT_pixel_transform_color_table
 +
GL_EXT_point_parameters
 +
GL_EXT_polygon_offset
 +
GL_EXT_provoking_vertex
 +
GL_EXT_rescale_normal
 +
GL_EXT_scene_marker
 +
GL_EXT_secondary_color
 +
GL_EXT_separate_shader_objects
 +
GL_EXT_separate_specular_color
 +
GL_EXT_shadow_funcs
 +
GL_EXT_shared_texture_palette
 +
GL_EXT_stencil_clear_tag
 +
GL_EXT_stencil_two_side
 +
GL_EXT_stencil_wrap
 +
GL_EXT_subtexture
 +
GL_EXT_texture
 +
GL_EXT_texture3D
 +
GL_EXT_texture_array
 +
GL_EXT_texture_buffer_object
 +
GL_EXT_texture_compression_dxt1
 +
GL_EXT_texture_compression_latc
 +
GL_EXT_texture_compression_rgtc
 +
GL_EXT_texture_compression_s3tc
 +
GL_EXT_texture_cube_map
 +
GL_EXT_texture_edge_clamp
 +
GL_EXT_texture_env
 +
GL_EXT_texture_env_add
 +
GL_EXT_texture_env_combine
 +
GL_EXT_texture_env_dot3
 +
GL_EXT_texture_filter_anisotropic
 +
GL_EXT_texture_integer
 +
GL_EXT_texture_lod_bias
 +
GL_EXT_texture_mirror_clamp
 +
GL_EXT_texture_object
 +
GL_EXT_texture_perturb_normal
 +
GL_EXT_texture_rectangle
 +
GL_EXT_texture_sRGB
 +
GL_EXT_texture_shared_exponent
 +
GL_EXT_texture_snorm
 +
GL_EXT_texture_swizzle
 +
GL_EXT_timer_query
 +
GL_EXT_transform_feedback
 +
GL_EXT_vertex_array
 +
GL_EXT_vertex_array_bgra
 +
GL_EXT_vertex_shader
 +
GL_EXT_vertex_weighting
 +
GL_GREMEDY_frame_terminator
 +
GL_GREMEDY_string_marker
 +
GL_HP_convolution_border_modes
 +
GL_HP_image_transform
 +
GL_HP_occlusion_test
 +
GL_HP_texture_lighting
 +
GL_IBM_cull_vertex
 +
GL_IBM_multimode_draw_arrays
 +
GL_IBM_rasterpos_clip
 +
GL_IBM_static_data
 +
GL_IBM_texture_mirrored_repeat
 +
GL_IBM_vertex_array_lists
 +
GL_INGR_color_clamp
 +
GL_INGR_interlace_read
 +
GL_INTEL_parallel_arrays
 +
GL_INTEL_texture_scissor
 +
GL_KTX_buffer_region
 +
GL_MESAX_texture_stack
 +
GL_MESA_pack_invert
 +
GL_MESA_resize_buffers
 +
GL_MESA_window_pos
 +
GL_MESA_ycbcr_texture
 +
GL_NV_blend_square
 +
GL_NV_conditional_render
 +
GL_NV_copy_depth_to_color
 +
GL_NV_copy_image
 +
GL_NV_depth_buffer_float
 +
GL_NV_depth_clamp
 +
GL_NV_depth_range_unclamped
 +
GL_NV_evaluators
 +
GL_NV_explicit_multisample
 +
GL_NV_fence
 +
GL_NV_float_buffer
 +
GL_NV_fog_distance
 +
GL_NV_fragment_program
 +
GL_NV_fragment_program2
 +
GL_NV_gpu_program4
 +
GL_NV_fragment_program_option
 +
GL_NV_framebuffer_multisample_coverage
 +
GL_NV_geometry_shader4
 +
GL_NV_half_float
 +
GL_NV_light_max_exponent
 +
GL_NV_multisample_filter_hint
 +
GL_NV_occlusion_query
 +
GL_NV_packed_depth_stencil
 +
GL_NV_parameter_buffer_object
 +
GL_NV_parameter_buffer_object2
 +
GL_NV_pixel_data_range
 +
GL_NV_point_sprite
 +
GL_NV_present_video
 +
GL_NV_primitive_restart
 +
GL_NV_register_combiners
 +
GL_NV_register_combiners2
 +
GL_NV_shader_buffer_load
 +
GL_NV_texgen_emboss
 +
GL_NV_texgen_reflection
 +
GL_NV_texture_barrier
 +
GL_NV_texture_compression_vtc
 +
GL_NV_texture_env_combine4
 +
GL_NV_texture_expand_normal
 +
GL_NV_texture_rectangle
 +
GL_NV_texture_shader
 +
GL_NV_texture_shader2
 +
GL_NV_texture_shader3
 +
GL_NV_transform_feedback
 +
GL_NV_transform_feedback2
 +
GL_NV_vertex_array_range
 +
GL_NV_vertex_array_range2
 +
GL_NV_vertex_buffer_unified_memory
 +
GL_NV_vertex_program
 +
GL_NV_vertex_program1_1
 +
GL_NV_vertex_program2
 +
GL_NV_vertex_program2_option
 +
GL_NV_vertex_program3
 +
GL_OES_byte_coordinates
 +
GL_OES_compressed_paletted_texture
 +
GL_OES_read_format
 +
GL_OES_single_precision
 +
GL_OML_interlace
 +
GL_OML_resample
 +
GL_OML_subsample
 +
GL_PGI_misc_hints
 +
GL_PGI_vertex_hints
 +
GL_REND_screen_coordinates
 +
GL_S3_s3tc
 +
GL_SGIS_color_range
 +
GL_SGIS_detail_texture
 +
GL_SGIS_fog_function
 +
GL_SGIS_generate_mipmap
 +
GL_SGIS_multisample
 +
GL_SGIS_pixel_texture
 +
GL_SGIS_point_line_texgen
 +
GL_SGIS_sharpen_texture
 +
GL_SGIS_texture4D
 +
GL_SGIS_texture_border_clamp
 +
GL_SGIS_texture_edge_clamp
 +
GL_SGIS_texture_filter4
 +
GL_SGIS_texture_lod
 +
GL_SGIS_texture_select
 +
GL_SGIX_async
 +
GL_SGIX_async_histogram
 +
GL_SGIX_async_pixel
 +
GL_SGIX_blend_alpha_minmax
 +
GL_SGIX_clipmap
 +
GL_SGIX_convolution_accuracy
 +
GL_SGIX_depth_texture
 +
GL_SGIX_flush_raster
 +
GL_SGIX_fog_offset
 +
GL_SGIX_fog_texture
 +
GL_SGIX_fragment_specular_lighting
 +
GL_SGIX_framezoom
 +
GL_SGIX_interlace
 +
GL_SGIX_ir_instrument1
 
Creator of  
 
Creator of  
Warrior
+
Slayer of
Artist
+
Slayer of
Traveler
+
Hunter of
Instrument:
+
Loving
Poetry:
+
Devoted
Music:
+
father and husband
Dance:
+
mother and wife
(V Rusty)
+
parent and spouse
(Rusty)
+
United with
: Combat
+
At one with
: Labor
+
Lover of
: Misc
+
wood
: View Activity
+
fabric
Paralyzed
+
Admirer of
Stunned
+
Friend of
Dizzy
+
The color
Over-Exerted
+
made
Starving
+
happy
Dehydrated
+
The written portion consists of
Harrowed
+
page
Haggard
+
untitled
Stressed
+
manual
Focused!
+
chronicle
This animal is waiting for
+
short story
conflict.
+
novel
This animal hunts at will.
+
biography
This adorable animal
+
autobiography
can't work.
+
poem
This animal isn't interested
+
play
in your wishes.
+
letter
This animal is waiting to be
+
essay
trained.
+
dialog
: Ready for Slaughter (Y)
+
entitled
: Ready for Slaughter (N)
+
, authored by
: Ready for Gelding (Y)
+
It concerns
: Ready for Gelding (N)
+
The writing
: Work Animals
+
hopelessly meanders
: Occupation
+
meanders somewhat
: Send away
+
gets off track from time to time
: Expel
+
bubbles over with cheerfulness
Squad:
+
is quite cheerful
: Create squad
+
is fairly cheerful
No uniform
+
is filled with sadness
: New squad
+
is depressing
: Name squad
+
has a touch of melancholy
: Name selected squad
+
is thoroughly mechanical
Replace
+
is very rigid
last member
+
is a bit stiff
Cannot remove
+
is completely serious
commander with
+
has a very serious tone
subordinates
+
is reasonably serious
Cannot expel:
+
is utterly disjointed
Does the
+
skips around a lot
expelling
+
occasionally changes topic abruptly
Nobility
+
is excessively ornate
Holds elected
+
is quite florid
Spouse does
+
is somewhat showy
the expelling
+
drives forward relentlessly
Spouse is
+
is full of force
not present
+
is forceful
nobility
+
is a comedy treasure trove
Child does
+
is quite humorous
Child is
+
has a touch of humor
Expel
+
is absolutely puerile
: Confirm location
+
is very childish
Mercenary
+
is a bit immature
Resident Performer
+
is stunningly self-indulgent
Resident Scholar
+
is quite self-indulgent
Has no occupation
+
is somewhat self-indulgent
Performer
+
could only have been produced by a merciful spirit
Take occupation
+
is quite touching
: Add / Remove
+
shows a hint of tenderness
No labors available.
+
is clear evidence of a compassionate being
Assign a trained animal:
+
is very compassionate
There are no animals left.
+
gives a feeling of compassion here and there
war beast
+
is as vicious as can be
assigned
+
is quite cruel
hunting beast
+
has a hint of viciousness to it
The baby can't work yet.
+
is a monument to concision
A child does as it pleases!
+
is very concise
The noble will not work.
+
is fairly crisp
: View Category
+
is a pit of bitter scorn
: Toggle Cat
+
is quite mocking in tone
:Gen
+
contains the occasional biting remark
:Inv
+
is a reservoir of amusingly clever quips
:Prf
+
is refreshingly witty
:Wnd
+
has its moments of cleverness
Kennels
+
is an awe-inspiring wild rant
Loom
+
is a rant more or less
Clothier's Shop
+
descends to a rant in places
Bowyer's Workshop
+
yet it
Mechanic's Workshop
+
and it
Siege Workshop
+
BOLT
Fishery
+
ITEM_WEAPON
Leather Works
+
ITEM_TOY
Dyer's Shop
+
ITEM_TOOL
Tanner's Shop
+
ITEM_INSTRUMENT
's Workshop
+
ITEM_TRAPCOMP
Jeweler's Workshop
+
ITEM_ARMOR
Magma Forge
+
ITEM_AMMO
Carpenter's Workshop
+
ITEM_SIEGEAMMO
Workshop
+
ITEM_GLOVES
Nest Box
+
ITEM_SHOES
Zone
+
ITEM_SHIELD
Kiln
+
ITEM_HELM
Lever
+
ITEM_PANTS
Pressure Plate
+
ITEM_FOOD
Catapult
+
ADJECTIVE
Door
+
SIZE
Floor Grate
+
WEIGHT
Vertical Bars
+
SHOOT_FORCE
Floor Bars
+
SHOOT_MAXVEL
Rollers
+
RANGED
(N->S)
+
TWO_HANDED
(E->W)
+
MINIMUM_SIZE
(S->N)
+
CAN_STONE
(W->E)
+
TRAINING
Horizontal Axle
+
MATERIAL_SIZE
(N/S)
+
EDGE
(E/W)
+
: Did not find token following NAME
Upright Weapon
+
: Did not find plural token following NAME
Water Wheel
+
SOFT_MAT
Pump from north
+
HARD_MAT
Pump from east
+
WOOD_MAT
Pump from south
+
METAL_MAT
Pump from west
+
METAL_WEAPON_MAT
Chain
+
UNIMPROVABLE
Cage
+
INVERTED_TILE
Chair or Throne
+
FURNITURE
Dirt Road
+
: Did not find token following VALUE
Paved Road
+
: Did not find token following TILE
(Raises
+
TOOL_USE
(Retracts)
+
: Did not find token following TOOL_USE
Statue
+
CONTAINER_CAPACITY
Glass Window
+
HITS
Placement
+
IS_SCREW
: Change Height
+
IS_SPIKE
: Change Width
+
SOFT
: Resets
+
HARD
: One use only
+
BARRED
: Water from
+
SCALED
(Full)
+
SHAPED
: Min,
+
CHAIN_METAL_TEXT
: Max
+
STRUCTURAL_ELASTICITY_WOVEN_THREAD
: Water does not trigger
+
STRUCTURAL_ELASTICITY_CHAIN_METAL
: Magma from
+
STRUCTURAL_ELASTICITY_CHAIN_ALL
: Magma does not trigger
+
LAYER_SIZE
: Weight from
+
LAYER_PERMIT
: Track does not trigger
+
OVER
: Creatures trigger
+
UNDER
: Citizens trigger
+
COVER
: Citizens do not trigger
+
COVERAGE
: Min
+
PREPLURAL
: Max
+
MATERIAL_PLACEHOLDER
: Creatures do not trigger
+
ARMORLEVEL
Friction:
+
UBSTEP
Lowest
+
LBSTEP
Medium
+
METAL_ARMOR_LEVELS
Highest
+
CLASS
: Change Friction
+
UPSTEP
Dump on arrival:
+
BLOCKCHANCE
North
+
LEVEL
East
+
item_layer
: Activate/change direction
+
[OBJECT:ITEM]
: Change Speed
+
[ITEM_
Raise Dir
+
DOUBLE TAGGED ITEM:
Item
+
Stop Bleeding
Needed)
+
Repair Compound Fracture
Max)
+
Remove Rotten Tissue
Dist
+
Construct Building
: Done Selecting
+
Destroy Building
: View Item
+
Butcher an Animal
: Sel All
+
Catch Live Fish
: Deselect
+
Catch Live Land Animal
: Desel All
+
Prepare a Raw Fish
: Expand/Contract
+
Mill Plants
Current Refuse Orders:
+
Process Plants
Gather Refuse
+
Milk Creature
Ignore Refuse
+
Shear Creature
  From Outside
+
Spin Thread
: Gather Vermin Remains
+
Make Cheese
: Ignore Vermin Remains
+
Process Plants (Vial)
Dump Corpses
+
Process Plants (Barrel)
Save Corpses
+
Make Lye
Dump Skulls
+
Make Potash From Lye
Save Skulls
+
Make Potash From Ash
Dump Bones
+
Prepare Easy Meal
Save Bones
+
Prepare Fine Meal
Dump Shells
+
Prepare Lavish Meal
Save Shells
+
Extract from Plants
Dump Skins
+
Extract from Raw Fish
Save Skins
+
Extract from Land Animal
Dump Hair/Wool
+
Handle Large Creature
Save Hair/Wool
+
Unchain Pet
Dump Other
+
Release Large Creature
Save Other
+
Release Pet
Current Workshop Orders:
+
Release Small Creature
: Auto Loom All Thread
+
Handle Small Creature
: Auto Loom Dyed Thread
+
Recover Pet
: No Auto Loom
+
Cage Large Creature
: Use Dyed Cloth
+
Cage Small Creature
: Use Any Cloth
+
Pit/Pond Large Animal
: Auto Collect Webs
+
Pit/Pond Small Animal
: No Auto Collect Webs
+
Pen/Pasture Large Animal
: Auto Slaughter
+
Pen/Pasture Small Animal
: No Auto Slaughter
+
Drain Aquarium
: Auto Butcher
+
Fill Aquarium
: No Auto Butcher
+
Fill Pond
: Auto Fishery
+
Manage Work Orders
: No Auto Fishery
+
Update Stockpile Records
: Auto Kitchen
+
Trade at Depot
: No Auto Kitchen
+
Chain Animal
: Auto Tan
+
Slaughter Animal
: No Auto Tan
+
Unchain Animal
: Auto Kiln
+
Tame
: No Auto Kiln
+
a Large Animal
: Auto Smelter
+
Tame a Small Animal
: No Auto Smelter
+
Mint
: Auto Other
+
Coins
: No Auto Other
+
Cut
Current Zone Orders:
+
(Engrave Memorial)
: Zone-Only Drinking
+
Decorate With
: Prefer Zone Drinking
+
Stud With
: Zone-Only Fishing
+
Encrust
: Prefer Zone Fishing
+
With
Current Forbid Orders:
+
Collect Sand
: Forbid used ammunition
+
Collect Clay
: Claim used ammunition
+
Construct
: Forbid your dead
+
Blocks
: Claim your dead
+
Make Raw
: Forbid your death items
+
Portal
: Claim your death items
+
Hatch Cover
: Forbid other non-hunted dead
+
Grate
: Claim other dead
+
Construct Traction Bench
: Forbid other death items
+
Splint
: Claim other death items
+
Crutch
Forbidding of death objects
+
Box
occurs at time of death.
+
Forge
Current Standing Orders:
+
Make Totem
: Announce all job cancellations.
+
Terrarium
: Announce most job cancellations.
+
Cage
: Announce some job cancellations.
+
Waterskin
: Announce no job cancellations.
+
Vial
Gather Animals
+
Flask
Ignore Animals
+
Cup
Gather Food
+
Mug
Ignore Food
+
Goblet
Gather Furniture
+
Instrument
Ignore Furniture
+
Toy
Gather Bodies
+
Tube
Ignore Bodies
+
Pipe Section
: Refuse
+
Bucket
Gather Minerals
+
Backpack
Ignore Minerals
+
Quiver
Gather Wood
+
Bait Trap with
Ignore Wood
+
Ballista Arrow Head
All Harvest
+
Assemble
: Only Farmers Harvest
+
Construct
: Mix Food
+
Catapult Parts
: No Mix
+
Mechanisms
: Workshop Orders
+
Ballista Parts
: Activity Zone Orders
+
Anvil
These orders are superseded
+
Bed
by negative preferences.
+
Quern
Hotkey
+
Millstone
Zoom
+
Train
Unit
+
to Hunt
: Change Name
+
Hunting Animal
: Zoom Here
+
for War
: Mine
+
War Animal
: Channel
+
Animal
: Up Stair
+
Make Charcoal
: Down Stair
+
Make Ash
: U/D Stair
+
Reaction
: Up Ramp
+
Smelt
: Remove Up Stairs/Ramps
+
Ore
: Chop Down Trees
+
Melt a Metal Object
: Gather Plants
+
Extract Metal Strands
: Smooth Stone
+
Dye Thread
: Engrave Stone
+
Dye Cloth
: Carve Fortifications
+
Sew
: Carve Track
+
Image
: Toggle Engravings
+
Collect Webs
: Toggle Standard/Marking
+
Weave Metal Cloth
: Remove Construction
+
Weave Thread into Silk
: Remove Designation
+
Weave Yarn into Cloth
: Set Building/Item Properties
+
Weave Thread into Cloth
: Set Traffic Areas
+
(Dyed Only)
: Set Priority
+
Harvest Plants
Marker Only
+
Plant Seeds
Designating All
+
Fertilize Field
Automining Ore/Gems
+
Pull the Lever
Designating Ore/Gems
+
Link a Building to Trigger
Designating Gems
+
Carve Fortification
: Designate
+
Detail Wall
will:
+
Detail Floor
: Pick fruit from trees
+
Remove Stairs/Ramps
: Ignore fruit on trees
+
Carve Upward Staircase
: Pick berries/pull tubers
+
Carve Downward Staircase
: Ignore shrubs
+
Carve Up/Down Staircase
: Gather fallen fruit
+
Carve Ramp
: Ignore fallen fruit
+
Dig Channel
Beds:
+
Fell Tree
Tables:
+
Bring Item to Shop
Traction Benches:
+
Bring Item to Depot
Boxes/bags:
+
Get Provisions
Thread:
+
Clean Self
Cloth:
+
Fill Waterskin
Splints:
+
Sleep
Crutches:
+
Kidnap
Powder for casts:
+
Cause Trouble
Buckets:
+
On Break
Soap:
+
Report Crime
: Is Pond
+
Hunt
: Is Pit
+
Starting Fist Fight
(Half Full)
+
Hunt for Small Creature
(Not Full)
+
Collect Taxes
: Larger zone
+
Guard Tax Collector
: Smaller zone
+
Return Kill
Remove Activity Zone
+
Go Shopping
New Activity Zone
+
Store Owned Item
Water Source (
+
Store Item in Vehicle
Fishing (
+
Pickup Equipment
Gather/Pick Fruit (
+
Strange Mood
Garbage Dump (
+
Clean Trap
Pen/Pasture (
+
Load Catapult
Pit/Pond (
+
Load Ballista
Sand (
+
Fire Catapult
Clay (
+
Fire Ballista
Meeting Area (
+
Load Cage Trap
Cold
+
Load Stone Trap
Hospital (
+
Load Weapon Trap
Animal Training (
+
Cast Spell
: Water Source (
+
SELECT
: Fishing (
+
SEC_SELECT
: Gather/Pick Fruit (
+
DESELECT
: Garbage Dump (
+
SELECT_ALL
: Pen/Pasture (
+
DESELECT_ALL
: Pit/Pond (
+
LEAVESCREEN
: Sand (
+
LEAVESCREEN_ALL
: Clay (
+
CLOSE_MEGA_ANNOUNCEMENT
: Meeting Area (
+
TOGGLE_FULLSCREEN
: Hospital (
+
WORLD_PARAM_ADD
: Animal Training (
+
WORLD_PARAM_COPY
: Remove this zone
+
WORLD_PARAM_DELETE
: Set Gather Information
+
WORLD_PARAM_TITLE
: Set Hospital Information
+
WORLD_PARAM_NAME_RANDOM
: Set Pit/Pond Information
+
WORLD_PARAM_NAME_ENTER
: Set Pen/Pasture Information
+
WORLD_PARAM_SEED_RANDOM
: Stop Removing Zones
+
WORLD_PARAM_SEED_ENTER
: Remove Zones
+
WORLD_PARAM_LOAD
: Remove rectangle
+
WORLD_PARAM_SAVE
Rectangle
+
WORLD_PARAM_DIM_X_UP
Flow
+
WORLD_PARAM_DIM_X_DOWN
Floor Flow
+
WORLD_PARAM_DIM_Y_UP
: Animal
+
WORLD_PARAM_DIM_Y_DOWN
: Food
+
WORLD_PARAM_SET
: Furniture
+
WORLD_PARAM_INCREASE
: Coins
+
WORLD_PARAM_DECREASE
: Corpses
+
WORLD_PARAM_ENTER_VALUE
: Wood
+
WORLD_PARAM_NULLIFY
: Stone
+
WORLD_PARAM_PRESET
: Gem
+
WORLD_PARAM_REJECT_CONTINUE
: Bar/Block
+
WORLD_PARAM_REJECT_ABORT
: Cloth
+
WORLD_PARAM_REJECT_ALLOW_THIS
: Leather
+
WORLD_PARAM_REJECT_ALLOW_ALL
: Ammo
+
WORLD_GEN_CONTINUE
: Sheets
+
WORLD_GEN_USE
: Finished Goods
+
WORLD_GEN_ABORT
: Weapons
+
SETUP_EMBARK
: Armor
+
SETUP_NAME_FORT
: Custom Stockpile
+
SETUP_NAME_GROUP
: Custom Settings
+
SETUP_RECLAIM
: Reserved Barrels -
+
SETUP_FIND
: Reserved Bins -
+
SETUP_NOTES
: Reclaim Items/Buildings
+
SETUP_NOTES_TAKE_NOTES
: Forbid Items/Buildings
+
SETUP_NOTES_DELETE_NOTE
: Melt Items
+
SETUP_NOTES_CHANGE_SYMBOL_SELECTION
: Remove Melt
+
SETUP_NOTES_ADOPT_SYMBOL
: Dump Items
+
SETUP_LOCAL_Y_UP
: Remove Dump
+
SETUP_LOCAL_Y_DOWN
: Hide Items/Buildings
+
SETUP_LOCAL_X_UP
: Unhide Items/Buildings
+
SETUP_LOCAL_X_DOWN
: High Traffic Area
+
SETUP_LOCAL_Y_MUP
: Normal Traffic Area
+
SETUP_LOCAL_Y_MDOWN
: Low Traffic Area
+
SETUP_LOCAL_X_MUP
: Restricted Traffic Area
+
SETUP_LOCAL_X_MDOWN
High Traffic Cost:
+
SETUP_BIOME_1
Normal Traffic Cost:
+
SETUP_BIOME_2
Low Traffic Cost:
+
SETUP_BIOME_3
Restricted Traffic Cost:
+
SETUP_BIOME_4
: Change Cost
+
SETUP_BIOME_5
: Choose Area
+
SETUP_BIOME_6
Wagon Access
+
SETUP_BIOME_7
No Wagon Access
+
SETUP_BIOME_8
Accessible Depot
+
SETUP_BIOME_9
Inaccessible Depot
+
CHOOSE_NAME_RANDOM
Depot accessible
+
CHOOSE_NAME_CLEAR
Depot inaccessible
+
CHOOSE_NAME_TYPE
All depots inaccessible
+
ITEM_DESCRIPTION
All depots accessible
+
ITEM_FORBID
depots accessible
+
ITEM_MELT
: View Announcements
+
ITEM_DUMP
: Reports
+
ITEM_HIDE
: Unit List
+
HELP
: Look Around / Create
+
MOVIES
: View Units
+
OPTIONS
: Hot Keys
+
OPTION_EXPORT
: Conflict Level
+
CHANGETAB
Brawl
+
SEC_CHANGETAB
Non-lethal
+
STANDARDSCROLL_LEFT
No Quarter
+
STANDARDSCROLL_RIGHT
: Morale/Fear
+
STANDARDSCROLL_UP
: Set Weather/Temp/Time
+
STANDARDSCROLL_DOWN
: Move this menu/map
+
STANDARDSCROLL_PAGEUP
: Help
+
STANDARDSCROLL_PAGEDOWN
: Options
+
SECONDSCROLL_UP
: Movies
+
SECONDSCROLL_DOWN
: Building
+
SECONDSCROLL_PAGEUP
: Civilizations/World Info
+
SECONDSCROLL_PAGEDOWN
: Designations
+
CURSOR_UP
: Set Orders
+
CURSOR_DOWN
: Job List
+
CURSOR_LEFT
: Military
+
CURSOR_RIGHT
: Squads
+
CURSOR_UPLEFT
: Points/Routes/Notes
+
CURSOR_UPRIGHT
: Make Burrows
+
CURSOR_DOWNLEFT
: Hauling
+
CURSOR_DOWNRIGHT
: Stockpiles
+
CURSOR_UP_FAST
: Zones
+
CURSOR_DOWN_FAST
: Set Building Tasks/Prefs
+
CURSOR_LEFT_FAST
: View Rooms/Buildings
+
CURSOR_RIGHT_FAST
: View Items in Buildings
+
CURSOR_UPLEFT_FAST
: Locations and Occupations
+
CURSOR_UPRIGHT_FAST
: Nobles and Administrators
+
CURSOR_DOWNLEFT_FAST
: Look
+
CURSOR_DOWNRIGHT_FAST
: Depot Access
+
CURSOR_UP_Z
Set the weather, temperature and time.
+
CURSOR_DOWN_Z
No cumulus clouds
+
CURSOR_UP_Z_AUX
Scattered cumulus
+
CURSOR_DOWN_Z_AUX
Many cumulus (rain)
+
A_RETURN_TO_ARENA
Cumulonimbus (rain)
+
A_MOVE_N
Cirrus
+
A_MOVE_S
No stratus
+
A_MOVE_E
Altostratus
+
A_MOVE_W
Stratus (rain)
+
A_MOVE_NW
Nimbostratus (rain)
+
A_MOVE_NE
No fog
+
A_MOVE_SW
Thin mist
+
A_MOVE_SE
Thick fog
+
A_MOVE_SAME_SQUARE
Scorching
+
A_CARE_MOVE_N
Cool
+
A_CARE_MOVE_S
Below freezing
+
A_CARE_MOVE_E
Deathly cold
+
A_CARE_MOVE_W
Absolute zero
+
A_CARE_MOVE_NW
Dawn
+
A_CARE_MOVE_NE
Morning
+
A_CARE_MOVE_SW
Late morning
+
A_CARE_MOVE_SE
Noon
+
A_CARE_MOVE_UPDOWN
Early afternoon
+
A_MOVE_N_UP
Late afternoon
+
A_MOVE_S_UP
Early evening
+
A_MOVE_E_UP
Evening
+
A_MOVE_W_UP
Dusk
+
A_MOVE_NW_UP
Night
+
A_MOVE_NE_UP
Midnight
+
A_MOVE_SW_UP
Late night
+
A_MOVE_SE_UP
Early morning
+
A_MOVE_UP
: Snow everywhere
+
A_MOVE_N_DOWN
: Mud everywhere
+
A_MOVE_S_DOWN
: Clear spatter
+
A_MOVE_E_DOWN
: Set
+
A_MOVE_W_DOWN
: Add new burrow
+
A_MOVE_NW_DOWN
: Place tree
+
A_MOVE_NE_DOWN
This animal can't work.
+
A_MOVE_SW_DOWN
Final confirmation
+
A_MOVE_SE_DOWN
Has occupation
+
A_MOVE_DOWN
Here we have
+
A_MOVE_UP_AUX
lying
+
A_MOVE_DOWN_AUX
standing
+
WORLDGEN_EXPORT_MAP
own
+
LEGENDS_EXPORT_MAP
guts
+
LEGENDS_EXPORT_XML
deep in
+
LEGENDS_EXPORT_DETAILED_MAP
various
+
LEGENDS_TOGGLE_CIVSITE
animated
+
LEGENDS_STRING_FILTER
ghostly
+
A_COMBAT_ATTACK
guts
+
A_COMBAT_DODGE
many corpses
+
A_COMBAT_CHARGEDEF
some corpses
+
A_STATUS
a few corpses
+
A_STATUS_WRESTLE
much gore
+
A_STATUS_CUSTOMIZE
some gore
+
A_STATUS_KILLS
a few corpse chunks
+
A_STATUS_HEALTH
many bones
+
A_STATUS_ATT_SKILL
some bones
+
A_STATUS_DESC
a few bones
+
UNITVIEW_CUSTOMIZE
many objects
+
UNITVIEW_HEALTH
some objects
+
UNITVIEW_RELATIONSHIPS
a few objects
+
UNITVIEW_RELATIONSHIPS_ZOOM
stuck to
+
UNITVIEW_RELATIONSHIPS_VIEW
warm
+
UNITVIEW_KILLS
damp
+
CUSTOMIZE_UNIT_NICKNAME
vomit-covered
+
CUSTOMIZE_UNIT_PROFNAME
blood-stained
+
A_CLEAR_ANNOUNCEMENTS
pus-spattered
+
A_SLEEP
ichor-drenched
+
A_SLEEP_SLEEP
mossy
+
A_SLEEP_WAIT
sweat-drenched
+
A_SLEEP_DAWN
tear-stained
+
A_WAIT
spit-covered
+
A_SHORT_WAIT
sculpted
+
A_ATTACK
detailed
+
A_ATTACK_CONFIRM
rough-hewn
+
QUICK_ATTACK
straight
+
HEAVY_ATTACK
smooth
+
WILD_ATTACK
exposed
+
PRECISE_ATTACK
pillar
+
CHARGE_ATTACK
fortification
+
MULTI_ATTACK
cluster
+
A_LOOK
all
+
A_SEARCH
amidst
+
A_ODOR
bloody
+
A_DISPLAY_ODOR
pus-spattered
+
A_YIELD
ichor
+
A_DISPLAY_TRACKS
ichor-flecked
+
A_FRESHEST_TRACK
gooey
+
A_INV_DRAW_WEAPON
slimy
+
A_JUMP
sweat
+
A_HOLD
sweat-drenched
+
A_TALK
tears
+
A_INTERACT
tear-stained
+
A_ACTION
spit
+
A_ACTION_CREATE
spit-covered
+
A_ACTION_BUTCHER
a pool of
+
A_ACTION_ABILITY
chunky
+
A_ACTION_POWER
a slurry of
+
A_INV_LOOK
a pile of
+
A_INV_REMOVE
a spattering of
+
A_INV_WEAR
a pile of vomit
+
A_INV_EATDRINK
skip
+
A_INV_PUTIN
across the
+
A_INV_DROP
slam
+
A_GROUND
into an obstacle and
+
A_THROW
blow
+
A_SHOOT
apart!
+
A_ANNOUNCEMENTS
into an obstacle!
+
A_COMBAT
flight path!
+
A_MOVEMENT
skips
+
A_MOVEMENT_SWIM
slams
+
A_SNEAK
blows
+
A_SPEED_SNEAK
away from the
+
A_CENTER
GET_MATERIAL_FROM_REAGENT
+
A_COMPANIONS
GET_ITEM_DATA_FROM_REAGENT
+
A_BUILDING
, Crafts
+
A_TRAVEL
, Edge
+
A_TRAVEL_SLEEP
, Paste
+
A_TRAVEL_MAP
, Pressed
+
A_TRAVEL_HIDE_INSTRUCTIONS
hanging
+
A_DATE
art to
+
A_WEATHER
cover to
+
A_TEMPERATURE
rings to
+
A_STANCE
bands to
+
OPTION1
spikes to
+
OPTION2
specific improvement to
+
OPTION3
thread to
+
OPTION4
cloth to
+
OPTION5
sewn image to
+
OPTION6
pages to
+
OPTION7
illustration to
+
OPTION8
attached
+
OPTION9
writing on
+
OPTION10
image set to
+
OPTION11
reaction_layer
+
OPTION12
[OBJECT:REACTION]
+
OPTION13
[REACTION:
+
OPTION14
*** Error(s) finalizing the reaction
+
OPTION15
KILN
+
OPTION16
SMELTER
+
OPTION17
GLASS
+
OPTION18
TANNER
+
OPTION19
KITCHEN
+
OPTION20
STILL
+
SEC_OPTION1
MASON
+
SEC_OPTION2
ASHERY
+
SEC_OPTION3
SIEGE
+
SEC_OPTION4
CLOTHES
+
SEC_OPTION5
: Unrecognized Building Token:
+
SEC_OPTION6
FUEL
+
SEC_OPTION7
AUTOMATIC
+
SEC_OPTION8
ADVENTURE_MODE_ENABLED
+
SEC_OPTION9
REACTION_CLASS
+
SEC_OPTION10
POTASHABLE
+
SEC_OPTION11
EMPTY
+
SEC_OPTION12
NOT_CONTAIN_BARREL_ITEM
+
SEC_OPTION13
GLASS_MATERIAL
+
SEC_OPTION14
BUILDMAT
+
SEC_OPTION15
FIRE_BUILD_SAFE
+
SEC_OPTION16
MAGMA_BUILD_SAFE
+
SEC_OPTION17
CAN_USE_ARTIFACT
+
SEC_OPTION18
WORTHLESS_STONE_ONLY
+
SEC_OPTION19
ANY_PLANT_MATERIAL
+
SEC_OPTION20
ANY_SILK_MATERIAL
+
HOTKEY_MAKE_ASH
ANY_YARN_MATERIAL
+
HOTKEY_MAKE_CHARCOAL
ANY_SOAP_MATERIAL
+
HOTKEY_MELT_OBJECT
ANY_LEATHER_MATERIAL
+
HOTKEY_GLASS_GREEN
ANY_STRAND_TISSUE
+
HOTKEY_GLASS_CLEAR
ANY_SHELL_MATERIAL
+
HOTKEY_GLASS_CRYSTAL
ANY_TOOTH_MATERIAL
+
HOTKEY_COLLECT_SAND
ANY_HORN_MATERIAL
+
HOTKEY_COLLECT_CLAY
ANY_PEARL_MATERIAL
+
HOTKEY_GLASS_ROUGH
USE_BODY_COMPONENT
+
HOTKEY_GLASS_ARMORSTAND
CAN_USE_HOSPITAL_RESERVED
+
HOTKEY_GLASS_BOX
CAN_USE_LOCATION_RESERVED
+
HOTKEY_GLASS_CABINET
NO_EDGE_ALLOWED
+
HOTKEY_GLASS_COFFIN
HAS_EDGE
+
HOTKEY_GLASS_FLOODGATE
ON_GROUND
+
HOTKEY_GLASS_HATCH_COVER
NOT_ENGRAVED
+
HOTKEY_GLASS_GRATE
NOT_IMPROVED
+
HOTKEY_GLASS_GOBLET
HAS_WRITING_IMPROVEMENT
+
HOTKEY_GLASS_TOY
DOES_NOT_ABSORB
+
HOTKEY_GLASS_INSTRUMENT
FOOD_STORAGE_CONTAINER
+
HOTKEY_GLASS_DOOR
HARD_ITEM_MATERIAL
+
HOTKEY_GLASS_STATUE
NOT_PRESSED
+
HOTKEY_GLASS_TABLE
METAL_ITEM_MATERIAL
+
HOTKEY_GLASS_CAGE
IS_SAND_MATERIAL
+
HOTKEY_GLASS_CHAIR
METAL_ORE
+
HOTKEY_GLASS_BLOCKS
HAS_TOOL_USE
+
HOTKEY_GLASS_FLASK
SKILL_ROLL_RANGE
+
HOTKEY_GLASS_WEAPONRACK
SKILL_IP
+
HOTKEY_GLASS_WINDOW
ATTRIBUTE_IP
+
HOTKEY_ASHERY_LYE
CATEGORY_NAME
+
HOTKEY_ASHERY_POTASH
CATEGORY_DESCRIPTION
+
HOTKEY_ASHERY_POTASH_DIRECT
CATEGORY_PARENT
+
HOTKEY_CARPENTER_BARREL
CATEGORY_KEY
+
HOTKEY_CARPENTER_BLOCKS
USE_TOOL
+
HOTKEY_CARPENTER_BUCKET
USE_INSTRUMENT
+
HOTKEY_CARPENTER_TRAP_ANIMAL
MAX_MULTIPLIER
+
HOTKEY_CARPENTER_CAGE
REAGENT
+
HOTKEY_CARPENTER_ARMORSTAND
CREATURE_MAT
+
HOTKEY_CARPENTER_BED
ANY_RAW_MATERIAL
+
HOTKEY_CARPENTER_CHAIR
ANY_CRAFT
+
HOTKEY_CARPENTER_COFFIN
PRODUCT
+
HOTKEY_CARPENTER_DOOR
CRAFTS
+
HOTKEY_CARPENTER_FLOODGATE
IMPROVEMENT
+
HOTKEY_CARPENTER_HATCH_COVER
PRODUCT_TOKEN
+
HOTKEY_CARPENTER_GRATE
PRODUCT_DIMENSION
+
HOTKEY_CARPENTER_CABINET
PRODUCT_TO_CONTAINER
+
HOTKEY_CARPENTER_BIN
PRESERVE_REAGENT
+
HOTKEY_CARPENTER_BOX
DOES_NOT_DETERMINE_PRODUCT_AMOUNT
+
HOTKEY_CARPENTER_WEAPONRACK
FORCE_EDGE
+
HOTKEY_CARPENTER_TABLE
PRODUCT_PASTE
+
HOTKEY_SIEGE_BALLISTA
PRODUCT_PRESSED
+
HOTKEY_SIEGE_CATAPULT
TRANSFER_ARTIFACT_STATUS
+
HOTKEY_LEATHER_BOX
Unrecognized Reaction Token:
+
HOTKEY_LEATHER_FLASK
CONTAINS
+
HOTKEY_LEATHER_SHIRT
NOT_WEB
+
HOTKEY_LEATHER_CLOAK
as a dance form
+
HOTKEY_LEATHER_BACKPACK
as a musical form
+
HOTKEY_LEATHER_QUIVER
as a poetic form
+
HOTKEY_LEATHER_IMAGE
the fiery bowels of the earth
+
HOTKEY_CLOTHES_MAT_PLANT
counting house
+
HOTKEY_CLOTHES_MAT_SILK
keep
+
HOTKEY_CLOTHES_MAT_YARN
library
+
HOTKEY_CLOTHES_SHIRT
tavern
+
HOTKEY_CLOTHES_CLOAK
spire
+
HOTKEY_CLOTHES_BOX
market
+
HOTKEY_CLOTHES_CHAIN
dungeon
+
HOTKEY_CLOTHES_IMAGE
sewers
+
HOTKEY_CRAFTS_MAT_STONE
catacombs
+
HOTKEY_CRAFTS_MAT_WOOD
animated
+
HOTKEY_CRAFTS_DEC_BONE
corpse
+
HOTKEY_CRAFTS_DEC_SHELL
a population of
+
HOTKEY_CRAFTS_DEC_TOOTH
corpses
+
HOTKEY_CRAFTS_DEC_HORN
language
+
HOTKEY_CRAFTS_DEC_PEARL
the worthlessness
+
HOTKEY_CRAFTS_TOTEM
the value
+
HOTKEY_CRAFTS_CLOTH
nuances
+
HOTKEY_CRAFTS_SILK
leisure time
+
HOTKEY_CRAFTS_YARN
an unnamed group
+
HOTKEY_CRAFTS_SEL_WOOD
force
+
HOTKEY_CRAFTS_SEL_BONE
formal reasoning
+
HOTKEY_CRAFTS_SEL_SHELL
deductive reasoning
+
HOTKEY_CRAFTS_SHELL
syllogistic logic
+
HOTKEY_CRAFTS_TOOTH
hypothetical syllogisms
+
HOTKEY_CRAFTS_HORN
propositional logic
+
HOTKEY_CRAFTS_PEARL
dialectic reasoning
+
HOTKEY_CRAFTS_BONE
analogical inference
+
HOTKEY_CRAFTS_LEATHER
medical ethics
+
HOTKEY_CRAFTS_SLAB
individual happiness
+
HOTKEY_CRAFTS_MAT_CRAFTS
ethics and the state
+
HOTKEY_CRAFTS_MAT_GOBLET
perception
+
HOTKEY_CRAFTS_MAT_INSTRUMENT
justification
+
HOTKEY_CRAFTS_MAT_TOY
belief
+
HOTKEY_SMITH_WEAPON
existence
+
HOTKEY_SMITH_ARMOR
time
+
HOTKEY_SMITH_FURNITURE
mind and body
+
HOTKEY_SMITH_SIEGE
objects and properties
+
HOTKEY_SMITH_TRAP
wholes and parts
+
HOTKEY_SMITH_OTHER
events
+
HOTKEY_SMITH_METAL
processes
+
HOTKEY_BUILDING_ARMORSTAND
causation
+
HOTKEY_BUILDING_BED
military ethics
+
HOTKEY_BUILDING_TRACTION_BENCH
interpersonal ethics
+
HOTKEY_BUILDING_SLAB
education
+
HOTKEY_BUILDING_NEST_BOX
grammar
+
HOTKEY_BUILDING_HIVE
etymology
+
HOTKEY_BUILDING_CHAIR
diplomacy
+
HOTKEY_BUILDING_COFFIN
economic policy
+
HOTKEY_BUILDING_DOOR
social welfare
+
HOTKEY_BUILDING_FLOODGATE
inductive reasoning
+
HOTKEY_BUILDING_HATCH
direct inference
+
HOTKEY_BUILDING_GRATE_WALL
dictionaries
+
HOTKEY_BUILDING_GRATE_FLOOR
proof by contradiction
+
HOTKEY_BUILDING_BARS_VERTICAL
nothingness
+
HOTKEY_BUILDING_BARS_FLOOR
negative quantities
+
HOTKEY_BUILDING_CABINET
very large numbers
+
HOTKEY_BUILDING_BOX
positional notation
+
HOTKEY_BUILDING_KENNEL
geometric objects
+
HOTKEY_BUILDING_FARMPLOT
exhaustion
+
HOTKEY_BUILDING_WEAPONRACK
congruent triangles
+
HOTKEY_BUILDING_STATUE
right triangles
+
HOTKEY_BUILDING_TABLE
isosceles triangles
+
HOTKEY_BUILDING_ROAD_DIRT
inscribed triangles
+
HOTKEY_BUILDING_ROAD_PAVED
incommensurable ratios
+
HOTKEY_BUILDING_BRIDGE
axiomatic reasoning
+
HOTKEY_BUILDING_WELL
prime divisors
+
HOTKEY_BUILDING_SIEGEENGINE
common divisors
+
HOTKEY_BUILDING_WORKSHOP
pyramids
+
HOTKEY_BUILDING_FURNACE
cones
+
HOTKEY_BUILDING_WINDOW_GLASS
spheres
+
HOTKEY_BUILDING_WINDOW_GEM
circles
+
HOTKEY_BUILDING_SHOP
division
+
HOTKEY_BUILDING_ANIMALTRAP
chord lengths
+
HOTKEY_BUILDING_CHAIN
triangles
+
HOTKEY_BUILDING_CAGE
conic sections
+
HOTKEY_BUILDING_TRADEDEPOT
remainders
+
HOTKEY_BUILDING_TRAP
parabolas
+
HOTKEY_BUILDING_MACHINE
prime numbers
+
HOTKEY_BUILDING_SUPPORT
diagonals
+
HOTKEY_BUILDING_ARCHERYTARGET
large sums
+
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
systems of equations
+
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
equations
+
HOTKEY_BUILDING_MACHINE_WINDMILL
quadratic equations
+
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
notation
+
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
triangle and circles
+
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
powers
+
HOTKEY_BUILDING_MACHINE_ROLLERS
the harmonic series
+
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
chords
+
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
source reliability
+
HOTKEY_BUILDING_TRAP_STONE
systemic bias
+
HOTKEY_BUILDING_TRAP_WEAPON
state bias
+
HOTKEY_BUILDING_TRAP_LEVER
personal interviews
+
HOTKEY_BUILDING_TRAP_TRIGGER
historical causation
+
HOTKEY_BUILDING_TRAP_CAGE
cycles
+
HOTKEY_BUILDING_TRAP_SPIKE
community bonds
+
HOTKEY_BUILDING_CONSTRUCTION
community conflict
+
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
biographical dictionaries
+
HOTKEY_BUILDING_CONSTRUCTION_WALL
autobiographical adventures
+
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
the encyclopedia
+
HOTKEY_BUILDING_CONSTRUCTION_RAMP
cultural history
+
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP
cultural differences
+
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN
archaeology
+
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
technological evolution
+
HOTKEY_BUILDING_CONSTRUCTION_TRACK
moon phases
+
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
the moon and seasons
+
HOTKEY_BUILDING_WORKSHOP_LEATHER
the moon's path
+
HOTKEY_BUILDING_WORKSHOP_QUERN
the moon and tides
+
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
tidal height
+
HOTKEY_BUILDING_WORKSHOP_LOOM
the sun and seasons
+
HOTKEY_BUILDING_WORKSHOP_CLOTHES
lunar and solar years
+
HOTKEY_BUILDING_WORKSHOP_BOWYER
daylight and seasons
+
HOTKEY_BUILDING_WORKSHOP_CARPENTER
the sun
+
HOTKEY_BUILDING_WORKSHOP_METALSMITH
eclipses
+
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
star charts
+
HOTKEY_BUILDING_WORKSHOP_JEWELER
star catalogues
+
HOTKEY_BUILDING_WORKSHOP_MASON
the color of stars
+
HOTKEY_BUILDING_WORKSHOP_BUTCHER
the brightness of stars
+
HOTKEY_BUILDING_WORKSHOP_TANNER
the shape of the world
+
HOTKEY_BUILDING_WORKSHOP_DYER
equinoxes
+
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
empirical observation
+
HOTKEY_BUILDING_WORKSHOP_SIEGE
astronomical models
+
HOTKEY_BUILDING_WORKSHOP_MECHANIC
dissection
+
HOTKEY_BUILDING_WORKSHOP_STILL
anatomy
+
HOTKEY_BUILDING_WORKSHOP_FARMER
comparative anatomy
+
HOTKEY_BUILDING_WORKSHOP_KITCHEN
physical features
+
HOTKEY_BUILDING_WORKSHOP_FISHERY
migratory patterns
+
HOTKEY_BUILDING_WORKSHOP_ASHERY
reproductive behavior
+
HOTKEY_BUILDING_FURNACE_WOOD
foraging behavior
+
HOTKEY_BUILDING_FURNACE_SMELTER
dietary relationships
+
HOTKEY_BUILDING_FURNACE_GLASS
social behavior
+
HOTKEY_BUILDING_FURNACE_KILN
diseases
+
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
climatic adaptation
+
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
embriological development
+
HOTKEY_BUILDING_FURNACE_KILN_LAVA
the struggle for survival
+
HIVE_INSTALL_COLONY
combustible materials
+
HIVE_GATHER_PRODUCTS
ores
+
D_ONESTEP
alloys
+
D_PAUSE
hardness
+
D_DEPOT
elemental materials
+
D_HOT_KEYS
adhesives
+
D_HOTKEY1
the blast furnace
+
D_HOTKEY2
the alembic
+
D_HOTKEY3
liquid extraction
+
D_HOTKEY4
distillation
+
D_HOTKEY5
evaporation
+
D_HOTKEY6
alkali and acids
+
D_HOTKEY7
systematic experiments
+
D_HOTKEY8
the flask
+
D_HOTKEY9
the beaker
+
D_HOTKEY10
the vial
+
D_HOTKEY11
the funnel
+
D_HOTKEY12
the crucible
+
D_HOTKEY13
spirit of niter
+
D_HOTKEY14
oil of vitriol
+
D_HOTKEY15
aqua regia
+
D_HOTKEY16
the ampoule
+
D_HOTKEY_CHANGE_NAME
the retort
+
D_HOTKEY_ZOOM
laboratory ovens
+
D_ANNOUNCE
surveying
+
D_REPORTS
the surveying staff
+
D_BUILDING
cartography
+
D_CIVLIST
triangulation
+
D_DESIGNATE
cartographical surveying
+
D_ARTLIST
land surveying
+
D_NOBLES
military surveying
+
D_ORDERS
surveying for engineering
+
D_MILITARY
geological cartography
+
D_MILITARY_CREATE_SQUAD
map grids
+
D_MILITARY_DISBAND_SQUAD
distance scales
+
D_MILITARY_CREATE_SUB_SQUAD
height measurements
+
D_MILITARY_CANCEL_ORDERS
economic data
+
D_MILITARY_POSITIONS
economic cartography
+
D_MILITARY_ALERTS
the atlas
+
D_MILITARY_ALERTS_ADD
delta formation
+
D_MILITARY_ALERTS_DELETE
wind patterns
+
D_MILITARY_ALERTS_SET
rainfall
+
D_MILITARY_ALERTS_NAME
the water cycle
+
D_MILITARY_ALERTS_SET_RETAIN
climate zones
+
D_MILITARY_EQUIP
map accuracy
+
D_MILITARY_EQUIP_CUSTOMIZE
map projections
+
D_MILITARY_EQUIP_UNIFORM
disease and fouled water
+
D_MILITARY_EQUIP_PRIORITY
physical examination
+
D_MILITARY_UNIFORMS
autopsy
+
D_MILITARY_SUPPLIES
prognosis
+
D_MILITARY_SUPPLIES_WATER_DOWN
herbal remedies
+
D_MILITARY_SUPPLIES_WATER_UP
animal remedies
+
D_MILITARY_SUPPLIES_FOOD_DOWN
mineral remedies
+
D_MILITARY_SUPPLIES_FOOD_UP
bandages
+
D_MILITARY_AMMUNITION
disease classification
+
D_MILITARY_AMMUNITION_ADD_ITEM
toxicology
+
D_MILITARY_AMMUNITION_REMOVE_ITEM
acute and chronic conditions
+
D_MILITARY_AMMUNITION_LOWER_AMOUNT
endemic disease
+
D_MILITARY_AMMUNITION_RAISE_AMOUNT
epidemic disease
+
D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS
exacerbation
+
D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS
paroxysm
+
D_MILITARY_AMMUNITION_MATERIAL
relapse
+
D_MILITARY_AMMUNITION_COMBAT
convalescence
+
D_MILITARY_AMMUNITION_TRAINING
traumatic injuries
+
D_MILITARY_TRAINING
fracture treatment
+
D_MILITARY_SCHEDULE
fracture classification
+
D_MILITARY_ADD_UNIFORM
the traction bench
+
D_MILITARY_DELETE_UNIFORM
fracture immobilization
+
D_MILITARY_NAME_UNIFORM
the orthopedic cast
+
D_MILITARY_NAME_SQUAD
excision
+
D_MILITARY_ADD_ARMOR
incision
+
D_MILITARY_ADD_PANTS
hernia surgery
+
D_MILITARY_ADD_HELM
tracheotomy surgery
+
D_MILITARY_ADD_GLOVES
lithotomy surgery
+
D_MILITARY_ADD_BOOTS
scraping
+
D_MILITARY_ADD_SHIELD
draining
+
D_MILITARY_ADD_WEAPON
probing
+
D_MILITARY_ADD_MATERIAL
suturing
+
D_MILITARY_ADD_COLOR
ligature
+
D_MILITARY_REPLACE_CLOTHING
surgical models
+
D_MILITARY_EXACT_MATCH
mud bags as surgical models
+
D_ROOMS
plants as surgical models
+
BUILDINGLIST_ZOOM_T
animals as surgical models
+
BUILDINGLIST_ZOOM_Q
specialized surgical instruments
+
RECENTER_ON_LEVER
forceps
+
D_SQUADS
the scalpel
+
D_SQUADS_MOVE
surgical scissors
+
D_SQUADS_KILL
surgical needles
+
D_SQUADS_KILL_LIST
cataract surgery
+
D_SQUADS_KILL_RECT
cauterization
+
D_SQUADS_SCHEDULE
anesthesia
+
D_SQUADS_CANCEL_ORDER
pulmonary medicine
+
D_SQUADS_ALERT
anatomical studies
+
D_SQUADS_SELECT_INDIVIDUALS
bodily fluids
+
D_SQUADS_CENTER
eye anatomy
+
D_SQUAD_SCH_SLEEP
nerves
+
D_SQUAD_SCH_CIVILIAN_UNIFORM
the nervous system
+
D_SQUAD_SCH_GIVE_ORDER
reaction time
+
D_SQUAD_SCH_EDIT_ORDER
blood vessels
+
D_SQUAD_SCH_CANCEL_ORDER
pulmonary circulation
+
D_SQUAD_SCH_COPY_ORDERS
the voice
+
D_SQUAD_SCH_PASTE_ORDERS
muscles
+
D_SQUAD_SCH_MS_NAME
mental illnesses
+
D_STOCKPILES
hospitals
+
D_CIVZONE
hospital staff
+
D_VIEWUNIT
hospital wards
+
D_JOBLIST
hospital laboratories
+
D_UNITLIST
medical schools
+
D_LOOK
asylums
+
D_HAULING
shadow clocks
+
D_HAULING_NEW_ROUTE
water clocks
+
D_HAULING_NEW_STOP
conical water clocks
+
D_HAULING_REMOVE
water clock reservoirs
+
D_HAULING_PROMOTE
the astrarium
+
D_HAULING_VEHICLE
the hourglass
+
D_HAULING_NICKNAME
mechanical clocks
+
D_HAULING_STOP_NEW_DEPART
the pulley
+
D_HAULING_STOP_NEW_LINK
the screw
+
D_HAULING_STOP_REMOVE
the wheel-and-axle
+
D_HAULING_STOP_SL_SELECT_PILE
the windlass
+
D_HAULING_STOP_SL_TAKE_GIVE
the wedge
+
D_HAULING_STOP_LC_DIR
the lever
+
D_HAULING_STOP_LC_MODE
the straight-beam balance
+
D_HAULING_STOP_LC_TIMER_UP
gears
+
D_HAULING_STOP_LC_TIMER_DOWN
the warded lock
+
D_HAULING_STOP_LC_FULLNESS_UP
the tumbler lock
+
D_HAULING_STOP_LC_FULLNESS_DOWN
the padlock
+
D_HAULING_STOP_LC_MORE_LESS
the camshaft
+
D_HAULING_STOP_LC_DESIRED_TOTAL
the crankshaft
+
D_HAULING_STOP_LC_CHANGE
the water-powered sawmill
+
D_HAULING_STOP_LC_ADVANCED
the chariot odometer
+
D_BURROWS
chain drives
+
D_BURROWS_ADD
the mechanical compass
+
D_BURROWS_DELETE
the differential gear
+
D_BURROWS_DEFINE
combination locks
+
D_BURROWS_ADD_UNIT
the verge escapement
+
D_BURROWS_WORKSHOP_LIMIT
the balance wheel
+
D_BURROWS_CENTER
the siphon
+
D_BURROWS_NAME
valves
+
D_BURROWS_CHANGE_SELECTION
the force pump
+
D_BURROWS_BRUSH
the crystal lens
+
D_BURROWS_REMOVE
water-filled spheres
+
D_NOTE
the glass lens
+
D_NOTE_PLACE
the camera obscura
+
D_NOTE_DELETE
the parabolic mirror
+
D_NOTE_NAME
light and color
+
D_NOTE_ENTER
rainbows
+
D_NOTE_ADOPT_SYMBOL
refraction
+
D_NOTE_CHANGE_SELECTION
models and templates
+
D_NOTE_POINTS
lamination
+
D_NOTE_ROUTE
the dioptra
+
D_NOTE_ROUTE_ADD
the astrolabe
+
D_NOTE_ROUTE_EDIT
the armillary sphere
+
D_NOTE_ROUTE_DELETE
the spherical astrolabe
+
D_NOTE_ROUTE_CENTER
mural instruments
+
D_NOTE_ROUTE_NAME
the orrery
+
D_BUILDJOB
the water-powered trip hammer
+
D_STATUS
double-acting piston bellows
+
D_STATUS_OVERALL_HEALTH_RECENTER
water displacement
+
D_BUILDITEM
atmospheric refraction
+
D_BITEM_FORBID
the height of the atmosphere
+
D_BITEM_DUMP
the piston
+
D_BITEM_HIDE
the crank
+
D_BITEM_MELT
the bellows
+
D_LOOK_FORBID
the water-powered piston bellows
+
D_LOOK_DUMP
the water wheel
+
D_LOOK_MELT
the trip hammer
+
D_LOOK_HIDE
philosophy:logic:formal reasoning
+
D_LOOK_FOLLOW
philosophy:logic:deductive reasoning
+
D_LOOK_ARENA_CREATURE
philosophy:logic:syllogistic logic
+
D_LOOK_ARENA_ADV_MODE
philosophy:logic:hypothetical syllogisms
+
D_LOOK_ARENA_WATER
philosophy:logic:propositional logic
+
D_LOOK_ARENA_MAGMA
philosophy:logic:dialectic reasoning
+
ARENA_CREATURE_SIDE_DOWN
philosophy:logic:analogical inference
+
ARENA_CREATURE_SIDE_UP
philosophy:ethics:applied medical
+
ARENA_CREATURE_NEW_ITEM
philosophy:ethics:individual value
+
ARENA_CREATURE_BLANK_LIST
philosophy:ethics:state consequentialism
+
ARENA_CREATURE_REMOVE_ITEM
philosophy:epistemology:truth
+
ARENA_CREATURE_UNDEAD
philosophy:epistemology:perception
+
ARENA_CREATURE_STRING
philosophy:epistemology:justification
+
ARENA_CONFLICT_STATE_1
philosophy:epistemology:belief
+
ARENA_CONFLICT_STATE_2
philosophy:metaphysics:existence
+
ARENA_MORALE
philosophy:metaphysics:time
+
ARENA_WEATHER
philosophy:metaphysics:mind body
+
ARENA_WEATHER_SNOW
philosophy:metaphysics:objects and properties
+
ARENA_WEATHER_MUD
philosophy:metaphysics:wholes and parts
+
ARENA_WEATHER_CLEAR_SPATTER
philosophy:metaphysics:events
+
D_LOOK_ARENA_TREE
philosophy:metaphysics:processes
+
ARENA_TREE_FILTER
philosophy:metaphysics:causation
+
ARENA_TREE_AGE
philosophy:ethics:applied military
+
D_LOOK_ARENA_MOUNT
philosophy:ethics:applied interpersonal conduct
+
A_ENTER_NAME
philosophy:specialized:law
+
A_CUST_NAME
philosophy:specialized:education
+
A_RANDOM_NAME
philosophy:specialized:language grammar
+
A_CHANGE_GENDER
philosophy:specialized:language etymology
+
A_END_TRAVEL
philosophy:specialized:politics diplomacy
+
A_TRAVEL_CLOUDS
philosophy:specialized:politics government forms
+
A_LOG
philosophy:specialized:politics economic policy
+
A_TRAVEL_LOG
philosophy:specialized:politics social welfare
+
A_LOG_TASKS
philosophy:logic:inductive reasoning
+
A_LOG_ENTITIES
philosophy:logic:direct inference
+
A_LOG_SITES
philosophy:aesthetics:nature of beauty
+
A_LOG_SUBREGIONS
philosophy:aesthetics:value of art
+
A_LOG_FEATURE_LAYERS
philosophy:specialized:language dictionary
+
A_LOG_PEOPLE
mathematics:method:proof by contradiction
+
A_LOG_AGREEMENTS
mathematics:notation:zero
+
A_LOG_EVENTS
mathematics:notation:negative numbers
+
A_LOG_BESTIARY
mathematics:notation:large numbers
+
A_LOG_FILTER
mathematics:notation:positional
+
A_LOG_ZOOM_CURRENT_LOCATION
mathematics:geometry:basic objects
+
A_LOG_ZOOM_SELECTED
mathematics:method:exhaustion
+
A_LOG_LINE
mathematics:geometry:similar and congruent triangles
+
A_LOG_MAP
mathematics:geometry:geometric mean theorem
+
ORDERS_AUTOFORBID
mathematics:geometry:isosceles base angles equal
+
ORDERS_FORBID_PROJECTILE
mathematics:geometry:inscribed triangle on diameter is right
+
ORDERS_FORBID_YOUR_CORPSE
mathematics:geometry:pythagorean theorem
+
ORDERS_FORBID_YOUR_ITEMS
mathematics:geometry:pythagorean triples small
+
ORDERS_FORBID_OTHER_CORPSE
mathematics:geometry:pythagorean triples 3 digit
+
ORDERS_FORBID_OTHER_ITEMS
mathematics:geometry:pythagorean triples 4 digit
+
ORDERS_REFUSE_GATHER
mathematics:geometry:existence of incommensurable ratios
+
ORDERS_REFUSE_OUTSIDE
mathematics:method:axiomatic reasoning
+
ORDERS_REFUSE_OUTSIDE_VERMIN
mathematics:numbers:unique prime factorization
+
ORDERS_REFUSE_DUMP_CORPSE
mathematics:numbers:algorithm for computing gcd
+
ORDERS_REFUSE_DUMP_SKULL
mathematics:geometry:volume of pyramid
+
ORDERS_REFUSE_DUMP_SKIN
mathematics:geometry:volume of cone
+
ORDERS_REFUSE_DUMP_BONE
mathematics:geometry:volume of sphere
+
ORDERS_REFUSE_DUMP_SHELL
mathematics:geometry:pi to 4 digits
+
ORDERS_REFUSE_DUMP_OTHER
mathematics:numbers:division algorithm
+
ORDERS_REFUSE_DUMP_STRAND_TISSUE
mathematics:geometry:table of chord values
+
ORDERS_GATHER_FURNITURE
mathematics:geometry:area of triangle from side lengths
+
ORDERS_GATHER_ANIMALS
mathematics:geometry:area of circle
+
ORDERS_GATHER_FOOD
mathematics:geometry:pi to 6 digits
+
ORDERS_GATHER_BODIES
mathematics:geometry:definitions and basic properties of conic sections
+
ORDERS_REFUSE
mathematics:numbers:chinese remainder algorithm
+
ORDERS_GATHER_STONE
mathematics:geometry:area enclosed by line and parabola
+
ORDERS_GATHER_WOOD
mathematics:numbers:sieve algorithm for primes
+
ORDERS_ALL_HARVEST
mathematics:numbers:root 2 to 5 digits
+
ORDERS_SAMEPILE
mathematics:numbers:infinite primes
+
ORDERS_MIXFOODS
mathematics:numbers:root 2 irrational
+
ORDERS_EXCEPTIONS
mathematics:geometry:surface area of sphere
+
ORDERS_LOOM
mathematics:algebra:finite summation formulas
+
ORDERS_DYED_CLOTH
mathematics:algebra:solving linear systems
+
ORDERS_WORKSHOP
mathematics:algebra:balancing and completion
+
ORDERS_COLLECT_WEB
mathematics:algebra:quadratic by completing square
+
ORDERS_SLAUGHTER
mathematics:algebra:quadratic formula
+
ORDERS_BUTCHER
mathematics:notation:syncopated algebra
+
ORDERS_TAN
mathematics:geometry:law of sines
+
ORDERS_AUTO_FISHERY
mathematics:geometry:angle sum difference trig identities
+
ORDERS_AUTO_KITCHEN
mathematics:algebra:pascal's triangle
+
ORDERS_AUTO_KILN
mathematics:algebra:solving higher order polynomials
+
ORDERS_AUTO_SMELTER
mathematics:notation:early symbols for operations
+
ORDERS_AUTO_OTHER
mathematics:algebra:divergence of harmonic series
+
ORDERS_ZONE
mathematics:geometry:properties of chords
+
ORDERS_ZONE_DRINKING
history:sourcing:basic reliability
+
ORDERS_ZONE_FISHING
history:sourcing:role of systemic bias
+
DESTROYBUILDING
history:sourcing:role of state bias and propaganda
+
SUSPENDBUILDING
history:sourcing:personal interviews
+
MENU_CONFIRM
history:theory:historical causation
+
SAVE_BINDINGS
history:theory:historical cycles
+
LOAD_BINDINGS
history:theory:social cohesion
+
KEYBINDING_COMPLETE
history:theory:social conflict
+
ZOOM_IN
history:form:biography
+
ZOOM_OUT
history:form:comparative biography
+
ZOOM_TOGGLE
history:form:biographical dictionaries
+
ZOOM_RESET
history:form:autobiographical adventure
+
MACRO_BREAK
history:form:genealogy
+
RECORD_MACRO
history:form:encyclopedia
+
PLAY_MACRO
history:form:cultural history
+
SAVE_MACRO
history:form:cultural comparison
+
LOAD_MACRO
history:sourcing:role of cultural differences
+
HOTKEY_ALCHEMIST_SOAP
history:form:alternate history
+
HOTKEY_STILL_BREW
history:sourcing:basic archaeology
+
HOTKEY_STILL_EXTRACT
history:form:treatise on tech evolution
+
HOTKEY_LOOM_COLLECT_SILK
astronomy:phases of the moon
+
HOTKEY_LOOM_WEAVE_CLOTH
astronomy:summer winter moon
+
HOTKEY_LOOM_WEAVE_SILK
astronomy:path of the moon
+
HOTKEY_LOOM_WEAVE_YARN
astronomy:tides and the moon
+
HOTKEY_LOOM_WEAVE_METAL
astronomy:height of tides vs moon and sun
+
HOTKEY_KITCHEN_COOK_2
astronomy:summer winter sun
+
HOTKEY_KITCHEN_COOK_3
astronomy:relationship between lunar solar year
+
HOTKEY_KITCHEN_COOK_4
astronomy:daylight variation with solar year
+
HOTKEY_KITCHEN_RENDER_FAT
astronomy:geocentric model
+
HOTKEY_FARMER_PROCESS
astronomy:heliocentric model
+
HOTKEY_FARMER_PROCESS_VIAL
astronomy:dates of lunar and solar eclipses
+
HOTKEY_FARMER_PROCESS_BAG
astronomy:star charts
+
HOTKEY_FARMER_PROCESS_BARREL
astronomy:star catalogues 100
+
HOTKEY_FARMER_CHEESE
astronomy:star catalogues 1000
+
HOTKEY_FARMER_MILK
astronomy:star color classification
+
HOTKEY_FARMER_SHEAR_CREATURE
astronomy:star magnitude classification
+
HOTKEY_FARMER_SPIN_THREAD
astronomy:shape of the world
+
HOTKEY_MILL_MILL
astronomy:precession of equinoxes
+
HOTKEY_KENNEL_CATCH_VERMIN
astronomy:method empirical observation
+
HOTKEY_KENNEL_TAME_VERMIN
astronomy:method path models
+
HOTKEY_FISHERY_PROCESS
naturalist:method:dissection
+
HOTKEY_FISHERY_EXTRACT
naturalist:observation:anatomy
+
HOTKEY_FISHERY_CATCH
naturalist:theory:comparative anatomy
+
HOTKEY_BUTCHER_BUTCHER
naturalist:theory:classification by physical features
+
HOTKEY_BUTCHER_EXTRACT
naturalist:observation:migration patterns
+
HOTKEY_BUTCHER_CATCH
naturalist:observation:reproductive behavior
+
HOTKEY_TANNER_TAN
naturalist:observation:foraging behavior and diet
+
HOTKEY_DYER_THREAD
naturalist:theory:food chain
+
HOTKEY_DYER_CLOTH
naturalist:observation:social behavior
+
HOTKEY_JEWELER_FURNITURE
naturalist:observation:diseases
+
HOTKEY_JEWELER_FINISHED
naturalist:theory:climatic adaptation
+
HOTKEY_JEWELER_AMMO
naturalist:observation:embriological development
+
HOTKEY_JEWELER_CUT
naturalist:theory:struggle for existence
+
HOTKEY_JEWELER_ENCRUST
chemistry:classification:combustibles
+
HOTKEY_MECHANIC_PARTS
chemistry:classification:ores
+
HOTKEY_MECHANIC_TRACTION_BENCH
chemistry:metallurgy:alloys
+
HOTKEY_MASON_ARMORSTAND
chemistry:classification:scratch test
+
HOTKEY_MASON_BLOCKS
chemistry:classification:elemental theory
+
HOTKEY_MASON_CHAIR
chemistry:chemicals:adhesives
+
HOTKEY_MASON_COFFIN
chemistry:laboratory:blast furnace
+
HOTKEY_MASON_DOOR
chemistry:laboratory:alembic
+
HOTKEY_MASON_FLOODGATE
chemistry:laboratory:theory of liquid-liquid extraction
+
HOTKEY_MASON_HATCH_COVER
chemistry:laboratory:theory of distillation
+
HOTKEY_MASON_GRATE
chemistry:laboratory:theory of evaporation
+
HOTKEY_MASON_CABINET
chemistry:classification:alkali and acids
+
HOTKEY_MASON_BOX
chemistry:laboratory:systematic experiments
+
HOTKEY_MASON_STATUE
chemistry:laboratory:glass flask
+
HOTKEY_MASON_QUERN
chemistry:laboratory:glass beaker
+
HOTKEY_MASON_MILLSTONE
chemistry:laboratory:glass vial
+
HOTKEY_MASON_TABLE
chemistry:laboratory:glass funnel
+
HOTKEY_MASON_WEAPONRACK
chemistry:laboratory:crucible
+
HOTKEY_MASON_SLAB
chemistry:chemicals:nitric acid
+
HOTKEY_TRAP_BRIDGE
chemistry:chemicals:sulfuric acid
+
HOTKEY_TRAP_GEAR_ASSEMBLY
chemistry:chemicals:aqua regia
+
HOTKEY_TRAP_DOOR
chemistry:laboratory:glass ampoule
+
HOTKEY_TRAP_FLOODGATE
chemistry:laboratory:glass retort
+
HOTKEY_TRAP_SPIKE
chemistry:laboratory:lab ovens
+
HOTKEY_TRAP_HATCH
geography:surveying:basic
+
HOTKEY_TRAP_GRATE_WALL
geography:surveying:staff
+
HOTKEY_TRAP_GRATE_FLOOR
geography:cartography:basic
+
HOTKEY_TRAP_BARS_VERTICAL
geography:surveying:triangulation
+
HOTKEY_TRAP_BARS_FLOOR
geography:surveying:cartographical
+
HOTKEY_TRAP_SUPPORT
geography:surveying:land
+
HOTKEY_TRAP_CHAIN
geography:surveying:military
+
HOTKEY_TRAP_CAGE
geography:surveying:engineering
+
HOTKEY_TRAP_PULL_LEVER
geography:cartography:geological
+
HOTKEY_TRAP_TRACK_STOP
geography:cartography:grid system
+
BUILDJOB_ADD
geography:cartography:distance scale
+
BUILDJOB_CANCEL
geography:cartography:height measurements
+
BUILDJOB_PROMOTE
geography:method:economic data collection
+
BUILDJOB_REPEAT
geography:cartography:economic
+
BUILDJOB_SUSPEND
geography:form:atlas
+
BUILDJOB_WORKSHOP_PROFILE
geography:theory:delta formation
+
BUILDJOB_WELL_FREE
geography:theory:wind patterns
+
BUILDJOB_WELL_SIZE
geography:theory:origin of rainfall from evap condense
+
BUILDJOB_TARGET_FREE
geography:theory:water cycle
+
BUILDJOB_TARGET_SIZE
geography:theory:latitude climate zones
+
BUILDJOB_TARGET_DOWN
geography:cartography:accurate maps
+
BUILDJOB_TARGET_UP
geography:cartography:map projections
+
BUILDJOB_TARGET_RIGHT
medicine:theory:disease and fouled water
+
BUILDJOB_TARGET_LEFT
medicine:method:physical examination
+
BUILDJOB_STATUE_ASSIGN
medicine:method:autopsy
+
BUILDJOB_STATUE_FREE
medicine:theory:prognosis
+
BUILDJOB_STATUE_SIZE
medicine:tool:herbal remedies
+
BUILDJOB_CAGE_JUSTICE
medicine:tool:animal remedies
+
BUILDJOB_CAGE_FREE
medicine:tool:mineral remedies
+
BUILDJOB_CAGE_SIZE
medicine:tool:bandages
+
BUILDJOB_CAGE_ASSIGN_OCC
medicine:theory:disease classification
+
BUILDJOB_CAGE_WATER
medicine:theory:toxicology
+
BUILDJOB_CAGE_ASSIGN
medicine:theory:acute and chronic conditions
+
BUILDJOB_CHAIN_ASSIGN_OCC
medicine:theory:endemic disease
+
BUILDJOB_CHAIN_JUSTICE
medicine:theory:epidemic disease
+
BUILDJOB_CHAIN_ASSIGN
medicine:theory:exacerbation
+
BUILDJOB_CHAIN_FREE
medicine:theory:paroxysm
+
BUILDJOB_CHAIN_SIZE
medicine:theory:relapse
+
BUILDJOB_SIEGE_FIRING
medicine:theory:convalescence
+
BUILDJOB_SIEGE_ORIENT
medicine:method:treatment of traumatic injuries
+
BUILDJOB_DOOR_INTERNAL
medicine:method:fracture treatment
+
BUILDJOB_DOOR_LOCK
medicine:theory:fracture classification
+
BUILDJOB_DOOR_AJAR
medicine:tool:traction bench
+
BUILDJOB_COFFIN_ASSIGN
medicine:method:fracture immobilization
+
BUILDJOB_COFFIN_FREE
medicine:tool:orthopedic cast
+
BUILDJOB_COFFIN_SIZE
medicine:method:surgery excision
+
BUILDJOB_COFFIN_BURIAL
medicine:method:surgery incision
+
BUILDJOB_COFFIN_CIV
medicine:method:hernia surgery
+
BUILDJOB_COFFIN_PET
medicine:method:tracheotomy surgery
+
BUILDJOB_CHAIR_ASSIGN
medicine:method:lithotomy surgery
+
BUILDJOB_CHAIR_FREE
medicine:method:surgery scraping
+
BUILDJOB_CHAIR_SIZE
medicine:method:surgery draining
+
BUILDJOB_TABLE_ASSIGN
medicine:method:surgery probing
+
BUILDJOB_TABLE_HALL
medicine:method:surgery suturing
+
BUILDJOB_TABLE_FREE
medicine:method:surgery ligature
+
BUILDJOB_TABLE_SIZE
medicine:theory:surgical models
+
BUILDJOB_BED_ASSIGN
medicine:tool:mud bags as surgical models
+
BUILDJOB_BED_FREE
medicine:tool:plants as surgical models
+
BUILDJOB_BED_BARRACKS
medicine:tool:animals as surgical models
+
BUILDJOB_BED_DORMITORY
medicine:theory:specialized surgical instruments
+
BUILDJOB_BED_RENT
medicine:tool:forceps
+
BUILDJOB_BED_SIZE
medicine:tool:scalpel
+
BUILDJOB_BED_NAME
medicine:tool:surgical scissors
+
BUILDJOB_BED_SLEEP
medicine:tool:surgical needles
+
BUILDJOB_BED_TRAIN
medicine:method:cataract surgery
+
BUILDJOB_BED_INDIV_EQ
medicine:method:cauterization
+
BUILDJOB_BED_SQUAD_EQ
medicine:method:anesthesia
+
BUILDJOB_BED_POSITION
medicine:theory:pulmonary medicine
+
BUILDJOB_DEPOT_BRING
medicine:theory:anatomical studies
+
BUILDJOB_DEPOT_TRADE
medicine:theory:classification of bodily fluids
+
BUILDJOB_DEPOT_REQUEST_TRADER
medicine:theory:eye anatomy
+
BUILDJOB_DEPOT_BROKER_ONLY
medicine:theory:motor vs sensory nerves
+
BUILDJOB_ANIMALTRAP_BAIT_NONE
medicine:theory:nervous system function
+
BUILDJOB_ANIMALTRAP_BAIT_MEAT
medicine:theory:reaction time
+
BUILDJOB_ANIMALTRAP_BAIT_FISH
medicine:theory:blood vessels
+
BUILDJOB_ANIMALTRAP_BAIT_GEM
medicine:theory:pulmonary circulation
+
BUILDJOB_FARM_FALLOW
medicine:theory:comparative anatomy
+
BUILDJOB_FARM_FERTILIZE
medicine:theory:the voice
+
BUILDJOB_FARM_SEASFERT
medicine:theory:classification of muscles
+
BUILDJOB_FARM_SPRING
medicine:theory:classification of mental illnesses
+
BUILDJOB_FARM_SUMMER
medicine:theory:treatment of mental illnesses
+
BUILDJOB_FARM_AUTUMN
medicine:tool:dedicated hospitals
+
BUILDJOB_FARM_WINTER
medicine:method:professional hospital staff
+
BUILDJOB_STOCKPILE_MASTER
medicine:method:specialized wards
+
BUILDJOB_STOCKPILE_LINK_ANYWHERE
medicine:method:hospital lab
+
BUILDJOB_STOCKPILE_GIVE_TO
medicine:method:medical school
+
BUILDJOB_STOCKPILE_WHEELBARROW
medicine:method:asylum for mentally ill
+
BUILDJOB_STOCKPILE_DELETE_CHILD
engineering:horology:shadow clock
+
BUILDJOB_STOCKPILE_SETTINGS
engineering:horology:water clock
+
BUILDJOB_STOCKPILE_BARREL_UP
engineering:horology:conical water clock
+
BUILDJOB_STOCKPILE_BARREL_DOWN
engineering:horology:water clock reservoir
+
BUILDJOB_STOCKPILE_BARREL_ZERO
engineering:horology:astrarium
+
BUILDJOB_STOCKPILE_BARREL_MAX
engineering:horology:hourglass
+
BUILDJOB_STOCKPILE_BIN_UP
engineering:horology:mechanical clock
+
BUILDJOB_STOCKPILE_BIN_DOWN
engineering:machine:theory of pulley
+
BUILDJOB_STOCKPILE_BIN_ZERO
engineering:machine:pulley
+
BUILDJOB_STOCKPILE_BIN_MAX
engineering:machine:theory of screw
+
BUILDJOB_RACK_MAT_BONE
engineering:machine:screw
+
BUILDJOB_RACK_MAT_BRONZE
engineering:machine:theory of wheel-and-axle
+
BUILDJOB_RACK_MAT_COPPER
engineering:machine:windlass
+
BUILDJOB_RACK_MAT_IRON
engineering:machine:theory of wedge
+
BUILDJOB_RACK_MAT_STEEL
engineering:machine:theory of lever
+
BUILDJOB_RACK_MAT_WOOD
engineering:machine:lever
+
BUILDJOB_RACK_MAT_METAL
engineering:machine:straight-beam balance
+
BUILDJOB_STAND_MAT_BONE
engineering:machine:theory of gears
+
BUILDJOB_STAND_MAT_LEATHER
engineering:machine:warded lock
+
BUILDJOB_STAND_MAT_COPPER
engineering:machine:tumbler lock
+
BUILDJOB_STAND_MAT_BRONZE
engineering:machine:padlock
+
BUILDJOB_STAND_MAT_STEEL
engineering:machine:camshaft
+
BUILDJOB_STAND_MAT_IRON
engineering:machine:crankshaft
+
BUILDJOB_STAND_MAT_WOOD
engineering:machine:water-powered sawmill
+
BUILDJOB_STAND_MAT_METAL
engineering:machine:chariot odometer
+
BUILDJOB_RACKSTAND_ASSIGN
engineering:machine:chain drive
+
BUILDJOB_RACKSTAND_FREE
engineering:machine:mechanical compass
+
BUILDJOB_RACKSTAND_SIZE
engineering:machine:differential gear
+
BUILDJOB_RACKSTAND_ITEM
engineering:machine:combination lock
+
BUILDJOB_RACKSTAND_MAT
engineering:machine:verge escapement
+
BUILDJOB_RACKSTAND_DEFAULTS1
engineering:machine:balance wheel
+
BUILDJOB_RACKSTAND_KILL1
engineering:fluid:theory of siphon
+
BUILDJOB_RACKSTAND_DEFAULTS2
engineering:fluid:valves
+
BUILDJOB_RACKSTAND_KILL2
engineering:fluid:force pump
+
STOCKPILE_SETTINGS_ENABLE
engineering:optics:crystal lens
+
STOCKPILE_SETTINGS_DISABLE
engineering:optics:water-filled spheres
+
STOCKPILE_SETTINGS_PERMIT_ALL
engineering:optics:glass lens
+
STOCKPILE_SETTINGS_FORBID_ALL
engineering:optics:camera obscura
+
STOCKPILE_SETTINGS_PERMIT_SUB
engineering:optics:parabolic mirror
+
STOCKPILE_SETTINGS_FORBID_SUB
engineering:optics:theory of color
+
STOCKPILE_SETTINGS_SPECIFIC1
engineering:optics:theory of rainbows
+
STOCKPILE_SETTINGS_SPECIFIC2
engineering:optics:law of refraction
+
MOVIE_RECORD
engineering:design:models and templates
+
MOVIE_PLAY
engineering:construction:wood lamination
+
MOVIE_SAVE
engineering:astronomy:dioptra
+
MOVIE_LOAD
engineering:astronomy:astrolabe
+
ASSIGNTRADE_VIEW
engineering:astronomy:armillary sphere
+
ASSIGNTRADE_STRING
engineering:astronomy:spherical astrolabe
+
ASSIGNTRADE_EXCLUDE_PROHIBITED
engineering:astronomy:mural instrument
+
ASSIGNTRADE_PENDING
engineering:astronomy:orrery
+
ASSIGNTRADE_SORT
engineering:machine:water-powered trip hammer
+
NOBLELIST_REPLACE
engineering:machine:double-acting piston bellows
+
NOBLELIST_SETTINGS
engineering:fluid:archimedes principle
+
NOBLELIST_CAPITAL
engineering:optics:atmospheric refraction
+
NOBLELIST_VIEW_CANDIDATE
engineering:optics:cause of twilight
+
A_BARTER_VIEW
engineering:optics:height of atmosphere
+
A_BARTER_CURRENCY_1
engineering:machine:piston
+
A_BARTER_CURRENCY_2
engineering:machine:crank
+
A_BARTER_TRADE
engineering:machine:bellows
+
TRADE_VIEW
engineering:machine:water-powered piston bellows
+
TRADE_TRADE
engineering:machine:water wheel
+
TRADE_OFFER
engineering:machine:trip hammer
+
TRADE_SEIZE
the meaning of individual happiness
+
STORES_VIEW
ethics as it regards the benefit of the state
+
STORES_ZOOM
the nature of truth
+
STORES_FORBID
the nature of perception
+
STORES_MELT
the nature of justification
+
STORES_DUMP
the nature of belief
+
STORES_HIDE
the nature of existence
+
MILITARY_ACTIVATE
the nature of time
+
MILITARY_VIEW
the nature of mind and body
+
MILITARY_WEAPON
the relationship between objects and their properties
+
MILITARY_ZOOM
the relationship between wholes and parts
+
ANNOUNCE_ZOOM
the nature of events
+
UNITJOB_REMOVE_CRE
the nature of processes
+
UNITJOB_ZOOM_CRE
the nature of causation
+
UNITJOB_ZOOM_BUILD
ethics as applied to war
+
UNITJOB_VIEW
ethics as applied to interpersonal conduct
+
UNITJOB_MANAGER
law, its forms and recommendations
+
MANAGER_NEW_ORDER
education, its forms and recommendations
+
MANAGER_REMOVE
diplomacy, its forms and recommendations
+
MANAGER_PROMOTE
government, its forms and recommendations
+
MANAGER_MAX
economic policy, its forms and recommendations
+
MANAGER_WAGES
social welfare, its forms and recommendations
+
PET_BUTCHER
the nature of beauty
+
ANIMAL_SELECT_TRAINER
the value of art
+
ANIMAL_WAR_TRAINING
the method of proof by contradiction
+
ANIMAL_HUNTING_TRAINING
a symbol for nothingness
+
KITCHEN_COOK
notation for negative quantities
+
KITCHEN_BREW
notation for very large numbers
+
SETUPGAME_NEW
geometric objects:  points, lines, circles, triangles, and so on
+
SETUPGAME_VIEW
the method of exhaustion
+
SETUPGAME_CUSTOMIZE_UNIT
the properties of similar and congruent triangles
+
SETUPGAME_SAVE_PROFILE
the relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse
+
SETUPGAME_SAVE_PROFILE_ABORT
the equality of the base angle of isosceles triangles
+
SETUPGAME_SAVE_PROFILE_GO
the angles of triangles inscribed in a circle with one edge on the diameter
+
SETUPGAME_VIEW_PROFILE_PROBLEMS
the relationship between the lengths of the hypotenuse of a right triangle and the other two sides
+
CIVZONE_REMOVE
examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle
+
CIVZONE_REMOVE_ZONE
examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle
+
CIVZONE_SHAPE
examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle
+
CIVZONE_NEXT
the existence of incommensurable ratios
+
CIVZONE_POND_OPTIONS
the unique decomposition of a number into products of its prime divisors
+
CIVZONE_HOSPITAL_OPTIONS
an algorithm for computing the greatest common divisor of two numbers
+
CIVZONE_WATER_SOURCE
the computation of the volume of different pyramids
+
CIVZONE_FISH
the computation of the volume of a cone
+
CIVZONE_DUMP
the computation of the volume of a sphere
+
CIVZONE_POND
an approximate value of the ratio of the circumference of a circle to its diameter, using the circumference of polygons and the method of exhaustion
+
CIVZONE_HOSPITAL
an algorithm for dividing one number into another, possibly yielding a remainder
+
CIVZONE_SAND_COLLECT
a table of chord lengths indexed by angle
+
CIVZONE_CLAY_COLLECT
the computation of the area of a triangle from its three side lengths alone
+
CIVZONE_ACTIVE
the relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter
+
CIVZONE_MEETING
an approximation of the ratio of the circumference of a circle to its diameter, using the area of polygons and the method of exhaustion
+
CIVZONE_ANIMAL_TRAINING
the categorization and properties of conic sections
+
CIVZONE_POND_WATER
an algorithm for computing a number which has given remainders when divided by several given primes
+
CIVZONE_PEN
the area enclosed by a parabola and a line
+
CIVZONE_PEN_OPTIONS
an algorithm for calculating prime numbers
+
STOCKPILE_ANIMAL
an approximation for the length of the diagonal of a square
+
STOCKPILE_FOOD
a proof that there are infinitely many prime numbers
+
STOCKPILE_WEAPON
a proof that the length of the diagonal of a square is incommensurable with its edge
+
STOCKPILE_ARMOR
the computation of the surface area of a sphere
+
STOCKPILE_CUSTOM
simple formulas for certain arbitrarily large sums
+
STOCKPILE_CUSTOM_SETTINGS
methods for solving systems of equations
+
STOCKPILE_FURNITURE
the techniques of balancing and completion for solving equations
+
STOCKPILE_GRAVEYARD
the solving of quadratic equations by completion of the square
+
STOCKPILE_REFUSE
a formula which solves quadratic equations
+
STOCKPILE_WOOD
notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion
+
STOCKPILE_STONE
the relationship between the half chords of a triangle's angles, the opposite side lengths, and the diameter of the triangle's circumscribed circle
+
STOCKPILE_GEM
trigonometric identities relating to the sums and differences of angles
+
STOCKPILE_BARBLOCK
a triangular configuration of numbers relating to the successive powers of any sum
+
STOCKPILE_CLOTH
methods for solving certain equations involving powers higher than the quadratic
+
STOCKPILE_LEATHER
experiments with symbolic notation for addition
+
STOCKPILE_AMMO
the divergence of the harmonic series
+
STOCKPILE_COINS
the properties of chords
+
STOCKPILE_FINISHED
the reliability of sources
+
STOCKPILE_NONE
the role of systemic bias in sources
+
DESIGNATE_BITEM
the role of state bias and propaganda in sources
+
DESIGNATE_CLAIM
using personal interviews as sources
+
DESIGNATE_UNCLAIM
the causes of historical events
+
DESIGNATE_MELT
historical, governmental and social cycles
+
DESIGNATE_NO_MELT
bonds between members of a community
+
DESIGNATE_DUMP
conflict between members of a community
+
DESIGNATE_NO_DUMP
the method of writing the history of a single individual
+
DESIGNATE_HIDE
the method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history
+
DESIGNATE_NO_HIDE
the compilation of brief biographies into one large collection
+
DESIGNATE_TRAFFIC
the method of writing a biography of oneself, particularly as it concerns a military campaign or adventure
+
DESIGNATE_TRAFFIC_HIGH
the compilation of family lineages and methods of displaying them artfully
+
DESIGNATE_TRAFFIC_NORMAL
the compilation of many summaries into a single text
+
DESIGNATE_TRAFFIC_LOW
the method of accurately and comprehensively describing cultures and civilizations
+
DESIGNATE_TRAFFIC_RESTRICTED
the method of comparing and contrasting different cultures
+
DESIGNATE_TRAFFIC_INCREASE_WEIGHT
the role of cultural differences in source reliability and interpretation
+
DESIGNATE_TRAFFIC_DECREASE_WEIGHT
the exploration of how history would be different if some key past events had transpired differently
+
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE
the method of collecting and evaluating artifacts to learn about history and culture
+
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE
the method of examining artifacts to determine how techniques have changed over time
+
DESIGNATE_DIG
the phases of the moon
+
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS
the rise of the moon according to the season
+
DESIGNATE_STAIR_UP
the path of the moon
+
DESIGNATE_STAIR_DOWN
the relationship between the moon and the tides
+
DESIGNATE_STAIR_UPDOWN
the height of the tides, the moon and the sun
+
DESIGNATE_RAMP
the rise of the sun according to the season
+
DESIGNATE_CHANNEL
the relationship between the lunar and solar year
+
DESIGNATE_CHOP
the variation of daylight with the season
+
DESIGNATE_PLANTS
the theory that the sun moves around the world
+
DESIGNATE_SMOOTH
the theory that the world moves around the sun
+
DESIGNATE_ENGRAVE
the dates of lunar and solar eclipses
+
DESIGNATE_FORTIFY
the creation of star charts
+
DESIGNATE_TRACK
the compilation of information about stars
+
DESIGNATE_TOGGLE_ENGRAVING
the precise compilation of information about stars
+
DESIGNATE_UNDO
the classification of stars according to color
+
DESIGNATE_REMOVE_CONSTRUCTION
the classification of stars according to brightness
+
BUILDING_DIM_Y_UP
the precession of the equinoxes over great periods of time
+
BUILDING_DIM_Y_DOWN
methods of empirical observation in astronomy
+
BUILDING_DIM_X_UP
the method of forming precise models for the paths of astronomical objects
+
BUILDING_DIM_X_DOWN
the dissection of creatures
+
BUILDING_ORIENT_UP
the anatomical study of creatures
+
BUILDING_ORIENT_LEFT
the comparison of the anatomy of creatures
+
BUILDING_ORIENT_RIGHT
the classification of creatures by their physical features
+
BUILDING_ORIENT_DOWN
the migratory patterns of creatures
+
BUILDING_ORIENT_NONE
the reproductive behavior of creatures
+
BUILDING_VIEW_ITEM
the foraging behavior and diet of creatures
+
BUILDING_ADVANCE_STAGE
the links between the diets of different creatures
+
BUILDING_EXPAND_CONTRACT
the social behavior of creatures
+
BUILDING_TRIGGER_ENABLE_WATER
the diseases of creatures
+
BUILDING_TRIGGER_MIN_WATER_UP
the ways that creatures are suited to the climates in which they live
+
BUILDING_TRIGGER_MIN_WATER_DOWN
the embriological development of creatures
+
BUILDING_TRIGGER_MAX_WATER_UP
the struggle for survival among creatures
+
BUILDING_TRIGGER_MAX_WATER_DOWN
the classification of combustible materials
+
BUILDING_TRIGGER_ENABLE_MAGMA
the classification of ores
+
BUILDING_TRIGGER_MIN_MAGMA_UP
the mixture of metals to produce alloys
+
BUILDING_TRIGGER_MIN_MAGMA_DOWN
a method of classify the hardness of materials by scratching them against each other
+
BUILDING_TRIGGER_MAX_MAGMA_UP
the classification of materials based on which elemental materials might form them
+
BUILDING_TRIGGER_MAX_MAGMA_DOWN
the preparation and use of adhesive materials
+
BUILDING_TRIGGER_ENABLE_TRACK_CART
the construction and use of the blast furnace
+
BUILDING_TRIGGER_MIN_TRACK_CART_DOWN
the construction and use of the alembic
+
BUILDING_TRIGGER_MIN_TRACK_CART_UP
the theory and methods involved in the extraction of a constituent liquid from one solution to another
+
BUILDING_TRIGGER_MAX_TRACK_CART_DOWN
the theory and methods involved in distillation
+
BUILDING_TRIGGER_MAX_TRACK_CART_UP
the theory and methods involved in evaporation
+
BUILDING_ROLLERS_SPEED_UP
the classification of alkali and acids
+
BUILDING_ROLLERS_SPEED_DOWN
methods for performing experiments systematically in the laboratory
+
BUILDING_TRACK_STOP_FRICTION_UP
the construction and use of the flask
+
BUILDING_TRACK_STOP_FRICTION_DOWN
the construction and use of the beaker
+
BUILDING_TRACK_STOP_DUMP
the construction and use of the vial
+
BUILDING_TRIGGER_ENABLE_CREATURE
the construction and use of the funnel
+
BUILDING_TRIGGER_ENABLE_LOCALS
the construction and use of the crucible
+
BUILDING_TRIGGER_RESETS
the preparation of spirit of niter
+
BUILDING_TRIGGER_MIN_SIZE_UP
the preparation of oil of vitriol
+
BUILDING_TRIGGER_MIN_SIZE_DOWN
the preparation of aqua regia
+
BUILDING_TRIGGER_MAX_SIZE_UP
the construction and use of the ampoule
+
BUILDING_TRIGGER_MAX_SIZE_DOWN
the construction and use of the retort
+
BUILDING_TRIGGER_MIN_SIZE_UP_PLUS
the construction and use of laboratory ovens
+
BUILDING_TRIGGER_MIN_SIZE_DOWN_PLUS
the process of surveying land
+
BUILDING_TRIGGER_MAX_SIZE_UP_PLUS
the construction and use of the surveying staff
+
BUILDING_TRIGGER_MAX_SIZE_DOWN_PLUS
the process involved in creating maps
+
UNITVIEW_GEN
surveying by triangulation
+
UNITVIEW_INV
surveying by triangulation for the purpose of creating maps
+
UNITVIEW_PRF
surveying by triangulation for the purpose of allocating land
+
UNITVIEW_WND
surveying by triangulation for military purposes
+
UNITVIEW_FOLLOW
surveying by triangulation for engineering projects
+
UNITVIEW_NEXT
the placement of geological information on maps
+
UNITVIEW_SLAUGHTER
the use of a grid system in the creation of maps
+
UNITVIEW_GEN_COMBAT
the use of a distance scale in the creation of maps
+
UNITVIEW_GEN_LABOR
the measurement of the heights of land features
+
UNITVIEW_GEN_MISC
the process of economic data collection
+
UNITVIEW_PRF_PROF
the placement of economic information on maps
+
UNITVIEW_PRF_PET
the collection of maps and other information into a single text
+
UNITVIEW_PRF_VIEW
the process of the formation of deltas at the mouths of rivers
+
UNITVIEW_PRF_NEW_SQUAD
the forces that govern wind patterns
+
UNITVIEW_PRF_REMOVE_FROM_SQUAD
the origin of rainfall through evaporation and condensation
+
UNITVIEW_PRF_NAME_CURRENT_SQUAD
a world-wide cycle involving precipitation, oceans, rivers and other forms of water
+
UNITVIEW_PRF_NAME_SELECTED_SQUAD
the division of the world into climate zones
+
STRING_A000
the creation of accurate maps
+
STRING_A001
methods of adjusting maps to account for the shape of the world
+
STRING_A002
the connection between disease and fouled water
+
STRING_A003
the method of physical examination in diagnosing illness
+
STRING_A004
the method of autopsy
+
STRING_A005
determining the likely outcome given a patient's current status
+
STRING_A006
remedies prepared from animals
+
STRING_A007
the method of bandaging wounds
+
STRING_A008
the classification of disease
+
STRING_A009
the classification of toxic substances
+
STRING_A010
the distinction between acute and chronic conditions
+
STRING_A011
the theory of endemic disease
+
STRING_A012
the theory of epidemic disease
+
STRING_A013
the notion of the exacerbation of a patient's condition
+
STRING_A014
the notion of paroxysm
+
STRING_A015
the notion of relapse
+
STRING_A016
the theory of convalescence
+
STRING_A017
the treatment of traumatic injuries
+
STRING_A018
the treatment of fractures
+
STRING_A019
the classification of fractures
+
STRING_A020
the construction and use of the traction bench
+
STRING_A021
the method of fracture immobilization
+
STRING_A022
the creation and use of the orthopedic cast
+
STRING_A023
the surgical method of excision
+
STRING_A024
the surgical method of incision
+
STRING_A025
the tracheotomy surgery
+
STRING_A026
the lithotomy surgery
+
STRING_A027
the surgical method of scraping
+
STRING_A028
the surgical method of draining
+
STRING_A029
the surgical method of probing
+
STRING_A030
the surgical method of suturing
+
STRING_A031
the surgical method of ligature
+
STRING_A032
the use of practice models in surgery
+
STRING_A033
the use of mud bags as surgical models
+
STRING_A034
the use of plants as surgical models
+
STRING_A035
the use of animals as surgical models
+
STRING_A036
the use of specialized surgical instruments
+
STRING_A037
the construction and use of forceps
+
STRING_A038
the construction and use of the scalpel
+
STRING_A039
the construction and use of surgical scissors
+
STRING_A040
the construction and use of surgical needles
+
STRING_A041
anatomical studies for medical edification
+
STRING_A042
the classification of bodily fluids
+
STRING_A043
the anatomy of the eye
+
STRING_A044
the distinction between motor and sensory nerves
+
STRING_A045
the function of the nervous system
+
STRING_A046
the study of reaction time
+
STRING_A047
the distinction between veins and arteries
+
STRING_A048
comparative anatomical studies for use in medicine
+
STRING_A049
the source of the voice
+
STRING_A050
the classification of muscles
+
STRING_A051
the classification of mental illnesses
+
STRING_A052
the treatment of mental illnesses
+
STRING_A053
the preparation and use of dedicated hospitals
+
STRING_A054
the use of professional hospital staff
+
STRING_A055
the use of specialized wards in hospitals
+
STRING_A056
the use of a laboratory for preparation of remedies in a hospital
+
STRING_A057
schools of medicine
+
STRING_A058
the creation of asylums for the mentally ill
+
STRING_A059
the use of shadows to tell direction and time
+
STRING_A060
the use of water-based devices to tell time
+
STRING_A061
the use of conical shapes in water-based clocks to improve their accuracy
+
STRING_A062
the use of reservoirs in water-based clocks to improve their accuracy
+
STRING_A063
the construction and use of the astrarium
+
STRING_A064
the construction and use of the hourglass
+
STRING_A065
the construction and use of mechanical clocks
+
STRING_A066
the reasons why pulleys are effective
+
STRING_A067
the construction and use of the pulley
+
STRING_A068
the reasons why screws are effective
+
STRING_A069
the construction and use of the screw
+
STRING_A070
the reasons why the wheel-and-axle construction is effective
+
STRING_A071
the construction and use of the windlass
+
STRING_A072
the reasons why the wedge is effective
+
STRING_A073
the reasons why the lever is effective
+
STRING_A074
the construction and use of the lever
+
STRING_A075
the construction and use of the straight-beam balance
+
STRING_A076
the reasons why gears are effective
+
STRING_A077
the construction and use of the warded lock
+
STRING_A078
the construction and use of the tumbler lock
+
STRING_A079
the construction and use of the padlock
+
STRING_A080
the construction and use of the camshaft
+
STRING_A081
the construction and use of the crankshaft
+
STRING_A082
the construction and use of the water-powered sawmill
+
STRING_A083
the construction and use of the chariot odometer
+
STRING_A084
the construction and use of chain drives
+
STRING_A085
the construction and use of the mechanical compass
+
STRING_A086
the construction and use of the differential gear
+
STRING_A087
the construction and use of combination locks
+
STRING_A088
the construction and use of the verge escapement
+
STRING_A089
the construction and use of the balance wheel
+
STRING_A090
the action of the siphon
+
STRING_A091
the construction and use of valves
+
STRING_A092
the construction and use of the force pump
+
STRING_A093
the construction and use of the crystal lens
+
STRING_A094
the construction and use of water-filled sphere as a lens
+
STRING_A095
the construction and use of the glass lens
+
STRING_A096
the construction and use of the camera obscura
+
STRING_A097
the construction and use of the parabolic mirror
+
STRING_A098
the theory of light and color
+
STRING_A099
the appearance of rainbows based on optical theories
+
STRING_A100
the relation between refraction and the half chord
+
STRING_A101
the use of models and templates in engineering
+
STRING_A102
the use of lamination
+
STRING_A103
the construction and use of the dioptra
+
STRING_A104
the construction and use of the astrolabe
+
STRING_A105
the construction and use of the armillary sphere
+
STRING_A106
the construction and use of the spherical astrolabe
+
STRING_A107
the construction and use of mural instruments
+
STRING_A108
the construction and use of the orrery
+
STRING_A109
the construction and use of the water-powered trip hammer
+
STRING_A110
the construction and use of double-acting piston bellows
+
STRING_A111
a precise description of buoyancy and water displacement
+
STRING_A112
a precise explanation of the cause of twilight involving atmospheric refraction
+
STRING_A113
the calculation of the height of the atmosphere based on atmospheric refraction
+
STRING_A114
the construction and use of the piston
+
STRING_A115
the construction and use of the crank
+
STRING_A116
the construction and use of the bellows
+
STRING_A117
the construction and use of the water-powered piston bellows
+
STRING_A118
the construction and use of the water wheel
+
STRING_A119
the construction and use of the trip hammer
+
STRING_A120
discourse on medical ethics
+
STRING_A121
discourse on the meaning of individual happiness
+
STRING_A122
discourse on ethics as it regards the benefit of the state
+
STRING_A123
discourse on the nature of truth
+
STRING_A124
discourse on the nature of perception
+
STRING_A125
discourse on the nature of justification
+
STRING_A126
discourse on the nature of belief
+
STRING_A128
discourse on the nature of existence
+
STRING_A129
discourse on the nature of time
+
STRING_A130
discourse on the nature of mind and body
+
STRING_A131
discourse on the relationship between objects and their properties
+
STRING_A132
discourse on the relationship between wholes and parts
+
STRING_A133
discourse on the nature of events
+
STRING_A134
discourse on the nature of processes
+
STRING_A135
discourse on the nature of causation
+
STRING_A136
discourse on ethics as applied to war
+
STRING_A137
discourse on ethics as applied to interpersonal conduct
+
STRING_A138
discourse on law
+
STRING_A139
discourse on education
+
STRING_A140
discourse on grammar
+
STRING_A141
the notion of etymology
+
STRING_A142
discourse on diplomacy
+
STRING_A143
discourse on government
+
STRING_A144
discourse on economic policy
+
STRING_A145
discourse on social welfare
+
STRING_A146
discourse on the nature of beauty
+
STRING_A147
discourse on the value of art
+
STRING_A148
the idea of using symbolic notation for addition
+
STRING_A149
the idea of source reliability
+
STRING_A150
discourse on the causes of historical events
+
STRING_A151
the notion of historical, governmental and social cycles
+
STRING_A152
the notion of bonds between members of a community
+
STRING_A153
the notion of conflict between members of a community
+
STRING_A154
[NAME]
+
STRING_A155
[NO_ART_NAME]
+
STRING_A156
[ANY_PRONOUN]
+
STRING_A157
They
+
STRING_A158
[ANY_AGE]
+
STRING_A159
the Age
+
STRING_A160
[ADJ]
+
STRING_A161
[PHRASE]
+
STRING_A162
Only
+
STRING_A163
Suddenly
+
STRING_A164
Surely
+
STRING_A165
Then
+
STRING_A166
Slowly
+
STRING_A167
Time
+
STRING_A168
The Day
+
STRING_A169
The Night
+
STRING_A170
The Wind
+
STRING_A171
The Sea
+
STRING_A172
The Sands
+
STRING_A173
The Wise
+
STRING_A174
The Dirt
+
STRING_A175
The Fool
+
STRING_A176
Nothing
+
STRING_A177
Nobody
+
STRING_A178
The Future
+
STRING_A179
The Past
+
STRING_A180
Will Tell
+
STRING_A181
Foretell
+
STRING_A182
Can Say
+
STRING_A183
Know
+
STRING_A184
Mourn
+
STRING_A185
Weep
+
STRING_A186
Laugh
+
STRING_A187
In The End
+
STRING_A188
Afterward
+
STRING_A189
In The Beginning
+
STRING_A190
There
+
STRING_A191
the Art
+
STRING_A192
the Coins
+
STRING_A193
Coins
+
STRING_A194
the Treasure
+
STRING_A195
Treasure
+
STRING_A196
the Creature
+
STRING_A197
the Creatures
+
STRING_A198
Creatures
+
STRING_A199
the Depths
+
STRING_A200
the Underground
+
STRING_A201
the Darkness
+
STRING_A202
the Caverns
+
STRING_A203
the Fire
+
STRING_A204
the Flames
+
STRING_A205
the Magma
+
STRING_A206
the Fiery Depths
+
STRING_A207
Hell
+
STRING_A208
the Horror
+
STRING_A209
Goodness
+
STRING_A210
the Joy
+
STRING_A211
the World
+
STRING_A212
the Region
+
STRING_A213
the Universe
+
STRING_A214
the Wetland
+
STRING_A215
the Marsh
+
STRING_A216
the Swamp
+
STRING_A217
the Bog
+
STRING_A218
the Mire
+
STRING_A219
the Murk
+
STRING_A220
the Desert
+
STRING_A221
the Sand
+
STRING_A222
the Rocks
+
STRING_A223
the Forest
+
STRING_A224
the Trees
+
STRING_A225
the Canopy
+
STRING_A226
the Undergrowth
+
STRING_A227
the Mountains
+
STRING_A228
the Peaks
+
STRING_A229
the Mountain
+
STRING_A230
the Ocean
+
STRING_A231
the Waves
+
STRING_A232
the Deep
+
STRING_A233
the Sea
+
STRING_A234
the Lake
+
STRING_A235
the Waters
+
STRING_A236
the Glacier
+
STRING_A237
the Ice
+
STRING_A238
the Tundra
+
STRING_A239
the Frozen Wastes
+
STRING_A240
the Grassland
+
STRING_A241
the Plains
+
STRING_A242
the Savanna
+
STRING_A243
the Shrubland
+
STRING_A244
the Hills
+
STRING_A245
the Mountain Halls
+
STRING_A246
the Mountainhome
+
STRING_A247
the Fortress
+
STRING_A248
the Dark Fortress
+
STRING_A249
the Pits
+
STRING_A250
the Trenches
+
STRING_A251
the Gutter
+
STRING_A252
the Cave
+
STRING_A253
the Pit
+
STRING_A254
the Dark
+
STRING_A255
the Hole
+
CUSTOM_A
the Cavern
+
CUSTOM_B
the Tree
+
CUSTOM_C
the Forest Retreat
+
CUSTOM_D
the City
+
CUSTOM_E
the Town
+
CUSTOM_F
the Market
+
CUSTOM_G
the Farm
+
CUSTOM_H
the Village
+
CUSTOM_I
the Hamlet
+
CUSTOM_J
the Labyrinth
+
CUSTOM_K
the Maze
+
CUSTOM_L
the Tunnels
+
CUSTOM_M
the Shrine
+
CUSTOM_N
the Lair
+
CUSTOM_O
the Burrow
+
CUSTOM_P
the Tower
+
CUSTOM_Q
the Monastery
+
CUSTOM_R
the Fort
+
CUSTOM_S
the Castle
+
CUSTOM_T
the Keep
+
CUSTOM_U
the Vault
+
CUSTOM_V
the Tomb
+
CUSTOM_W
the Burial
+
CUSTOM_X
the Mausoleum
+
CUSTOM_Y
the Monument
+
CUSTOM_Z
the Camp
+
CUSTOM_SHIFT_A
the Place
+
CUSTOM_SHIFT_B
the Counting House
+
CUSTOM_SHIFT_C
the Guildhall
+
CUSTOM_SHIFT_D
the Mead Hall
+
CUSTOM_SHIFT_E
the Temple
+
CUSTOM_SHIFT_F
the Library
+
CUSTOM_SHIFT_G
the Tavern
+
CUSTOM_SHIFT_H
the Spire
+
CUSTOM_SHIFT_I
the Dungeon
+
CUSTOM_SHIFT_J
the Sewers
+
CUSTOM_SHIFT_K
the Catacombs
+
CUSTOM_SHIFT_L
Reason
+
CUSTOM_SHIFT_M
Reasoning
+
CUSTOM_SHIFT_N
Proof
+
CUSTOM_SHIFT_O
Method
+
CUSTOM_SHIFT_P
Dialogue
+
CUSTOM_SHIFT_Q
Analogy
+
CUSTOM_SHIFT_R
Inference
+
CUSTOM_SHIFT_S
Medical Ethics
+
CUSTOM_SHIFT_T
Harm
+
CUSTOM_SHIFT_U
Healing
+
CUSTOM_SHIFT_V
the Individual
+
CUSTOM_SHIFT_W
Happiness
+
CUSTOM_SHIFT_X
the State
+
CUSTOM_SHIFT_Y
Prosperity
+
CUSTOM_SHIFT_Z
Stability
+
CUSTOM_CTRL_A
the Truth
+
CUSTOM_CTRL_B
the Facts
+
CUSTOM_CTRL_C
Perception
+
CUSTOM_CTRL_D
Justification
+
CUSTOM_CTRL_E
the Believer
+
CUSTOM_CTRL_F
Belief
+
CUSTOM_CTRL_G
Existence
+
CUSTOM_CTRL_H
Everything
+
CUSTOM_CTRL_I
the Mind
+
CUSTOM_CTRL_J
the Body
+
CUSTOM_CTRL_K
the Soul
+
CUSTOM_CTRL_L
Thought
+
CUSTOM_CTRL_M
the Object
+
CUSTOM_CTRL_N
Objects
+
CUSTOM_CTRL_O
Properties
+
CUSTOM_CTRL_P
the Whole
+
CUSTOM_CTRL_Q
Parts
+
CUSTOM_CTRL_R
the Event
+
CUSTOM_CTRL_S
Happenings
+
CUSTOM_CTRL_T
Occurrences
+
CUSTOM_CTRL_U
the Process
+
CUSTOM_CTRL_V
Processes
+
CUSTOM_CTRL_W
the Cause
+
CUSTOM_CTRL_X
the Effect
+
CUSTOM_CTRL_Y
Causes
+
CUSTOM_CTRL_Z
Effects
+
CUSTOM_ALT_A
Cause and Effect
+
CUSTOM_ALT_B
Effect from Cause
+
CUSTOM_ALT_C
the Military
+
CUSTOM_ALT_D
the Soldier
+
CUSTOM_ALT_E
the Warrior
+
CUSTOM_ALT_F
the War
+
CUSTOM_ALT_G
Relationships
+
CUSTOM_ALT_H
the Relationship
+
CUSTOM_ALT_I
Interpersonal Conduct
+
CUSTOM_ALT_J
Transactions
+
CUSTOM_ALT_K
Dealings
+
CUSTOM_ALT_L
the Law
+
CUSTOM_ALT_M
the Rule
+
CUSTOM_ALT_N
Laws
+
CUSTOM_ALT_O
Rules
+
CUSTOM_ALT_P
the Teacher
+
CUSTOM_ALT_Q
the Student
+
CUSTOM_ALT_R
Education
+
CUSTOM_ALT_S
Grammar
+
CUSTOM_ALT_T
the Word
+
CUSTOM_ALT_U
Words
+
CUSTOM_ALT_V
the Meaning
+
CUSTOM_ALT_W
Etymology
+
CUSTOM_ALT_X
Diplomacy
+
CUSTOM_ALT_Y
Relations
+
CUSTOM_ALT_Z
Government
+
FPS_UP
Economics
+
FPS_DOWN
Economic Policy
+
TOGGLE_TTF
Social Welfare
+
PREFIX
the Poor
+
Select
Those in Need
+
Secondary Select
Generalization
+
Deselect
Beauty
+
Select all
the Words
+
Deselect All
the Contradiction
+
Leave screen
the Proof
+
Leave all screens
the Negation
+
Close mega announcement
the Assumption
+
Toggle Fullscreen
Nothingness
+
World Param: Add
Absence
+
World Param: Copy
Negativity
+
World Param: Delete
the Numbers
+
World Param: Title
Opposites
+
World Param: Name, Random
Large Numbers
+
World Param: Name, Enter
Vast Amounts
+
World Param: Seed, Random
Grains of Sand
+
World Param: Seed, Enter
Position
+
World Param: Load
Place Holders
+
World Param: Save
the Line
+
World Param: Dim X, Up
the Shape
+
World Param: Dim X, Down
the Point
+
World Param: Dim Y, Up
Shapes
+
World Param: Dim Y, Down
Exhaustion
+
World Param: Enter Advanced Parameters
Approximation
+
World Param: Increase Parameter
the Method
+
World Param: Decrease Parameter
Similarity
+
World Param: Enter Value
Similar Triangles
+
World Param: Nullify Parameter
Congruence
+
World Param: Set Presets
the Triangles
+
World Param: Reject, Continue
the Altitude
+
World Param: Reject, Abort
Right Triangles
+
World Param: Reject, Allow This
Perpendicularity
+
World Param: Reject, Allow All
the Angles
+
World Generation: Continue
Isoceles Triangles
+
World Generation: Use
the Inscribed Triangle
+
World Generation: Abort
Triangles and Circles
+
Setup game: Embark
the Hypotenuse
+
Setup game: Name Fort
the Right Triangle
+
Setup game: Name Group
Sides and Hypotenuse
+
Setup game: Reclaim
the Sum of Squares
+
Setup game: Find
Incommensurable Ratios
+
Setup game: Notes
the Axioms
+
Setup game: Notes, New Note
Assumptions
+
Setup game: Notes, Delete Note
the Postulates
+
Setup game: Notes, Change Symbol Selection
the Primes
+
Setup game: Notes, Adopt Symbol
the Prime Divisors
+
Setup game: Resize Local Y Up
Uniqueness
+
Setup game: Resize Local Y Down
the Algorithm
+
Setup game: Resize Local X Up
the Greatest Common Divisor
+
Setup game: Resize Local X Down
the Pyramid
+
Setup game: Move Local Y Up
the Volume
+
Setup game: Move Local Y Down
the Cone
+
Setup game: Move Local X Up
the Sphere
+
Setup game: Move Local X Down
the Circumference
+
Setup game: View Biome 1
the Ratio
+
Setup game: View Biome 2
Circles
+
Setup game: View Biome 3
Division
+
Setup game: View Biome 4
the Table
+
Setup game: View Biome 5
Chords
+
Setup game: View Biome 6
the Area
+
Setup game: View Biome 7
the Triangle
+
Setup game: View Biome 8
Area and Sides
+
Setup game: View Biome 9
the Area of Circles
+
Choose name: Random
the Circle
+
Choose name: Clear
Area and Circumference
+
Choose name: Type
Conic Sections
+
View item: Description
Remainders
+
View item: Forbid
the Parabola
+
View item: Melt
the Diagonal
+
View item: Dump
the Infinite
+
View item: Hide
the Incommensurable
+
Main menu
Surface Area
+
Options, Export Local Image
the Formula
+
Help
the Sums
+
Movies
the Solution
+
Change tab or highlight selection
Simultaneous Solutions
+
Change tab or highlight selection, secondary
Linear Equations
+
Move selector up
Balancing
+
Move selector down
Completion
+
Move selector left
the Equation
+
Move selector right
Balancing and Completion
+
Page selector up
Quadratics
+
Page selector down
Completing the Square
+
Move secondary selector up
the Quadratic Equation
+
Move secondary selector down
the Quadratic Formula
+
Page secondary selector up
Notation
+
Page secondary selector down
Chords and Sides
+
Move view/cursor up
Chord and Diameter
+
Move view/cursor down
Ratios
+
Move view/cursor left
Angle Sums
+
Move view/cursor right
Sums and Differences
+
Move view/cursor up and left
the Chords
+
Move view/cursor up and right
Powers of Sums
+
Move view/cursor down and left
Coefficients
+
Move view/cursor down and right
the Powers
+
Move view/cursor up, fast
the Sum
+
Move view/cursor down, fast
the Chord
+
Move view/cursor left, fast
Circle and Angle
+
Move view/cursor right, fast
Sources
+
Move view/cursor up and left, fast
Reliability
+
Move view/cursor up and right, fast
Bias
+
Move view/cursor down and left, fast
Systemic Bias
+
Move view/cursor down and right, fast
Propaganda
+
Move view/cursor up (z)
Interviews
+
Move view/cursor down (z)
Conversations
+
Move view/cursor up (z), aux
Causation
+
Move view/cursor down (z), aux
Cycles
+
Adventure: return to arena
Repetition
+
Adventure: move north
Historical Cycles
+
Adventure: move south
Bonds
+
Adventure: move east
the Bond
+
Adventure: move west
Disputes
+
Adventure: move northwest
Conflict
+
Adventure: move northeast
Personal History
+
Adventure: move southwest
Biographies
+
Adventure: move southeast
Comparison
+
Adventure: move same square
Summaries
+
Adventure: careful move north up/down
Adventure
+
Adventure: careful move south up/down
Your Own Story
+
Adventure: careful move east up/down
Lineage
+
Adventure: careful move west up/down
Family
+
Adventure: careful move northwest up/down
the Collection
+
Adventure: careful move northeast up/down
Cultures
+
Adventure: careful move southwest up/down
Civilization
+
Adventure: careful move southeast up/down
Cultural Differences
+
Adventure: careful move up/down
Alternatives
+
Adventure: move north/up
Another History
+
Adventure: move south/up
Outcomes
+
Adventure: move east/up
Histories
+
Adventure: move west/up
Ruins
+
Adventure: move northwest/up
Relics
+
Adventure: move northeast/up
Techniques
+
Adventure: move southwest/up
Methods
+
Adventure: move southeast/up
Technology
+
Adventure: move up
the Phases
+
Adventure: move north/down
the Moon
+
Adventure: move south/down
Lunar Phases
+
Adventure: move east/down
Waxing and Waning
+
Adventure: move west/down
the Rising of the Moon
+
Adventure: move northwest/down
Seasons and the Moon
+
Adventure: move northeast/down
the Moon's Path
+
Adventure: move southwest/down
the Path of the Moon
+
Adventure: move southeast/down
the Tides
+
Adventure: move down
the Moon and Tides
+
Adventure: move up, aux
Tides and the Moon
+
Adventure: move down, aux
the Height of Tides
+
World Gen: Export Map
Tides and the Sun
+
Legends: Export Map
the Rising of the Sun
+
Legends: Export XML
Seasons and the Sun
+
Legends: Export Detailed Map
the Sun and Moon
+
Legends: Civ/Site
the Year
+
Legends: String filter
the Light of Day
+
Adventure: Combat, Attack Mode
Daylight and the Seasons
+
Adventure: Combat, Dodge Mode
the Center
+
Adventure: Combat, Charge Defend Mode
the Moving Sun
+
Adventure: Status
the Moving World
+
Adventure: Status, Close Combat
the Stationary Sun
+
Adventure: Status, Customize
the Eclipse
+
Adventure: Status, Kills
Eclipses
+
Adventure: Status, Health
Star Charts
+
Adventure: Status, Att/Skills
the Stars
+
Adventure: Status, Desc
Star Catalogues
+
Unit View, Customize
the Color of Stars
+
Unit View, Health
Star Color
+
Unit View, Relationships
the Brightness of Stars
+
Unit View, Relationships, Zoom
Star Brightness
+
Unit View, Relationships, View
the World's Shape
+
Unit View, Kills
the Shape of the World
+
Customize Unit, Nickname
the Equinoxes
+
Customize Unit, Profession
Precession
+
Adventure: Clear announcements
the Path
+
Adventure: Sleep
Paths
+
Adventure: Sleep, Sleep
Dissection
+
Adventure: Sleep, Wait
Anatomy
+
Adventure: Sleep, Dawn
Anatomies
+
Adventure: Wait Ten Instants
the Animals
+
Adventure: Wait One Instant
Classification
+
Adventure: Attack
Migration
+
Adventure: Attack, Confirm
the Movement of Animals
+
Adventure: Attack, Quick
Mating
+
Adventure: Attack, Heavy
Reproduction
+
Adventure: Attack, Wild
Animal Courtship
+
Adventure: Attack, Precise
Foraging Behavior
+
Adventure: Attack, Charge
Animal Diets
+
Adventure: Attack, Multi
the Food Chain
+
Adventure: Look
Predator and Prey
+
Adventure: Search
Social Animals
+
Adventure: Describe Odor
Animal Societies
+
Adventure: Display Strongest Odor
Animal Diseases
+
Adventure: Yield
the Diseases of Animals
+
Adventure: Display Tracks
Animals and the Climate
+
Adventure: Freshest Track
Animal Embryos
+
Adventure: Inv. Draw Weapon
Animal Development
+
Adventure: Jump
Animal Survival
+
Adventure: Hold/Hang (Climb)
the Struggle of Animals
+
Adventure: Talk
the Survival of Animals
+
Adventure: Inv. Interact
Burning
+
Adventure: Misc. Action
Combustion
+
Adventure: Misc. Action, Create
Ores
+
Adventure: Misc. Action, Butcher
Minerals
+
Adventure: Misc. Action, Ability
Metals
+
Adventure: Misc. Action, Power
Alloys
+
Adventure: Inv. Look
Hardness
+
Adventure: Inv. Remove
the Scratch Test
+
Adventure: Inv. Wear
the Elements
+
Adventure: Inv. Eat/Drink
Composition
+
Adventure: Inv. Put In
Adhesives
+
Adventure: Inv. Drop
Glue
+
Adventure: Get/Ground
the Furnace
+
Adventure: Throw
the Blast Furnace
+
Adventure: Fire
the Alembic
+
Adventure: Announcements
Alembics
+
Adventure: Combat Options
the Liquids
+
Adventure: Movement Options
Solutions
+
Adventure: Movement Options, Swim
Distillation
+
Adventure: Sneak
Evaporation
+
Adventure: Speed and Sneaking Options
Alkalis and Acids
+
Adventure: Center
Acids and Alkalis
+
Adventure: Companions
Experiments
+
Adventure: Building Interact
the Laboratory
+
Adventure: Travel
the Flask
+
Adventure: Travel, Sleep
Flasks
+
Adventure: Travel, Map
the Beaker
+
Adventure: Travel, Hide Instructions
Beakers
+
Adventure: Get Date
the Vial
+
Adventure: Get Weather
Vials
+
Adventure: Get Temperature
the Funnel
+
Adventure: Change Stance
Funnels
+
Option 1
the Crucible
+
Option 2
Crucibles
+
Option 3
Spirit of Niter
+
Option 4
Oil of Vitriol
+
Option 5
Aqua Regia
+
Option 6
the Ampoule
+
Option 7
Ampoules
+
Option 8
the Retort
+
Option 9
Retorts
+
Option 10
the Laboratory Oven
+
Option 11
Laboratory Ovens
+
Option 12
Surveying
+
Option 13
the Surveying Staff
+
Option 14
the Staff
+
Option 15
the Map
+
Option 16
Maps
+
Option 17
Making Maps
+
Option 18
Mapmaking
+
Option 19
Triangulation
+
Option 20
Allocation
+
Secondary Option 1
Surveying and War
+
Secondary Option 2
the Straight Road
+
Secondary Option 3
Minerals and Maps
+
Secondary Option 4
the Grid
+
Secondary Option 5
Map Grids
+
Secondary Option 6
the Distance Scale
+
Secondary Option 7
Maps and Distances
+
Secondary Option 8
Height Measurement
+
Secondary Option 9
Mountains and Valleys
+
Secondary Option 10
the Economy
+
Secondary Option 11
Maps and the Economy
+
Secondary Option 12
Trade Maps
+
Secondary Option 13
the Atlas
+
Secondary Option 14
the River Mouth
+
Secondary Option 15
the Delta
+
Secondary Option 16
the Wind
+
Secondary Option 17
Wind Patterns
+
Secondary Option 18
Wind Direction
+
Secondary Option 19
the Origin of Rainfall
+
Secondary Option 20
Evaporation and Condensation
+
Hotkey: Make Ash
the Water Cycle
+
Hotkey: Make Charcoal
Rainfall and Rivers
+
Hotkey: Melt Object
Climate
+
Hotkey: Green Glass
Climate Zones
+
Hotkey: Clear Glass
Maps and the World
+
Hotkey: Crystal Glass
Adjusting Maps
+
Hotkey: Collect Sand
Fouled Water
+
Hotkey: Collect Clay
Disease and Water
+
Hotkey: Raw Glass
Examination of the Patient
+
Hotkey: Glass Armorstand
the Examination
+
Hotkey: Glass Box
Autopsy
+
Hotkey: Glass Cabinet
Examination of the Dead
+
Hotkey: Glass Coffin
Prognosis
+
Hotkey: Glass Floodgate
the Course of Disease
+
Hotkey: Glass Hatch Cover
Herbal Remedies
+
Hotkey: Glass Grate
the Healing Plants
+
Hotkey: Glass Goblet
Animal Remedies
+
Hotkey: Glass Toy
Mineral Remedies
+
Hotkey: Glass Instrument
Bandages
+
Hotkey: Glass Portal
Wound Wrapping
+
Hotkey: Glass Statue
Diseases
+
Hotkey: Glass Table
Types of Diseases
+
Hotkey: Glass Cage
Disease Classification
+
Hotkey: Glass Chair
Toxic Substances
+
Hotkey: Glass Blocks
Poisons
+
Hotkey: Glass Vial
Acute and Chronic Diseases
+
Hotkey: Glass Weaponrack
Endemic Diseases
+
Hotkey: Glass Window
Epidemic Diseases
+
Hotkey: Ashery, Lye
the Plague
+
Hotkey: Ashery, Potash (Lye)
Plagues
+
Hotkey: Ashery, Potash (Ash)
Contagion
+
Hotkey: Carpenter, Barrel
Exacerbation
+
Hotkey: Carpenter, Blocks
Paroxysm
+
Hotkey: Carpenter, Bucket
Sudden Attacks
+
Hotkey: Carpenter, Animal Trap
Relapse
+
Hotkey: Carpenter, Cage
Convalescence
+
Hotkey: Carpenter, Armorstand
Rest
+
Hotkey: Carpenter, Bed
Trauma
+
Hotkey: Carpenter, Chair
Injuries
+
Hotkey: Carpenter, Coffin
the Injury
+
Hotkey: Carpenter, Door
Treating Injuries
+
Hotkey: Carpenter, Floodgate
Fractures
+
Hotkey: Carpenter, Hatch Cover
Breaks
+
Hotkey: Carpenter, Grate
Fracture Treatment
+
Hotkey: Carpenter, Cabinet
the Fractures
+
Hotkey: Carpenter, Bin
Different Fractures
+
Hotkey: Carpenter, Box
Traction
+
Hotkey: Carpenter, Weaponrack
the Traction Bench
+
Hotkey: Carpenter, Table
Immobilization
+
Hotkey: Siege Shop, Ballista
the Cast
+
Hotkey: Siege Shop, Catapult
Excision
+
Hotkey: Leather, Bag
Incision
+
Hotkey: Leather, Flask
Hernia
+
Hotkey: Leather, Shirt
Tracheotomy
+
Hotkey: Leather, Cloak
Removing Stones
+
Hotkey: Leather, Backpack
Scraping
+
Hotkey: Leather, Quiver
Draining
+
Hotkey: Leather, Image
Probing
+
Hotkey: Clothes, Cloth
Sutures
+
Hotkey: Clothes, Silk
Ligature
+
Hotkey: Clothes, Yarn
Practicing Surgery
+
Hotkey: Clothes, Shirt
Surgery Models
+
Hotkey: Clothes, Cloak
Surgical Tools
+
Hotkey: Clothes, Box
Surgical Instruments
+
Hotkey: Clothes, Rope
Forceps
+
Hotkey: Clothes, Image
the Scalpel
+
Hotkey: Crafts, Mat Stone
Scalpels
+
Hotkey: Crafts, Mat Wood
Surgical Scissors
+
Hotkey: Crafts, Dec Bone
the Surgical Needle
+
Hotkey: Crafts, Dec Shell
Surgical Needles
+
Hotkey: Crafts, Dec Tooth
Cataracts
+
Hotkey: Crafts, Dec Horn
Cataract Surgery
+
Hotkey: Crafts, Dec Pearl
Cauterization
+
Hotkey: Crafts, Totem
Anesthesia
+
Hotkey: Crafts, Cloth
Breathing
+
Hotkey: Crafts, Silk
the Fluids
+
Hotkey: Crafts, Yarn
the Eye
+
Hotkey: Crafts, Wood Material
the Anatomy of the Eye
+
Hotkey: Crafts, Bone Material
the Nerves
+
Hotkey: Crafts, Shell Material
Types of Nerves
+
Hotkey: Crafts, Shell
Reaction Time
+
Hotkey: Crafts, Tooth
Veins and Arteries
+
Hotkey: Crafts, Horn
Blood Vessels
+
Hotkey: Crafts, Pearl
Circulation
+
Hotkey: Crafts, Bone
Blood and Breath
+
Hotkey: Crafts, Leather
Comparative Anatomy
+
Hotkey: Crafts, Slab
the Voice
+
Hotkey: Crafts, Mat Crafts
the Muscles
+
Hotkey: Crafts, Mat Goblet
Types of Muscles
+
Hotkey: Crafts, Mat Instrument
Mental Illness
+
Hotkey: Crafts, Mat Toy
Hospitals
+
Hotkey: Forge, Weapon
the Hospital
+
Hotkey: Forge, Armor
Medical School
+
Hotkey: Forge, Furniture
the School of Medicine
+
Hotkey: Forge, Siege
Asylum
+
Hotkey: Forge, Trap
the Sundial
+
Hotkey: Forge, Other
the Shadow Clock
+
Hotkey: Forge, Metal Clothing
Sundials
+
Hotkey: Building, Armorstand
Shadow Clocks
+
Hotkey: Building, Bed
the Water Clock
+
Hotkey: Building, Traction Bench
Water Clocks
+
Hotkey: Building, Slab
the Astrarium
+
Hotkey: Building, Nest Box
Astrariums
+
Hotkey: Building, Hive
the Hourglass
+
Hotkey: Building, Chair
Hourglasses
+
Hotkey: Building, Coffin
the Mechanical Clock
+
Hotkey: Building, Door
Mechanical Clocks
+
Hotkey: Building, Floodgate
the Pulley
+
Hotkey: Building, Hatch
Pulleys
+
Hotkey: Building, Wall Grate
the Screw
+
Hotkey: Building, Floor Grate
Screws
+
Hotkey: Building, Vertical Bars
the Wheel-and-Axles
+
Hotkey: Building, Floor Bars
the Windlass
+
Hotkey: Building, Cabinet
the Wedge
+
Hotkey: Building, Chest
Wedges
+
Hotkey: Building, Kennel
the Lever
+
Hotkey: Building, Farm Plot
Levers
+
Hotkey: Building, Weaponrack
the Straight-Beam Balance
+
Hotkey: Building, Statue
Straight-Beam Balances
+
Hotkey: Building, Table
the Gear
+
Hotkey: Building, Dirt Road
Gears
+
Hotkey: Building, Paved Road
the Lock
+
Hotkey: Building, Bridge
Locks
+
Hotkey: Building, Well
the Camshaft
+
Hotkey: Building, Siege
Camshafts
+
Hotkey: Building, Workshop
the Crankshaft
+
Hotkey: Building, Furnace
Crankshafts
+
Hotkey: Building, Glass Window
the Sawmill
+
Hotkey: Building, Gem Window
Sawmills
+
Hotkey: Building, Shop
the Odometer
+
Hotkey: Building, Animal Trap
Odometers
+
Hotkey: Building, Chain
the Chain Drive
+
Hotkey: Building, Cage
Chain Drives
+
Hotkey: Building, Trade Depot
the Mechanical Compass
+
Hotkey: Building, Trap
Mechanical Compasses
+
Hotkey: Building, Machine Component
the Verge Escapement
+
Hotkey: Building, Support
Verge Escapements
+
Hotkey: Building, Archery Target
the Balance Wheel
+
Hotkey: Building, Machine Component, Screw Pump
Balance Wheels
+
Hotkey: Building, Machine Component, Water Wheel
the Siphon
+
Hotkey: Building, Machine Component, Windmill
Siphons
+
Hotkey: Building, Machine Component, Gear Assembly
the Valve
+
Hotkey: Building, Machine Component, Horizontal Axle
Valves
+
Hotkey: Building, Machine Component, Vertical Axle
the Force Pump
+
Hotkey: Building, Machine Component, Rollers
Force Pumps
+
Hotkey: Building, Siege, Ballista
the Lens
+
Hotkey: Building, Siege, Catapult
Lenses
+
Hotkey: Building, Trap, Stone
the Camera Obscura
+
Hotkey: Building, Trap, Weapon
the Parabolic Mirror
+
Hotkey: Building, Trap, Lever
Parabolic Mirror
+
Hotkey: Building, Trap, Trigger
the Burning Glass
+
Hotkey: Building, Trap, Cage
the Burning Mirror
+
Hotkey: Building, Trap, Upright Spear/Spike
Color
+
Hotkey: Building, Wall/Floor/Stairs
Light and Color
+
Hotkey: Building, Construction, Fortification
Rainbows
+
Hotkey: Building, Construction, Wall
the Origin of Rainbows
+
Hotkey: Building, Construction, Floor
Refraction
+
Hotkey: Building, Construction, Ramp
the Law of Refraction
+
Hotkey: Building, Construction, Upward Stair
Models
+
Hotkey: Building, Construction, Downward Stair
Templates
+
Hotkey: Building, Construction, Up/Down Stair
Models and Templates
+
Hotkey: Building, Construction, Track
the Model
+
Hotkey: Building, Construction, Track Stop
the Template
+
Hotkey: Building, Wksp, Leather
Lamination
+
Hotkey: Building, Wksp, Quern
the Dioptra
+
Hotkey: Building, Wksp, Millstone
Dioptras
+
Hotkey: Building, Wksp, Loom
the Astrolabe
+
Hotkey: Building, Wksp, Clothes
Astrolabes
+
Hotkey: Building, Wksp, Bowyer
the Armillary Sphere
+
Hotkey: Building, Wksp, Carpenter
Armillary Spheres
+
Hotkey: Building, Wksp, Metalsmith
the Spherical Astrolabe
+
Hotkey: Building, Wksp, Lavamill
Spherical Astrolabes
+
Hotkey: Building, Wksp, Jeweler
the Mural Instrument
+
Hotkey: Building, Wksp, Mason
Mural Instruments
+
Hotkey: Building, Wksp, Butcher
the Orrery
+
Hotkey: Building, Wksp, Tanner
Orreries
+
Hotkey: Building, Wksp, Dyer
the Trip Hammer
+
Hotkey: Building, Wksp, Craftsman
Trip Hammers
+
Hotkey: Building, Wksp, Siege
the Bellows
+
Hotkey: Building, Wksp, Mechanic
Floating Bodies
+
Hotkey: Building, Wksp, Still
Buoyancy
+
Hotkey: Building, Wksp, Farmer
Water Displacement
+
Hotkey: Building, Wksp, Kitchen
Flotation
+
Hotkey: Building, Wksp, Fishery
the Sky and Refraction
+
Hotkey: Building, Wksp, Ashery
Twilight
+
Hotkey: Building, Furn, Wood
the Cause of Twilight
+
Hotkey: Building, Furn, Smelter
the Height of the Sky
+
Hotkey: Building, Furn, Glass
the Piston
+
Hotkey: Building, Furn, Kiln
Pistons
+
Hotkey: Building, Hive, Install Colony
the Crank
+
Hotkey: Building, Hive, Gather Products
Cranks
+
Main: One-Step
the Water Wheel
+
Main: Pause/Resume
Water Wheels
+
Depot Access
Customs
+
Main: Hot Keys
Lawlessness
+
Main: Hot Key 1
Betrayal
+
Main: Hot Key 2
Fidelity
+
Main: Hot Key 3
Friends
+
Main: Hot Key 4
Power
+
Main: Hot Key 5
Might
+
Main: Hot Key 6
Tyranny
+
Main: Hot Key 7
Mastery
+
Main: Hot Key 8
Truth
+
Main: Hot Key 9
Honesty
+
Main: Hot Key 10
Lies
+
Main: Hot Key 11
the Lie
+
Main: Hot Key 12
Strategems
+
Main: Hot Key 13
Schemes
+
Main: Hot Key 14
Plans
+
Main: Hot Key 15
Eloquence
+
Main: Hot Key 16
Fairness
+
Hot Keys: Change Name
Equality
+
Hot Keys: Zoom
Manners
+
Main: Announcements
Politeness
+
Main: Reports
Ritual
+
Main: Place Building
Creation
+
Main: Civilizations
Union
+
Main: Designations
Independence
+
Main: Artifacts
Emotions
+
Main: Nobles
Complaints
+
Main: Standing Orders
Self-Examination
+
Main: Military
Willpower
+
Main: Military, Create Squad
Quiet
+
Main: Military, Disband Squad
the Festival
+
Main: Military, Create Sub-Squad
Quality
+
Main: Military, Cancel Orders
Martial Prowess
+
Main: Military, Positions
Battle
+
Main: Military, Alerts
Combat
+
Main: Military, Alerts, Add
Skill
+
Main: Military, Alerts, Delete
Practice
+
Main: Military, Alerts, Set
Study
+
Main: Military, Alerts, Name
Toil
+
Main: Military, Alerts, Set/Retain
Sacrifice
+
Main: Military, Equip
Altruism
+
Main: Military, Equip, Customize
the Competitor
+
Main: Military, Equip, Uniform
Perseverance
+
Main: Military, Equip, Priority
Stubborness
+
Main: Military, Uniforms
Leisure
+
Main: Military, Supplies
Caravans
+
Main: Military, Supplies, Water Down
Love
+
Main: Military, Supplies, Water Up
Ignorance
+
Main: Military, Supplies, Food Down
Values
+
Main: Military, Supplies, Food Up
Language
+
Main: Military, Ammunition
Language
+
Main: Military, Ammunition, Add Item
the Dance
+
Main: Military, Ammunition, Remove Item
the Steps
+
Main: Military, Ammunition, Lower Amount
the Moves
+
Main: Military, Ammunition, Raise Amount
the Rhythm
+
Main: Military, Ammunition, Lower Amount Lots
the Music
+
Main: Military, Ammunition, Raise Amount Lots
the Notes
+
Main: Military, Ammunition, Material
the Verse
+
Main: Military, Ammunition, Combat
the Poem
+
Main: Military, Ammunition, Training
the Poetry
+
Main: Military, Training
the People
+
Main: Military, Schedule
the Group
+
Main: Military, Add Uniform
the Settlement
+
Main: Military, Delete Uniform
the Merchants
+
Main: Military, Name Uniform
the Company
+
Main: Military, Name Squad
the Traders
+
Main: Military, Add Armor
the Guild
+
Main: Military, Add Pants
the Artisans
+
Main: Military, Add Helm
the Vessel
+
Main: Military, Add Gloves
the Journey
+
Main: Military, Add Boots
the Migration
+
Main: Military, Add Shield
the Performance
+
Main: Military, Add Weapon
the Show
+
Main: Military, Add Material
Entertainment
+
Main: Military, Add Color
the Troupe
+
Main: Military, Replace Clothing
the Religion
+
Main: Military, Exact Match
the Faith
+
Main: Rooms
the Fighters
+
Building List: Zoom T
the Outcasts
+
Building List: Zoom Q
the Criminals
+
Recenter on Lever
the Spirit
+
Main: Control Squads
the Dead
+
Main: Control Squads, Move
the Ghost
+
Main: Control Squads, Kill
the Corpse
+
Main: Control Squads, Kill List
the Artifact
+
Main: Control Squads, Kill Rect
the Time
+
Main: Control Squads, Schedule
Freedom
+
Main: Control Squads, Cancel Order
the Rescue
+
Main: Control Squads, Alert
the Flight
+
Main: Control Squads, Select Individuals
the Search
+
Main: Control Squads, Center
the Seekers
+
Squad Schedule: Sleep
the Raid
+
Squad Schedule: Civilian Uniform
the Infiltration
+
Squad Schedule: Give Order
the Attack
+
Squad Schedule: Edit Order
the Invasion
+
Squad Schedule: Cancel Order
the Rampage
+
Squad Schedule: Copy Orders
the Razing
+
Squad Schedule: Paste Orders
the Founders
+
Squad Schedule: Name Grid Cell
Death
+
Main: Stockpiles
Loss
+
Main: Activity Zone
Suspicion
+
Main: View Units
Meeting
+
Main: Job List
Initiation
+
Main: Unit List
Expulsion
+
Main: Look
the Coup
+
Main: Hauling
the Betrayal
+
Main: Hauling, New Route
First Contact
+
Main: Hauling, New Stop
the Dispute
+
Main: Hauling, Remove
Squabbling
+
Main: Hauling, Promote
Neighbors
+
Main: Hauling, Vehicle
the Agreement
+
Main: Hauling, Name
the Deal
+
Main: Hauling, Stop, New Leave Condition
the Diplomat
+
Main: Hauling, Stop, New Stockpile Link
Tragedy
+
Main: Hauling, Stop, Remove
Gambling
+
Main: Hauling, Stop, Stockpile, Select
the Gamble
+
Main: Hauling, Stop, Stockpile, Take/Give
Chance
+
Main: Hauling, Stop, Leave Condition, Dir
the Caravan
+
Main: Hauling, Stop, Leave Condition, Mode
Concealment
+
Main: Hauling, Stop, Leave Condition, Timer Up
the Secret
+
Main: Hauling, Stop, Leave Condition, Timer Down
the Offering
+
Main: Hauling, Stop, Leave Condition, Fullness Up
the Gift
+
Main: Hauling, Stop, Leave Condition, Fullness Down
the Claim
+
Main: Hauling, Stop, Leave Condition, More/Less
Jealousy
+
Main: Hauling, Stop, Leave Condition, Desired/Total
Greed
+
Main: Hauling, Stop, Leave Condition, Change
Genius
+
Main: Hauling, Stop, Leave Condition, Advanced
Perfection
+
Main: Burrows
Transformation
+
Main: Burrows, Add
Duplicate
+
Main: Burrows, Delete
Copy
+
Main: Burrows, Define
the Discovery
+
Main: Burrows, Add Citizen
the Competition
+
Main: Burrows, Limit Workshops
the Procession
+
Main: Burrows, Center
the Ceremony
+
Main: Burrows, Name
the Insurrection
+
Main: Burrows, Change Selector
the Revolution
+
Main: Burrows, Brush
the Revolt
+
Main: Burrows, Paint/Erase
the Rebellion
+
Main: Note
the Uprising
+
Main: Note, Place
the Overthrow
+
Main: Note, Delete
the Punishment
+
Main: Note, Enter Name
the Reclamation
+
Main: Note, Enter Text
the Resettlement
+
Main: Note, Adopt Symbol
the Enlightenment
+
Main: Note, Change Selection
the Joining
+
Main: Note, Route, Done
Masterpiece
+
Main: Note, Routes
Inspiration
+
Main: Note, Route, Add
Secrets
+
Main: Note, Route, Edit
Possession
+
Main: Note, Route, Delete
the Brooding
+
Main: Note, Route, Center
Melancholy
+
Main: Note, Route, Name
Insanity
+
Main: Building Jobs
Rage
+
Main: Overall Status
the Battle
+
Main: Status, Overall Health, Recenter
the Clash
+
Main: Building Items
Pillage
+
Building Items: Forbid
Plunder
+
Building Items: Dump
the Tribute
+
Building Items: Melt
the Holy City
+
Building Items: Hide
the Surrender
+
Dwf Look: Forbid
the Desecration
+
Dwf Look: Dump
the Abduction
+
Dwf Look: Melt
the Kidnapping
+
Dwf Look: Hide
the Theft
+
Dwf Look: Follow
the Thief
+
Dwf Look: Arena Creature
the Devouring
+
Dwf Look: Arena Adv Mode
Hunger
+
Dwf Look: Arena Water
the Wound
+
Dwf Look: Arena Magma
the Wounding
+
Arena Creature: Side Down
the Maiming
+
Arena Creature: Side Up
the Duel
+
Arena Creature: New Item
the Struggle
+
Arena Creature: Blank List
the Construction
+
Arena Creature: Remove Item
the Reunion
+
Arena Creature: Undead
the Summit
+
Arena Creature: String
the Explorer
+
Arena Conflict State 1
Tactics
+
Arena Conflict State 2
the Party
+
Arena Morale
Debauchery
+
Arena Weather
the Purchase
+
Arena Weather: Snow
Equipment
+
Arena Weather: Mud
Horror
+
Arena Weather: Clear Spatter
the Traveler
+
Dwf Look: Arena Tree
the Pet
+
Arena Tree: Filter
the Companion
+
Arena Tree: Age
the Impersonation
+
Dwf Look: Arena Mount
Trickery
+
Adventure: Creation, Name Entry
Deceit
+
Adventure: Creation, Customize Name
Change
+
Adventure: Creation, Random Name
the Resurrection
+
Adventure: Creation, Change Gender
Rebirth
+
Adventure: Travel, Visit Site
the Mystery
+
Adventure: Travel, Clouds
the Denial
+
Adventure: Log
the Confrontation
+
Adventure: Travel, Log
the Knowledge
+
Adventure: Log, Tasks
the Obsession
+
Adventure: Log, Entities
Storage
+
Adventure: Log, Sites
the Composition
+
Adventure: Log, Regions
the Author
+
Adventure: Log, Feature Layers
the Honor
+
Adventure: Log, People
the Prestige
+
Adventure: Log, Agreements
the Rank
+
Adventure: Log, Events
the Dissolution
+
Adventure: Log, Bestiary
the Fall
+
Adventure: Log, Filter
the Failure
+
Adventure: Log, Zoom to Current Location
the Equipment
+
Adventure: Log, Zoom to Selected
the Building
+
Adventure: Log, Toggle Line
the Improvements
+
Adventure: Log, Toggle Map/Info
the Sermon
+
Orders: Forbid
Preaching
+
Orders: Forbid Projectiles
Persecution
+
Orders: Forbid Your Corpse
the Breach
+
Orders: Forbid Your Items
the Alliance
+
Orders: Forbid Other Corpse
the Treaty
+
Orders: Forbid Other Items
the Ransom
+
Orders: Gather Refuse
the Price
+
Orders: Gather Outside
the Enslavement
+
Orders: Gather Outside Vermin
Bondage
+
Orders: Dump Corpse
Sabotage
+
Orders: Dump Skull
the Conviction
+
Orders: Dump Skin
the Crime
+
Orders: Dump Bone
the Questioning
+
Orders: Dump Shell
the Interrogation
+
Orders: Dump Other
the cave
+
Orders: Dump Strand Tissue
the underworld
+
Orders: Gather Furniture
It is raining outside.
+
Orders: Gather Animals
It is snowing outside.
+
Orders: Gather Food
is falling outside.
+
Orders: Gather Bodies
There is thick fog outside.
+
Orders: Refuse
There is a thin mist outside.
+
Orders: Gather Stone
You cannot see the sky clearly from here, but the available sunlight indicates
+
Orders: Gather Wood
the night
+
Orders: All Harvest
the dawn
+
Orders: Piles Same
the day
+
Orders: Mix Foods
the sunset
+
Orders: Exceptions
It is raining.
+
Orders: Loom
is falling from the sky.
+
Orders: Dyed Cloth
There is a heavy blanket of fog enveloping everything.
+
Orders: Workshop
Fog enshrouds the area.
+
Orders: Auto-Collect Web
There is a thin mist here.
+
Orders: Auto-Slaughter
The sky above you is nearly black, ripped through with towering clouds.
+
Orders: Auto-Butcher
The sky above you is completely gray, with dark cloud pillars pressing through it.
+
Orders: Auto-Tan
A towering gray cloud descends from the white sky above you.
+
Orders: Auto-Fishery
The sky above you is a uniform and dark gray.
+
Orders: Auto-Kitchen
The sky above you is gray.
+
Orders: Auto-Kiln
The sky above you is hazy and white.
+
Orders: Auto-Smelter
A dark, towering cloud rises into a striped sky.
+
Orders: Auto-Other
Mounds of clouds are clustered through a striped sky.
+
Orders: Zone
There are scattered clouds underneath a striped sky.
+
Orders: Zone, Drinking
The sky is striped with thin clouds.
+
Orders: Zone, Fishing
A dark, menacing cloud towers above you, crowned by an anvil.
+
Suspend Building
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
+
Menu Confirm
There are scattered puffy clouds above you.
+
Save Bindings
The sky is otherwise clear above you.
+
Load Bindings
The sky is clear above you.
+
Complete Binding
The sun is rising
+
Zoom In
in the west
+
Zoom Out
in the east
+
Toggle Zoom
The sun is
+
Reset Zoom
low
+
Macro, Break
high
+
Macro, Record
in the
+
Macro, Play
eastern
+
Macro, Save
sky
+
Macro, Load
The sun is directly above you
+
Hotkey: Alchemist, Soap
The sun is setting
+
Hotkey: Still, Brew
to the east
+
Hotkey: Still, Extract
to the west
+
Hotkey: Loom, Collect Silk
behind the clouds
+
Hotkey: Loom, Weave Cloth
full moon
+
Hotkey: Loom, Weave Silk
waxing gibbous moon
+
Hotkey: Loom, Weave Yarn
waxing half moon
+
Hotkey: Loom, Metal
waxing crescent moon
+
Hotkey: Kitchen, Meal 1
waning gibbous moon
+
Hotkey: Kitchen, Meal 2
waning half moon
+
Hotkey: Kitchen, Meal 3
waning crescent moon
+
Hotkey: Kitchen, Render Fat
is rising
+
Hotkey: Farmer, Process
is directly above you
+
Hotkey: Farmer, Vial
is setting
+
Hotkey: Farmer, Bag
bright behind the clouds
+
Hotkey: Farmer, Barrel
pale behind the clouds
+
Hotkey: Farmer, Cheese
hardly visible behind the clouds
+
Hotkey: Farmer, Milk
The stars are out.
+
Hotkey: Farmer, Shear
There is a strong breeze blowing from the
+
Hotkey: Farmer, Spin
There is a cool breeze blowing from the
+
Hotkey: Mill, Mill
There is a gentle breeze blowing from the
+
Hotkey: Kennel, Catch
[WORLD_GEN]
+
Hotkey: Kennel, Tame Small
CUSTOM_NAME:
+
Hotkey: Fishery, Process
SEED:
+
Hotkey: Fishery, Extract
HISTORY_SEED:
+
Hotkey: Fishery, Catch
NAME_SEED:
+
Hotkey: Butcher, Butcher
CREATURE_SEED:
+
Hotkey: Butcher, Extract
DIM:
+
Hotkey: Butcher, Catch
EMBARK_POINTS:
+
Hotkey: Tanner, Tan
END_YEAR:
+
Hotkey: Dyer, Thread
BEAST_END_YEAR:
+
Hotkey: Dyer, Cloth
REVEAL_ALL_HISTORY:
+
Hotkey: Jeweler, Furniture
CULL_HISTORICAL_FIGURES:
+
Hotkey: Jeweler, Finished
ELEVATION
+
Hotkey: Jeweler, Ammo
RAINFALL
+
Hotkey: Jeweler, Cut
VOLCANISM
+
Hotkey: Jeweler, Encrust
SAVAGERY
+
Hotkey: Mechanic, Mechanisms
[ELEVATION_FREQUENCY:
+
Hotkey: Mechanic, Traction Bench
[RAIN_FREQUENCY:
+
Hotkey: Mason, Armorstand
[DRAINAGE_FREQUENCY:
+
Hotkey: Mason, Blocks
[TEMPERATURE_FREQUENCY:
+
Hotkey: Mason, Chair
[SAVAGERY_FREQUENCY:
+
Hotkey: Mason, Coffin
[VOLCANISM_FREQUENCY:
+
Hotkey: Mason, Door
POLE:
+
Hotkey: Mason, Floodgate
NORTH_AND_OR_SOUTH
+
Hotkey: Mason, Hatch Cover
MINERAL_SCARCITY:
+
Hotkey: Mason, Grate
MEGABEAST_CAP:
+
Hotkey: Mason, Cabinet
SEMIMEGABEAST_CAP:
+
Hotkey: Mason, Box
TITAN_NUMBER:
+
Hotkey: Mason, Statue
TITAN_ATTACK_TRIGGER:
+
Hotkey: Mason, Quern
DEMON_NUMBER:
+
Hotkey: Mason, Millstone
NIGHT_TROLL_NUMBER:
+
Hotkey: Mason, Table
BOGEYMAN_NUMBER:
+
Hotkey: Mason, Weaponrack
NIGHTMARE_NUMBER:
+
Hotkey: Mason, Slab
VAMPIRE_NUMBER:
+
Hotkey: Trap, Bridge
WEREBEAST_NUMBER:
+
Hotkey: Trap, Gear Assembly
WEREBEAST_ATTACK_TRIGGER:
+
Hotkey
SECRET_NUMBER:
 
REGIONAL_INTERACTION_NUMBER:
 
DISTURBANCE_INTERACTION_NUMBER:
 
EVIL_CLOUD_NUMBER:
 
EVIL_RAIN_NUMBER:
 
GENERATE_DIVINE_MATERIALS:
 
ALLOW_DIVINATION:
 
ALLOW_DEMONIC_EXPERIMENTS:
 
ALLOW_NECROMANCER_EXPERIMENTS:
 
ALLOW_NECROMANCER_LIEUTENANTS:
 
ALLOW_NECROMANCER_GHOULS:
 
ALLOW_NECROMANCER_SUMMONS:
 
GOOD_SQ_COUNTS:
 
EVIL_SQ_COUNTS:
 
PEAK_NUMBER_MIN:
 
PARTIAL_OCEAN_EDGE_MIN:
 
COMPLETE_OCEAN_EDGE_MIN:
 
VOLCANO_MIN:
 
[REGION_COUNTS:
 
FOREST
 
HILLS
 
EROSION_CYCLE_COUNT:
 
RIVER_MINS:
 
PERIODICALLY_ERODE_EXTREMES:
 
OROGRAPHIC_PRECIPITATION:
 
SUBREGION_MAX:
 
CAVERN_LAYER_COUNT:
 
CAVERN_LAYER_OPENNESS_MIN:
 
CAVERN_LAYER_OPENNESS_MAX:
 
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
 
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
 
CAVERN_LAYER_WATER_MIN:
 
CAVERN_LAYER_WATER_MAX:
 
HAVE_BOTTOM_LAYER_1:
 
HAVE_BOTTOM_LAYER_2:
 
LEVELS_ABOVE_GROUND:
 
LEVELS_ABOVE_LAYER_1:
 
LEVELS_ABOVE_LAYER_2:
 
LEVELS_ABOVE_LAYER_3:
 
LEVELS_ABOVE_LAYER_4:
 
LEVELS_ABOVE_LAYER_5:
 
LEVELS_AT_BOTTOM:
 
CAVE_MIN_SIZE:
 
CAVE_MAX_SIZE:
 
MOUNTAIN_CAVE_MIN:
 
NON_MOUNTAIN_CAVE_MIN:
 
ALL_CAVES_VISIBLE:
 
SHOW_EMBARK_TUNNEL:
 
TOTAL_CIV_NUMBER:
 
TOTAL_CIV_POPULATION:
 
SITE_CAP:
 
PLAYABLE_CIVILIZATION_REQUIRED:
 
ELEVATION_RANGES:
 
RAIN_RANGES:
 
DRAINAGE_RANGES:
 
SAVAGERY_RANGES:
 
VOLCANISM_RANGES:
 
just generated corrupt feature map square
 
Mountain-Slope Overflow
 
/site-
 
PRO_POS
 
PRO_OBJ
 
PRO_SUB
 
PRO_REF
 
Midmap creation failure on graphical map export:
 
Elevation negative on graphical map export (main)
 
Elevation negative on graphical map export (midmap)
 
-detailed.bmp
 
src/region.cpp
 
*START REGION SAVE*
 
*START REGION DIM SAVE*
 
*START REGION MAP SAVE*
 
*START REGION GEOLOGY SAVE*
 
*START REGION SUBREGION SAVE*
 
data/save
 
data/save/current/feature-
 
STANDARD_BIPED_GAITS
 
STANDARD_QUADRUPED_GAITS
 
STANDARD_WALKING_GAITS
 
STANDARD_CLIMBING_GAITS
 
STANDARD_SWIMMING_GAITS
 
STANDARD_CRAWLING_GAITS
 
STANDARD_FLYING_GAITS
 
STANDARD_WALK_CRAWL_GAITS
 
Cannot generate random creatures -- missing creature variation
 
Set Region Information Overflow
 
, Region Pop: Null Square Count
 
: Null Pop Num
 
region_snapshot-
 
The Arena
 
Test Seed
 
data/save/current/region_snapshot-
 
-world_history
 
.txt
 
Worship List
 
List
 
[*]
 
(b.
 
d.
 
, Reign Began:
 
, Inherited
 
from mother
 
from father
 
from paternal grandmother
 
from paternal grandfather
 
from maternal grandmother
 
from maternal grandfather
 
, *** New Line
 
, *** Original Line
 
Married
 
(d.
 
Divorced
 
Never Married
 
No Children
 
Child
 
(out-lived)
 
(out-lived
 
of them)
 
-- Ages
 
at death
 
(d.
 
     
 
Worshipped
 
Worships
 
-world_sites_and_pops
 
Civilized World Population
 
Total:
 
Parent Civ:
 
Unnumbered
 
Unnumbered
 
visitor
 
outcast
 
Unnumbered animated
 
animated
 
Outdoor Animal Populations (Including Undead)
 
Underground Animal Populations (Including Undead)
 
-territory_map-
 
-historical_map-
 
-world_map
 
-world_gen_param
 
feature-
 
chiefs
 
commanders
 
chieftains
 
Loop Erase River Overflow
 
Loop Erase River Placement Overflow
 
Loop Erase River Temp River Placement Overflow
 
Not enough mountain cave locations
 
Not enough mountain cave locations after location check
 
Not enough low-lying cave locations
 
Not enough low-lying cave locations after location check
 
Not enough entity placement locations
 
No entity definitions available
 
No controllable entity definitions available
 
Did not place controllable entity
 
Placed farming entity without orchard crops
 
Placed farming entity without non-orchard crops
 
Final swamp region count fails by
 
Final desert region count fails by
 
Final forest region count fails by
 
Final mountain region count fails by
 
Final ocean region count fails by
 
Final glacier region count fails by
 
Final tundra region count fails by
 
Final grassland region count fails by
 
Final hill region count fails by
 
Not enough peaks:
 
Not enough medium altitudes
 
Not enough medium altitudes after shift down
 
Not enough low altitudes after shift down:
 
Not enough medium altitudes after shift up
 
Not enough high altitudes after shift up
 
Not enough partial edge oceans
 
Not enough complete edge oceans
 
Rainfall not evenly distributed:
 
Flat/rough areas not evenly distributed:
 
Savagery not evenly distributed
 
Volcanism not evenly distributed
 
Initial swamp square count fails by
 
Initial desert square count fails by
 
Initial forest square count fails by
 
Initial mountain square count fails by
 
Initial ocean square count fails by
 
Initial glacier square count fails by
 
Initial tundra square count fails by
 
Initial grassland square count fails by
 
Initial hill square count fails by
 
Not enough volcanos
 
Swamp region count fails by
 
Desert region count fails by
 
Forest region count fails by
 
Mountain region count fails by
 
Ocean region count fails by
 
Glacier region count fails by
 
Tundra region count fails by
 
Grassland region count fails by
 
Hill region count fails by
 
Not enough river start points before erosion
 
Too many distinct subregions (over by
 
A world gen error from DF
 
will be logged after parameter dump.
 
Error sorting rivers: working with
 
ran into
 
Not enough medium altitude locations after erosion
 
Not enough low altitude locations after erosion:
 
Not enough high altitude locations after erosion
 
LONG
 
DIPSCRIPT
 
meets with
 
DIPEV
 
MEETING
 
FIRSTCONTACT
 
SETVAR
 
UNIT
 
ACTION
 
ELSE
 
ENDIF
 
TEXTVIEWER
 
HISTORY_DIPEV
 
DISCUSS
 
TOPICDISCUSSION
 
CONSTRUCTTOPICLIST
 
DIPEVENT
 
INVASION
 
Singular Noun
 
Plural Noun
 
Adjective
 
Prefix
 
Present (1st)
 
Present (3rd)
 
Preterite
 
Past Participle
 
Present Participle
 
: Random
 
: Clear
 
to move. 
 
to use selected word.  You can also use the mouse.
 
: First Name
 
Front Compound
 
Rear Compound
 
First Adjective
 
Second Adjective
 
Hyphen Compound
 
The X
 
Of X
 
Connectivity Placement Overflow
 
Connected Component Overflow
 
Update Connectivity Placement Overflow
 
FLUX
 
.  How do you like the sound of that?
 
Play Now!
 
Prepare for the journey carefully
 
Use
 
: Items
 
: Name Fort
 
: Name Group
 
: Symbol
 
: Embark!
 
: Add
 
: Customize
 
: New
 
Pts:
 
: Save
 
: Problems
 
Warning!  The following embark profile name is already in use:
 
: Overwrite
 
: Go back
 
To save these settings, choose a name for this embark profile:
 
Embark preparations were not completed.
 
Are you sure you want to embark?
 
point
 
remain
 
: I am ready!
 
: Prepare to embark!
 
  Choose Fortress Location 
 
Local
 
Region
 
Glacier
 
Tundra
 
Temperate Saltwater Swamp
 
Temperate Freshwater Marsh
 
Mangrove Swamp
 
Taiga
 
Temperate Conifer Forest
 
Temperate Broadleaf Forest
 
Tropical Coniferous Forest
 
Tropical Dry Brdlf Forest
 
Tropical Moist Brdlf Forst
 
Temperate Grassland
 
Temperate Savanna
 
Temperate Shrubland
 
Tropical Grassland
 
Tropical Savanna
 
Tropical Shrubland
 
Badlands
 
Rocky Wasteland
 
Sand Desert
 
Tropical Ocean
 
Temperate Ocean
 
Arctic Ocean
 
Temperate Freshwater Pool
 
Temperate Brackish Pool
 
Temperate Saltwater Pool
 
Tropical Freshwater Pool
 
Tropical Brackish Pool
 
Tropical Saltwater Pool
 
Temperate Freshwater Lake
 
Temperate Brackish Lake
 
Temperate Saltwater Lake
 
Tropical Freshwater Lake
 
Tropical Brackish Lake
 
Tropical Saltwater Lake
 
Temperate Freshwater River
 
Temperate Brackish River
 
Temperate Saltwater River
 
Tropical Freshwater River
 
Tropical Brackish River
 
Tropical Saltwater River
 
Subterranean Water
 
Subterranean Chasm
 
Subterranean Magma
 
Temperature:
 
Freezing
 
Temperate
 
Warm
 
Trees:
 
Scarce
 
Woodland
 
Heavily Forested
 
Other Vegetation:
 
Moderate
 
Thick
 
Surroundings:
 
Serene
 
Calm
 
Sinister
 
Mirthful
 
Wilderness
 
Haunted
 
Joyous Wilds
 
Untamed Wilds
 
Terrifying
 
Multiple Constructions
 
Major River:
 
River:
 
Minor River:
 
Brook:
 
Stream:
 
Volcano:
 
Shallow Clay
 
Little soil
 
Some soil
 
Deep soil
 
Very deep soil
 
Extremely deep soil
 
Varied aquifer
 
Heavy aquifer
 
Light aquifer
 
Shallow metals
 
Shallow metal
 
Deep metals
 
Deep metal
 
Flux stone layer
 
--------
 
No Trade
 
Your Civilization
 
Relative Elevation
 
Cliff Indicator
 
Flat
 
Slopes
 
Low Cliffs
 
Medium Cliffs
 
High Cliffs
 
Very High Cliffs (10+)
 
Extreme Cliffs (20+)
 
Unretire
 
Inhabited
 
Searching
 
Find Desired Location
 
No Suitable Site
 
Partial Candidate
 
Suitable Site
 
X Dimension
 
Y Dimension
 
Elevation
 
Rain
 
Flux Stone Layer
 
Aquifer (Light)
 
Aquifer (Heavy)
 
Underground River
 
Underground Pool
 
Magma Pool
 
Magma Pipe
 
Bottomless Pit
 
Other Features
 
Shallow Metal
 
Deep Metal
 
Soil
 
Multiple
 
Little
 
Some
 
Deep
 
Reclaim/Unretire a Fortress
 
Ruin
 
: Change Mode
 
: Text Done
 
: Enter Text
 
: Move Local Area
 
: Resize Local Area
 
: Symbol Select
 
: Adopt Symbol
 
: List
 
Movement keys control region cursor.
 
: Add Note
 
: View Note
 
: Delete Note
 
NOTICE: Notes are saved only when you save/lose your fort.
 
: Change Selection
 
: Do Search
 
: Browse Results
 
: Stop Search Here
 
: Unretire!
 
: Cancel Reclaim/Unretire
 
: Reclaim/Unretire
 
: Clear find results
 
: Find Desired Location
 
: Notes
 
: View Biome
 
Are you sure you want to embark here?
 
This is your only warning!
 
You have selected the largest possible area.
 
You have selected a very large area.
 
You have selected a large area.
 
Choose a smaller area if you experience lags.
 
You have selected the smallest possible area.
 
You have selected a narrow area.
 
It might be difficult to find resources.
 
You have selected an area with salt water.
 
It might be very difficult to survive here.
 
You have selected an area with a heavy aquifer.
 
It might be very difficult to obtain stone here.
 
You have selected an area with a light aquifer.
 
Water might need to be pumped out or carried away.
 
Your selected civilization is dead or dying.
 
Your dwarves might assume important positions.
 
Mountain:
 
Reclaim
 
: Reclaim!
 
Could not give dwarf
 
skill:
 
Cannot afford
 
available
 
No dwarf in position
 
data/announcement/unretire
 
  Unintelligible! 
 
This strange language cannot be translated.
 
Profile
 
data/init/embark_profiles.txt
 
PROFILE
 
RECLAIM_SKILL
 
Unrecognized Embark Profile Token:
 
Active/Training
 
** Starting New Outpost **
 
** Unretiring Outpost **
 
** Starting Reclaim **
 
OVERWROTE JOB:
 
BY
 
miner
 
woodworker
 
carpenter
 
bowyer
 
woodcutter
 
stoneworker
 
engraver
 
mason
 
ranger
 
animal caretaker
 
animal trainer
 
hunter
 
trapper
 
animal dissector
 
metalsmith
 
furnace operator
 
weaponsmith
 
armorer
 
blacksmith
 
metalcrafter
 
jeweler
 
gem cutter
 
gem setter
 
woodcrafter
 
papermaker
 
bookbinder
 
potter
 
glazer
 
wax worker
 
stonecrafter
 
leatherworker
 
bone carver
 
weaver
 
clothier
 
glassmaker
 
strand extractor
 
fishery worker
 
fisherman
 
fish dissector
 
fish cleaner
 
farmer
 
cheese maker
 
milker
 
gelder
 
shearer
 
spinner
 
cook
 
thresher
 
miller
 
butcher
 
tanner
 
dyer
 
presser
 
beekeeper
 
planter
 
herbalist
 
brewer
 
soap maker
 
potash maker
 
lye maker
 
wood burner
 
engineer
 
mechanic
 
siege engineer
 
siege operator
 
pump operator
 
trader
 
architect
 
dancer
 
tavern keeper
 
doctor
 
diagnoser
 
bone doctor
 
suturer
 
surgeon
 
alchemist
 
merchant
 
drunk
 
hammerman
 
Hammer Lord
 
spearman
 
Spearmaster
 
crossbowman
 
Elite Crossbowman
 
wrestler
 
Elite Wrestler
 
axeman
 
Axe Lord
 
swordsman
 
Swordmaster
 
maceman
 
Mace Lord
 
pikeman
 
Pikemaster
 
bowman
 
Elite Bowman
 
blowgunner
 
Master Blowgunner
 
lasher
 
Master Lasher
 
recruit
 
hunting
 
Master Thief
 
scout
 
beast hunter
 
mercenary
 
sage
 
philosopher
 
mathematician
 
historian
 
astronomer
 
naturalist
 
chemist
 
geographer
 
peddler
 
prophet
 
pilgrim
 
monk
 
messenger
 
babies
 
baby
 
peasant
 
Right shoulder
 
Left shoulder
 
On head
 
was born today, which makes
 
very young indeed. 
 
month
 
day
 
old, born on the
 
of
 
year
 
was created today, which makes the world very young indeed. 
 
has the appearance of somebody that is
 
old and is
 
one of the first of
 
one of the only
 
 
Asked for nonexistent texture data
 
Asked for nonexistent texture data
 +
Asked to clone nonexistent texture!
 +
grayscale_texture ran into mysteriously uncanonicalized texture
 +
Tileset not found
 
Not found:  
 
Not found:  
 
Image not found
 
Image not found
Asked to clone nonexistent texture!
+
cancels
Tileset not found
+
Unscheduled
grayscale_texture ran into mysteriously uncanonicalized texture
+
Cannot reach site
GPU does not support non-power-of-two textures, using
+
Getting married
catalog.
+
Interrupted by
GL error
+
combat
GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.
+
Inappropriate dig square
pixel_dst < pixels + ordered[pos].w * ordered[pos].h * 4
+
Area became inappropriate
src/g_src/textures.cpp
+
Moved
pixel_src < (unsigned char*)s->pixels + s->w * s->h * 4
+
Need empty bucket
Shift+
+
Need empty trap
Ctrl+
+
Need empty bag
Alt+
+
Need empty cage
NO BINDING
+
Need valid, active sand collection zone
data/init/macros/
+
Need valid, active clay collection zone
.mak
+
No available colony
Space
+
Sand vanished
basic_string::substr
+
Clay vanished
Missing binding displayed:
+
Incapable of carrying
End of group
+
Too injured
End of macro
+
Resting injury
Saving bindings to  
+
Animal inaccessible
.partial
+
Patient inaccessible
Failed to open
+
Infant inaccessible
for writing
+
No partner
I/O error while writing keyboard mapping
+
Item inaccessible
REPEAT_NOT
+
Drop-off inaccessible
REPEAT_SLOW
+
Building inaccessible
REPEAT_FAST
+
Area inaccessible
REPEAT_BROKEN
+
Nothing in cage
[BIND:
+
Nothing to cage
[KEY:
+
Nothing to catch
[SYM:
+
No patient
[BUTTON:
+
Patient not resting
I/O error while loading macro
+
No infant
Binding name unknown while loading macro:
+
Already leading creature
Binding missing while loading macro:
+
No food available
Quantity not numeric or Unexpected tab(s) while loading macro:
+
Water source vanished
data/init/macros/*.mak
+
No water source
data/init
+
Water source contaminated
data/init/macros
+
Creature occupying site
SDL+
+
No bucket at well
Button
+
Bucket full of extraneous material
Loading bindings from
+
Well dry
not found, or I/O error encountered
+
Need office
[BIND:*:*]
+
No weapon
[SYM:*:*]
+
Wrong ammunition
[KEY:*]
+
Ammunition inaccessible
[BUTTON:*:*]
+
No ammunition
Broken repeat request:
+
No item
Unknown SDLKey:
+
Item blocking site
Broken unicode:
+
Building site submerged
Broken button (should be [BUTTON:#:#]):
+
Animal not restrained
Unknown binding:
+
No creature
/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL
+
Inappropriate building
glAttachObjectARB
+
No building
glCompileShaderARB
+
No floor space
glCreateProgramObjectARB
+
No designated area
glCreateShaderObjectARB
+
No party
glDeleteObjectARB
+
Wrong justice state
glDetachObjectARB
+
Nothing in building
glGetActiveUniformARB
+
Relieved
glGetAttachedObjectsARB
+
Water is frozen
glGetHandleARB
+
Mortally afraid
glGetInfoLogARB
+
Experiencing emotional shock
glGetObjectParameterfvARB
+
Horrified
glGetObjectParameterivARB
+
Grieving
glGetShaderSourceARB
+
Too insane
glGetUniformLocationARB
+
Taken by mood
glGetUniformfvARB
+
Went insane
glGetUniformivARB
+
Throwing tantrum
glLinkProgramARB
+
Could not find path
glShaderSourceARB
+
Path blocked
glUniform1fARB
+
Seeking artifact
glUniform1fvARB
+
Handling dangerous creature
glUniform1iARB
+
Going to bed
glUniform1ivARB
+
Seeking Infant
glUniform2fARB
+
Dangerous terrain
glUniform2fvARB
+
Forbidden area
glUniform2iARB
+
Job item misplaced
glUniform2ivARB
+
Job item lost or destroyed
glUniform3fARB
+
Getting food
glUniform3fvARB
+
Getting water
glUniform3iARB
+
Hunting vermin for food
glUniform3ivARB
+
Target inaccessible
glUniform4fARB
+
Target too injured
glUniform4fvARB
+
No target
glUniform4iARB
+
No mechanism for target
glUniform4ivARB
+
No target building
glUniformMatrix2fvARB
+
No mechanism for trigger
glUniformMatrix3fvARB
+
No trigger
glUniformMatrix4fvARB
+
Attacking building
glUseProgramObjectARB
+
Lost pick
glValidateProgramARB
+
Invalid officer
glLoadTransposeMatrixdARB
+
"Farewell!"  Leaving
glLoadTransposeMatrixfARB
+
Removed from guard
glMultTransposeMatrixdARB
+
Equipment mismatch
glMultTransposeMatrixfARB
+
Caged
glBindBufferBase
+
Getting something to drink
glBindBufferRange
+
Using well
glGetActiveUniformBlockName
+
Lost axe
glGetActiveUniformBlockiv
+
Not responsible for trade
glGetActiveUniformName
+
No available traction bench
glGetActiveUniformsiv
+
Need splint
glGetIntegeri_v
+
Need thread
glGetUniformBlockIndex
+
Need cloth
glGetUniformIndices
+
Need crutch
glUniformBlockBinding
+
Bad script! #1
glBindVertexArray
+
Bad script! #2
glDeleteVertexArrays
+
Bad script! #3
glGenVertexArrays
+
Need bag containing powder suitable for cast application
glIsVertexArray
+
No weapon for execution
glVertexBlendARB
+
No appropriate ammunition
glWeightPointerARB
+
Not appointed
glWeightbvARB
+
No longer requested
glWeightdvARB
+
suspended the construction of
glWeightfvARB
+
suspended a linkage from
glWeightivARB
+
) has been completed.
glWeightsvARB
+
miner
glWeightubvARB
+
woodworker
glWeightuivARB
+
carpenter
glWeightusvARB
+
bowyer
glBindBufferARB
+
woodcutter
glBufferDataARB
+
stoneworker
glBufferSubDataARB
+
engraver
glDeleteBuffersARB
+
mason
glGenBuffersARB
+
ranger
glGetBufferParameterivARB
+
animal caretaker
glGetBufferPointervARB
+
animal trainer
glGetBufferSubDataARB
+
hunter
glIsBufferARB
+
trapper
glMapBufferARB
+
animal dissector
glUnmapBufferARB
+
metalsmith
glBindProgramARB
+
furnace operator
glDeleteProgramsARB
+
weaponsmith
glDisableVertexAttribArrayARB
+
armorer
glEnableVertexAttribArrayARB
+
blacksmith
glGenProgramsARB
+
metalcrafter
glGetProgramEnvParameterdvARB
+
jeweler
glGetProgramEnvParameterfvARB
+
gem cutter
glGetProgramLocalParameterdvARB
+
gem setter
glGetProgramLocalParameterfvARB
+
woodcrafter
glGetProgramStringARB
+
potter
glGetProgramivARB
+
glazer
glGetVertexAttribPointervARB
+
wax worker
glGetVertexAttribdvARB
+
stonecrafter
glGetVertexAttribfvARB
+
leatherworker
glGetVertexAttribivARB
+
bone carver
glIsProgramARB
+
weaver
glProgramEnvParameter4dARB
+
clothier
glProgramEnvParameter4dvARB
+
glassmaker
glProgramEnvParameter4fARB
+
strand extractor
glProgramEnvParameter4fvARB
+
fishery worker
glProgramLocalParameter4dARB
+
fisherman
glProgramLocalParameter4dvARB
+
fish dissector
glProgramLocalParameter4fARB
+
fish cleaner
glProgramLocalParameter4fvARB
+
farmer
glProgramStringARB
+
cheese maker
glVertexAttrib1dARB
+
milker
glVertexAttrib1dvARB
+
shearer
glVertexAttrib1fARB
+
spinner
glVertexAttrib1fvARB
+
cook
glVertexAttrib1sARB
+
thresher
glVertexAttrib1svARB
+
miller
glVertexAttrib2dARB
+
butcher
glVertexAttrib2dvARB
+
tanner
glVertexAttrib2fARB
+
dyer
glVertexAttrib2fvARB
+
presser
glVertexAttrib2sARB
+
beekeeper
glVertexAttrib2svARB
+
planter
glVertexAttrib3dARB
+
herbalist
glVertexAttrib3dvARB
+
brewer
glVertexAttrib3fARB
+
soap maker
glVertexAttrib3fvARB
+
potash maker
glVertexAttrib3sARB
+
lye maker
glVertexAttrib3svARB
+
wood burner
glVertexAttrib4NbvARB
+
engineer
glVertexAttrib4NivARB
+
mechanic
glVertexAttrib4NsvARB
+
siege engineer
glVertexAttrib4NubARB
+
siege operator
glVertexAttrib4NubvARB
+
pump operator
glVertexAttrib4NuivARB
+
clerk
glVertexAttrib4NusvARB
+
trader
glVertexAttrib4bvARB
+
architect
glVertexAttrib4dARB
+
doctor
glVertexAttrib4dvARB
+
diagnoser
glVertexAttrib4fARB
+
bone doctor
glVertexAttrib4fvARB
+
suturer
glVertexAttrib4ivARB
+
surgeon
glVertexAttrib4sARB
+
alchemist
glVertexAttrib4svARB
+
merchant
glVertexAttrib4ubvARB
+
drunk
glVertexAttrib4uivARB
+
hammerman
glVertexAttrib4usvARB
+
Hammer Lord
glVertexAttribPointerARB
+
spearman
glBindAttribLocationARB
+
Spearmaster
glGetActiveAttribARB
+
crossbowman
glGetAttribLocationARB
+
Elite Crossbowman
glWindowPos2dARB
+
wrestler
glWindowPos2dvARB
+
Elite Wrestler
glWindowPos2fARB
+
axeman
glWindowPos2fvARB
+
Axe Lord
glWindowPos2iARB
+
swordsman
glWindowPos2ivARB
+
Swordmaster
glWindowPos2sARB
+
maceman
glWindowPos2svARB
+
Mace Lord
glWindowPos3dARB
+
pikeman
glWindowPos3dvARB
+
Pikemaster
glWindowPos3fARB
+
bowman
glWindowPos3fvARB
+
Elite Bowman
glWindowPos3iARB
+
blowgunner
glWindowPos3ivARB
+
Master Blowgunner
glWindowPos3sARB
+
lasher
glWindowPos3svARB
+
Master Lasher
glDrawElementArrayATI
+
recruit
glDrawRangeElementArrayATI
+
Master Thief
glElementPointerATI
+
thief
glGetTexBumpParameterfvATI
+
monster slayer
glGetTexBumpParameterivATI
+
beast hunter
glTexBumpParameterfvATI
+
snatcher
glTexBumpParameterivATI
+
babies
glAlphaFragmentOp1ATI
+
baby
glAlphaFragmentOp2ATI
+
peasant
glAlphaFragmentOp3ATI
+
Stray
glBeginFragmentShaderATI
+
Cultist
glBindFragmentShaderATI
+
Cultist
glColorFragmentOp1ATI
+
-Trained-
glColorFragmentOp2ATI
+
+Trained+
glColorFragmentOp3ATI
+
*Trained*
glDeleteFragmentShaderATI
+
(Tame)
glEndFragmentShaderATI
+
the deity
glGenFragmentShadersATI
+
the force
glPassTexCoordATI
+
Woodworker
glSampleMapATI
+
Woodcutter
glSetFragmentShaderConstantATI
+
Stoneworker
glMapObjectBufferATI
+
Ranger
glUnmapObjectBufferATI
+
Hunter
glPNTrianglesfATI
+
Armorer
glPNTrianglesiATI
+
Metalcrafter
glStencilFuncSeparateATI
+
Jeweler
glStencilOpSeparateATI
+
Woodcrafter
glArrayObjectATI
+
Stonecrafter
glFreeObjectBufferATI
+
Fishery Worker
glGetArrayObjectfvATI
+
Farmer
glGetArrayObjectivATI
+
Planter
glGetObjectBufferfvATI
+
Soap Maker
glGetObjectBufferivATI
+
Engineer
glGetVariantArrayObjectfvATI
+
Clerk
glGetVariantArrayObjectivATI
+
Administrator
glIsObjectBufferATI
+
Trader
glNewObjectBufferATI
+
Architect
glUpdateObjectBufferATI
+
Doctor
glVariantArrayObjectATI
+
Diagnoser
glGetVertexAttribArrayObjectfvATI
+
Drunk
glGetVertexAttribArrayObjectivATI
+
Monster Slayer
glVertexAttribArrayObjectATI
+
Scout
glClientActiveVertexStreamATI
+
Beast Hunter
glNormalStream3bATI
+
Snatcher
glNormalStream3bvATI
+
Mercenary
glNormalStream3dATI
+
Recruit
glNormalStream3dvATI
+
Thief
glNormalStream3fATI
+
Baby
glNormalStream3fvATI
+
There is nothing to catch in
glNormalStream3iATI
+
There is nothing to catch in the
glNormalStream3ivATI
+
northwestern
glNormalStream3sATI
+
southwestern
glNormalStream3svATI
+
northeastern
glVertexBlendEnvfATI
+
southeastern
glVertexBlendEnviATI
+
northern
glVertexStream2dATI
+
southern
glVertexStream2dvATI
+
central
glVertexStream2fATI
+
cavern
glVertexStream2fvATI
+
magma sea
glVertexStream2iATI
+
eerie cavern
glVertexStream2ivATI
+
swamps
glVertexStream2sATI
+
is stricken by melancholy!
glVertexStream2svATI
+
has gone stark raving mad!
glVertexStream3dATI
+
has gone berserk!
glVertexStream3dvATI
+
has forgotten a demand.
glVertexStream3fATI
+
has a new demand.
glVertexStream3fvATI
+
has imposed a ban on certain exports.
glVertexStream3iATI
+
has mandated the construction of certain goods.
glVertexStream3ivATI
+
has altered the prices of goods.
glVertexStream3sATI
+
caught in a cloud of
glVertexStream3svATI
+
caught in a lava mist!
glVertexStream4dATI
+
caught in dragonfire!
glVertexStream4dvATI
+
caught in a burst of steam!
glVertexStream4fATI
+
caught in a pool of lava!
glVertexStream4fvATI
+
caught in a pool of magma!
glVertexStream4iATI
+
You have learned the power "
glVertexStream4ivATI
+
You have
glVertexStream4sATI
+
transformed into a
glVertexStream4svATI
+
fall
glGetUniformBufferSizeEXT
+
falls
glGetUniformOffsetEXT
+
over.
glUniformBufferEXT
+
regain
glBlendEquationSeparateEXT
+
regains
glBlendFuncSeparateEXT
+
consciousness.
glBlendEquationEXT
+
partially free of the web.
glColorSubTableEXT
+
completely free of the web.
glCopyColorSubTableEXT
+
completely paralyzed!
glLockArraysEXT
+
fully overcome the paralysis.
glUnlockArraysEXT
+
partially paralyzed!
glConvolutionFilter1DEXT
+
feeling sluggish!
glConvolutionFilter2DEXT
+
numb!
glConvolutionParameterfEXT
+
partially overcome the paralysis.
glConvolutionParameterfvEXT
+
vomits
glConvolutionParameteriEXT
+
into the ocean wave
glConvolutionParameterivEXT
+
into the lava mist
glCopyConvolutionFilter1DEXT
+
into the dragonfire
glCopyConvolutionFilter2DEXT
+
into the flames
glGetConvolutionFilterEXT
+
and bits of it get stuck in the web
glGetConvolutionParameterfvEXT
+
into the sea foam
glGetConvolutionParameterivEXT
+
The rest of the vomit burns away in the lava.
glGetSeparableFilterEXT
+
The vomit burns away in the lava.
glSeparableFilter2DEXT
+
The rest of the vomit burns away in the magma.
glBinormalPointerEXT
+
The vomit burns away in the magma.
glTangentPointerEXT
+
The rest of the vomit disappears into the water.
glCopyTexImage1DEXT
+
The vomit disappears into the water.
glCopyTexImage2DEXT
+
The rest of the vomit falls away into the chasm.
glCopyTexSubImage1DEXT
+
The vomit falls away into the chasm.
glCopyTexSubImage2DEXT
+
The rest of the vomit falls away into the underworld.
glCopyTexSubImage3DEXT
+
The vomit falls away into the underworld.
glCullParameterdvEXT
+
The rest of the vomit splatters into the shallow puddle of water.
glCullParameterfvEXT
+
The vomit splatters into the shallow puddle of water.
glDepthBoundsEXT
+
retch
glBindMultiTextureEXT
+
retches
glCheckNamedFramebufferStatusEXT
+
no longer stunned.
glClientAttribDefaultEXT
+
out from exhaustion.
glCompressedMultiTexImage1DEXT
+
collapse and fall
glCompressedMultiTexImage2DEXT
+
collapses and falls
glCompressedMultiTexImage3DEXT
+
to the ground from over-exertion.
glCompressedMultiTexSubImage1DEXT
+
give
glCompressedMultiTexSubImage2DEXT
+
gives
glCompressedMultiTexSubImage3DEXT
+
in to pain.
glCompressedTextureImage1DEXT
+
is throwing a tantrum!
glCompressedTextureImage2DEXT
+
reverted to a wild state!
glCompressedTextureImage3DEXT
+
forgotten
glCompressedTextureSubImage1DEXT
+
training!
glCompressedTextureSubImage2DEXT
+
have given a resident
glCompressedTextureSubImage3DEXT
+
the name
glCopyMultiTexImage1DEXT
+
has grown to become a
glCopyMultiTexImage2DEXT
+
is no longer enraged.
glCopyMultiTexSubImage1DEXT
+
has left the martial trance.
glCopyMultiTexSubImage2DEXT
+
has calmed down.
glCopyMultiTexSubImage3DEXT
+
has given birth to
glCopyTextureImage1DEXT
+
are unable to break
glCopyTextureImage2DEXT
+
is unable to break
glCopyTextureSubImage1DEXT
+
Horrors!  Demons in the deep!
glCopyTextureSubImage2DEXT
+
An ambush!  Drive them out!
glCopyTextureSubImage3DEXT
+
Intruders!  Drive them away!
glDisableClientStateIndexedEXT
+
Thief!  Protect the hoard from skulking filth!
glDisableClientStateiEXT
+
An ambush!  Skulking vermin!
glDisableVertexArrayAttribEXT
+
An ambush!  Curse all friends of nature!
glDisableVertexArrayEXT
+
An ambush!  Curse them!
glEnableClientStateIndexedEXT
+
!  Drive it away!
glEnableClientStateiEXT
+
Snatcher!  Protect the children!
glEnableVertexArrayAttribEXT
+
An injured
glEnableVertexArrayEXT
+
has sprung from ambush!
glFlushMappedNamedBufferRangeEXT
+
hidden away here.
glFramebufferDrawBufferEXT
+
blocks
glFramebufferDrawBuffersEXT
+
the dragonfire.
glFramebufferReadBufferEXT
+
the fire.
glGenerateMultiTexMipmapEXT
+
the breath.
glGenerateTextureMipmapEXT
+
breathe
glGetCompressedMultiTexImageEXT
+
breathes
glGetCompressedTextureImageEXT
+
hurl
glGetDoubleIndexedvEXT
+
hurls
glGetDoublei_vEXT
+
a ball of fire
glGetFloatIndexedvEXT
+
shoot
glGetFloati_vEXT
+
shoots
glGetFramebufferParameterivEXT
+
out thick strands of webbing
glGetMultiTexEnvfvEXT
+
unit contained in unit
glGetMultiTexEnvivEXT
+
Double Caged Unit
glGetMultiTexGendvEXT
+
Receive job pay: NULL JOB
glGetMultiTexGenfvEXT
+
has taken a request from the
glGetMultiTexGenivEXT
+
has changed the guild wages.
glGetMultiTexImageEXT
+
has mandated that certain jobs be completed.
glGetMultiTexLevelParameterfvEXT
+
They have organized a wedding reception
glGetMultiTexLevelParameterivEXT
+
has organized a party
glGetMultiTexParameterIivEXT
+
You are
glGetMultiTexParameterIuivEXT
+
blistering
glGetMultiTexParameterfvEXT
+
being incinerated
glGetMultiTexParameterivEXT
+
freezing
glGetNamedBufferParameterivEXT
+
being frozen solid
glGetNamedBufferPointervEXT
+
freezing to death
glGetNamedBufferSubDataEXT
+
on fire
glGetNamedFramebufferAttachmentParameterivEXT
+
burning alive
glGetNamedProgramLocalParameterIivEXT
+
burning to death
glGetNamedProgramLocalParameterIuivEXT
+
You are melting!
glGetNamedProgramLocalParameterdvEXT
+
ecstatic
glGetNamedProgramLocalParameterfvEXT
+
quite content
glGetNamedProgramStringEXT
+
fine
glGetNamedProgramivEXT
+
unhappy
glGetNamedRenderbufferParameterivEXT
+
very unhappy
glGetPointerIndexedvEXT
+
lately. 
glGetPointeri_vEXT
+
gave birth to
glGetTextureImageEXT
+
recently
glGetTextureLevelParameterfvEXT
+
got married recently
glGetTextureLevelParameterivEXT
+
became caught up in a new romance recently
glGetTextureParameterIivEXT
+
gained siblings
glGetTextureParameterIuivEXT
+
gained a sibling
glGetTextureParameterfvEXT
+
became a parent
glGetTextureParameterivEXT
+
was disgusted to be forced to talk to a pillar of society recently
glGetVertexArrayIntegeri_vEXT
+
was upset to be forced to talk to a pillar of society recently
glGetVertexArrayIntegervEXT
+
was irritated to be forced to talk to a pillar of society recently
glGetVertexArrayPointeri_vEXT
+
was pleased to be able to talk to a pillar of society recently
glGetVertexArrayPointervEXT
+
was ecstatic to be able to talk to a pillar of society recently
glMapNamedBufferEXT
+
was still bathing in awe after talking to a pillar of society recently
glMapNamedBufferRangeEXT
+
slept uneasily due to noise lately
glMatrixFrustumEXT
+
slept very uneasily due to noise lately
glMatrixLoadIdentityEXT
+
was woken by noise while sleeping lately
glMatrixLoadTransposedEXT
+
has been evicted lately
glMatrixLoadTransposefEXT
+
has been tired lately
glMatrixLoaddEXT
+
suffered a miscarriage recently
glMatrixLoadfEXT
+
suffered through
glMatrixMultTransposedEXT
+
spouse's miscarriage recently
glMatrixMultTransposefEXT
+
has been exhausted lately
glMatrixMultdEXT
+
has complained of hunger lately
glMatrixMultfEXT
+
has complained of thirst lately
glMatrixOrthoEXT
+
has been starving lately
glMatrixPopEXT
+
has been dehydrated lately
glMatrixPushEXT
+
was worried by the scarcity of tax collection escorts lately
glMatrixRotatedEXT
+
was worried by the scarcity of guards lately
glMatrixRotatefEXT
+
was worried by the scarcity of cages and chains lately
glMatrixScaledEXT
+
was unable to reach a room for tax collection lately
glMatrixScalefEXT
+
was misinformed about a room for tax collection lately
glMatrixTranslatedEXT
+
was upset that the tax collection didn't go smoothly lately
glMatrixTranslatefEXT
+
has been taxed recently
glMultiTexBufferEXT
+
has lost property to the tax collector's escorts recently
glMultiTexCoordPointerEXT
+
was upset to have disappointed a noble lately
glMultiTexEnvfEXT
+
has been attacked lately
glMultiTexEnvfvEXT
+
has been attacked by the dead lately
glMultiTexEnviEXT
+
has been attacked by own dead
glMultiTexEnvivEXT
+
lately
glMultiTexGendEXT
+
haunted
glMultiTexGendvEXT
+
tormented
glMultiTexGenfEXT
+
possessed
glMultiTexGenfvEXT
+
tortured
glMultiTexGeniEXT
+
has been
glMultiTexGenivEXT
+
by a dead pet lately
glMultiTexImage1DEXT
+
by a dead spouse lately
glMultiTexImage2DEXT
+
by a dead lover lately
glMultiTexImage3DEXT
+
by a dead sibling lately
glMultiTexParameterIivEXT
+
by own dead mother lately
glMultiTexParameterIuivEXT
+
by own dead father lately
glMultiTexParameterfEXT
+
by own dead child lately
glMultiTexParameterfvEXT
+
by a dead animal training partner lately
glMultiTexParameteriEXT
+
by a dead friend lately
glMultiTexParameterivEXT
+
by a dead and still annoying acquaintance lately
glMultiTexRenderbufferEXT
+
by the dead lately
glMultiTexSubImage1DEXT
+
has been tormented in nightmares by a dead pet lately
glMultiTexSubImage2DEXT
+
has been tormented in nightmares by a dead spouse lately
glMultiTexSubImage3DEXT
+
has been tormented in nightmares by a dead lover lately
glNamedBufferDataEXT
+
has been tormented in nightmares by a dead sibling lately
glNamedBufferSubDataEXT
+
has been tormented in nightmares by own dead mother lately
glNamedCopyBufferSubDataEXT
+
has been tormented in nightmares by own dead father lately
glNamedFramebufferRenderbufferEXT
+
has been tormented in nightmares by own dead child lately
glNamedFramebufferTexture1DEXT
+
has been tormented in nightmares by a dead animal training partner lately
glNamedFramebufferTexture2DEXT
+
has been tormented in nightmares by a dead friend lately
glNamedFramebufferTexture3DEXT
+
has been tormented in nightmares by a dead and still annoying acquaintance lately
glNamedFramebufferTextureEXT
+
has been tormented in nightmares by the dead lately
glNamedFramebufferTextureFaceEXT
+
had a wonderful soapy bath recently
glNamedFramebufferTextureLayerEXT
+
had a nice bath recently
glNamedProgramLocalParameter4dEXT
+
was forced to eat vermin to survive lately
glNamedProgramLocalParameter4dvEXT
+
was forced to eat a beloved creature to survive lately
glNamedProgramLocalParameter4fEXT
+
was forced to eat a treasured pet to survive lately
glNamedProgramLocalParameter4fvEXT
+
has complained of the lack of chairs lately
glNamedProgramLocalParameterI4iEXT
+
has complained of the crowded tables lately
glNamedProgramLocalParameterI4ivEXT
+
has complained of the lack of dining tables lately
glNamedProgramLocalParameterI4uiEXT
+
has complained of the lack of a well lately
glNamedProgramLocalParameterI4uivEXT
+
has complained of the nasty water lately
glNamedProgramLocalParameters4fvEXT
+
was forced to drink bloody water lately
glNamedProgramLocalParametersI4ivEXT
+
was forced to drink gooey water lately
glNamedProgramLocalParametersI4uivEXT
+
was forced to drink ichorous water lately
glNamedProgramStringEXT
+
was forced to drink purulent water lately
glNamedRenderbufferStorageEXT
+
was forced to drink slime lately
glNamedRenderbufferStorageMultisampleCoverageEXT
+
was forced to drink vomit lately
glNamedRenderbufferStorageMultisampleEXT
+
has suffered the travesty of art defacement
glProgramUniform1fEXT
+
has been annoyed by flies
glProgramUniform1fvEXT
+
has witnessed death
glProgramUniform1iEXT
+
has lost a pet recently
glProgramUniform1ivEXT
+
is happy to be free
glProgramUniform1uiEXT
+
had a satisfying sparring session recently
glProgramUniform1uivEXT
+
killed somebody by accident while sparring recently
glProgramUniform2fEXT
+
enjoyed starting a fist fight recently
glProgramUniform2fvEXT
+
enjoyed smashing up a building recently
glProgramUniform2iEXT
+
enjoyed toppling something over recently
glProgramUniform2ivEXT
+
enjoyed throwing something recently
glProgramUniform2uiEXT
+
accidentally killed somebody in a fit of rage recently
glProgramUniform2uivEXT
+
has lost a spouse to tragedy recently
glProgramUniform3fEXT
+
has lost a lover to tragedy recently
glProgramUniform3fvEXT
+
had a terrifying nightmare about an army of the dead
glProgramUniform3iEXT
+
has lost an annoying acquaintance to tragedy recently
glProgramUniform3ivEXT
+
was just a little happy to lose an annoying acquaintance to tragedy recently
glProgramUniform3uiEXT
+
was happy to lose an annoying acquaintance to tragedy recently
glProgramUniform3uivEXT
+
was thrilled to lose an annoying acquaintance to tragedy recently
glProgramUniform4fEXT
+
has lost an animal training partner to tragedy recently
glProgramUniform4fvEXT
+
has lost a friend to tragedy recently
glProgramUniform4iEXT
+
has lost a sibling to tragedy recently
glProgramUniform4ivEXT
+
has lost a child to tragedy recently
glProgramUniform4uiEXT
+
has lost a mother to tragedy recently
glProgramUniform4uivEXT
+
has lost a father to tragedy recently
glProgramUniformMatrix2fvEXT
+
was forced to endure the decay of a pet
glProgramUniformMatrix2x3fvEXT
+
was forced to endure the decay of a spouse
glProgramUniformMatrix2x4fvEXT
+
was forced to endure the decay of a lover
glProgramUniformMatrix3fvEXT
+
was forced to endure the decay of a sibling
glProgramUniformMatrix3x2fvEXT
+
was forced to endure the decay of a mother
glProgramUniformMatrix3x4fvEXT
+
was forced to endure the decay of a father
glProgramUniformMatrix4fvEXT
+
was forced to endure the decay of a child
glProgramUniformMatrix4x2fvEXT
+
was forced to endure the decay of an animal training partner
glProgramUniformMatrix4x3fvEXT
+
was forced to endure the decay of a friend
glPushClientAttribDefaultEXT
+
was forced to endure the decay of an annoying acquaintance
glTextureBufferEXT
+
has been accosted by terrible vermin
glTextureImage1DEXT
+
saw something unpleasant in a cage recently
glTextureImage2DEXT
+
was comforted by a wonderful creature in a cage recently
glTextureImage3DEXT
+
saw something unpleasant in a pond recently
glTextureParameterIivEXT
+
was comforted by a wonderful creature in a pond recently
glTextureParameterIuivEXT
+
was able to rest and recuperate lately
glTextureParameterfEXT
+
received water recently
glTextureParameterfvEXT
+
received food recently
glTextureParameteriEXT
+
was rescued recently
glTextureParameterivEXT
+
was overjoyed to be able to give somebody water lately
glTextureRenderbufferEXT
+
was happy to have been able to give somebody water lately
glTextureSubImage1DEXT
+
was pleased to have been able to give somebody water lately
glTextureSubImage2DEXT
+
gave somebody water lately
glTextureSubImage3DEXT
+
was irritated at having to give somebody water lately
glUnmapNamedBufferEXT
+
was unhappy at having to give somebody water lately
glVertexArrayColorOffsetEXT
+
has suffered the pain of having to give somebody water lately
glVertexArrayEdgeFlagOffsetEXT
+
was overjoyed to be able to give somebody food lately
glVertexArrayFogCoordOffsetEXT
+
was happy to have been able to give somebody food lately
glVertexArrayIndexOffsetEXT
+
was pleased to have been able to give somebody food lately
glVertexArrayMultiTexCoordOffsetEXT
+
gave somebody food lately
glVertexArrayNormalOffsetEXT
+
was irritated at having to give somebody food lately
glVertexArraySecondaryColorOffsetEXT
+
was unhappy at having to give somebody food lately
glVertexArrayTexCoordOffsetEXT
+
has suffered the pain of having to give somebody food lately
glVertexArrayVertexAttribIOffsetEXT
+
was overjoyed to be able to help somebody to bed lately
glVertexArrayVertexAttribOffsetEXT
+
was happy to have been able to help somebody to bed lately
glVertexArrayVertexOffsetEXT
+
was pleased to have been able to help somebody to bed lately
glColorMaskIndexedEXT
+
brought somebody to bed lately
glDisableIndexedEXT
+
was irritated at having to haul somebody to bed lately
glEnableIndexedEXT
+
was unhappy at having to haul somebody to bed lately
glGetBooleanIndexedvEXT
+
has suffered the pain of having to haul somebody to bed lately
glGetIntegerIndexedvEXT
+
has complained about the draft lately
glIsEnabledIndexedEXT
+
was worried not to have adequate protection lately
glDrawArraysInstancedEXT
+
was upset about being relieved from duty
glDrawElementsInstancedEXT
+
has been satisfied at work lately
glDrawRangeElementsEXT
+
was happy to have pleased a noble lately
glFogCoordPointerEXT
+
was pleased that the tax collection went smoothly lately
glFogCoorddEXT
+
is quite pleased with making an artifact
glFogCoorddvEXT
+
was upset that a criminal could not be properly punished
glFogCoordfEXT
+
was glad to have punishment reduced recently
glFogCoordfvEXT
+
was upset by the delayed punishment of a criminal
glFragmentColorMaterialEXT
+
was glad to have punishment delayed recently
glFragmentLightModelfEXT
+
beat somebody recently
glFragmentLightModelfvEXT
+
beat somebody with a hammer recently
glFragmentLightModeliEXT
+
was beaten recently
glFragmentLightModelivEXT
+
was beaten with a hammer recently
glFragmentLightfEXT
+
is depressed about being confined
glFragmentLightfvEXT
+
made a satisfying acquisition lately
glFragmentLightiEXT
+
talked with a pet lately
glFragmentLightivEXT
+
talked with the spouse lately
glFragmentMaterialfEXT
+
talked with a lover lately
glFragmentMaterialfvEXT
+
talked with a sibling lately
glFragmentMaterialiEXT
+
talked with mother lately
glFragmentMaterialivEXT
+
talked with father lately
glGetFragmentLightfvEXT
+
talked with a child lately
glGetFragmentLightivEXT
+
talked with an animal training partner lately
glGetFragmentMaterialfvEXT
+
talked with a friend lately
glGetFragmentMaterialivEXT
+
was forced to talk to somebody annoying lately
glLightEnviEXT
+
talked with somebody lately
glBlitFramebufferEXT
+
formed a bond with an animal training partner recently
glRenderbufferStorageMultisampleEXT
+
made a friend recently
glBindFramebufferEXT
+
formed a grudge recently
glBindRenderbufferEXT
+
adopted a new pet recently
glCheckFramebufferStatusEXT
+
was unhappy with the lack of work last season
glDeleteFramebuffersEXT
+
was caught in the rain recently
glDeleteRenderbuffersEXT
+
was caught in freakish weather recently
glFramebufferRenderbufferEXT
+
was caught in a snow storm recently
glFramebufferTexture1DEXT
+
has been tired of eating the same old food lately
glFramebufferTexture2DEXT
+
has been tired of drinking the same old booze lately
glFramebufferTexture3DEXT
+
ate rotten food lately
glGenFramebuffersEXT
+
drank something spoiled lately
glGenRenderbuffersEXT
+
took joy in slaughter lately
glGenerateMipmapEXT
+
ate a pretty decent meal lately
glGetFramebufferAttachmentParameterivEXT
+
ate a fine dish lately
glGetRenderbufferParameterivEXT
+
ate a wonderful dish lately
glIsFramebufferEXT
+
ate a truly decadent dish lately
glIsRenderbufferEXT
+
ate a legendary meal lately
glRenderbufferStorageEXT
+
had a pretty decent drink lately
glFramebufferTextureEXT
+
had a fine drink lately
glFramebufferTextureFaceEXT
+
had a wonderful drink lately
glFramebufferTextureLayerEXT
+
had a truly decadent drink lately
glProgramParameteriEXT
+
had a legendary drink lately
glProgramEnvParameters4fvEXT
+
was comforted by a pet lately
glProgramLocalParameters4fvEXT
+
saw a beloved creature lately
glBindFragDataLocationEXT
+
was pleased to have a mandate deadline met lately
glGetFragDataLocationEXT
+
was angered that nobody could be punished for a recent failure
glGetUniformuivEXT
+
was upset by having a request ignored lately
glGetVertexAttribIivEXT
+
was pleased by having a request approved lately
glGetVertexAttribIuivEXT
+
was upset by having a mandate ignored lately
glUniform1uiEXT
+
was upset by having a mandate deadline missed lately
glUniform1uivEXT
+
was comforted by a lovely waterfall lately
glUniform2uiEXT
+
was disgusted by a miasma lately
glUniform2uivEXT
+
choked on dust underground lately
glUniform3uiEXT
+
choked on smoke underground lately
glUniform3uivEXT
+
was knocked out during a cave-in lately
glUniform4uiEXT
+
was embarrassed to have to conduct an official meeting in a dining room
glUniform4uivEXT
+
was very embarrassed to have to conduct an official meeting in a bedroom
glVertexAttribI1iEXT
+
was incredibly embarrassed not to have any rooms lately
glVertexAttribI1ivEXT
+
was very happy to be elected recently
glVertexAttribI1uiEXT
+
was very happy to be re-elected recently
glVertexAttribI1uivEXT
+
was greatly pleased to enter the nobility recently
glVertexAttribI2iEXT
+
was very pleased to receive a higher rank of nobility recently
glVertexAttribI2ivEXT
+
sustained major injuries recently
glVertexAttribI2uiEXT
+
sustained minor injuries recently
glVertexAttribI2uivEXT
+
slept in the mud recently
glVertexAttribI3iEXT
+
slept in the grass recently
glVertexAttribI3ivEXT
+
slept in the dirt recently
glVertexAttribI3uiEXT
+
slept on rocks recently
glVertexAttribI3uivEXT
+
slept on ice recently
glVertexAttribI4bvEXT
+
slept on a pile of driftwood recently
glVertexAttribI4iEXT
+
slept on a rough cave floor recently
glVertexAttribI4ivEXT
+
slept on the floor recently
glVertexAttribI4svEXT
+
slept in a bedroom like a personal palace recently
glVertexAttribI4ubvEXT
+
slept in a fantastic bedroom recently
glVertexAttribI4uiEXT
+
slept in a great bedroom recently
glVertexAttribI4uivEXT
+
slept in a very good bedroom recently
glVertexAttribI4usvEXT
+
slept in a good bedroom recently
glVertexAttribIPointerEXT
+
slept in a horribly substandard bedroom recently
glGetHistogramEXT
+
slept in a horrible bedroom recently
glGetHistogramParameterfvEXT
+
slept in an awful bedroom recently
glGetHistogramParameterivEXT
+
slept in a very poor bedroom recently
glGetMinmaxEXT
+
slept in a poor bedroom recently
glGetMinmaxParameterfvEXT
+
slept without a proper room recently
glGetMinmaxParameterivEXT
+
conducted a meeting in a setting worthy of legends recently
glHistogramEXT
+
conducted a meeting in a fantastic setting recently
glMinmaxEXT
+
conducted a meeting in a great setting recently
glResetHistogramEXT
+
conducted a meeting in a very good setting recently
glResetMinmaxEXT
+
conducted a meeting in a good setting recently
glIndexFuncEXT
+
conducted a meeting in a horribly substandard setting recently
glIndexMaterialEXT
+
conducted a meeting in a horrible setting recently
glApplyTextureEXT
+
conducted a meeting in an awful setting recently
glTextureLightEXT
+
conducted a meeting in a very poor setting recently
glTextureMaterialEXT
+
conducted a meeting in a poor setting recently
glMultiDrawArraysEXT
+
dined in a legendary dining room recently
glMultiDrawElementsEXT
+
dined in a fantastic dining room recently
glSampleMaskEXT
+
dined in a great dining room recently
glSamplePatternEXT
+
dined in a very good dining room recently
glColorTableEXT
+
dined in a good dining room recently
glGetColorTableEXT
+
dined in a horribly substandard dining room recently
glGetColorTableParameterfvEXT
+
dined in a horrible dining room recently
glGetColorTableParameterivEXT
+
dined in an awful dining room recently
glGetPixelTransformParameterfvEXT
+
dined in a very poor dining room recently
glGetPixelTransformParameterivEXT
+
dined in a poor dining room recently
glPixelTransformParameterfEXT
+
dined without a proper dining room recently
glPixelTransformParameterfvEXT
+
worried greatly about not having a tomb after gaining another year
glPixelTransformParameteriEXT
+
celebrated having a legendary tomb after gaining another year
glPixelTransformParameterivEXT
+
celebrated having a fantastic tomb after gaining another year
glPointParameterfEXT
+
celebrated having a great tomb after gaining another year
glPointParameterfvEXT
+
celebrated having a very good tomb after gaining another year
glPolygonOffsetEXT
+
celebrated having a good tomb after gaining another year
glProvokingVertexEXT
+
worried about having a horribly substandard tomb after gaining another year
glBeginSceneEXT
+
worried about having a horrible tomb after gaining another year
glEndSceneEXT
+
worried about having an awful tomb after gaining another year
glSecondaryColor3bEXT
+
worried about having a very poor tomb after gaining another year
glSecondaryColor3bvEXT
+
worried about having a poor tomb after gaining another year
glSecondaryColor3dEXT
+
was greatly pleased at the state of demands recently
glSecondaryColor3dvEXT
+
was very pleased at the state of demands recently
glSecondaryColor3fEXT
+
was pleased at the state of demands recently
glSecondaryColor3fvEXT
+
was greatly angered at the state of demands recently
glSecondaryColor3iEXT
+
was very angered at the state of demands recently
glSecondaryColor3ivEXT
+
was angered at the state of demands recently
glSecondaryColor3sEXT
+
was upset by not having enough chests lately
glSecondaryColor3svEXT
+
was upset by not having enough cabinets lately
glSecondaryColor3ubEXT
+
was upset by not having enough armor stands lately
glSecondaryColor3ubvEXT
+
was upset by not having enough weapon racks lately
glSecondaryColor3uiEXT
+
was upset to be wearing old clothing lately
glSecondaryColor3uivEXT
+
was upset to be wearing tattered clothing lately
glSecondaryColor3usEXT
+
was very upset to have worn clothes rot away lately
glSecondaryColor3usvEXT
+
was very embarrassed to be uncovered lately
glSecondaryColorPointerEXT
+
was embarrassed to have no shirt lately
glActiveProgramEXT
+
was embarrassed to have no shoes lately
glCreateShaderProgramEXT
+
was unable to find an available hammer lately
glUseShaderProgramEXT
+
was nauseated by the sun lately
glActiveStencilFaceEXT
+
was irritated by the sun lately
glTexSubImage1DEXT
+
was
glTexSubImage2DEXT
+
grumbling about
glTexSubImage3DEXT
+
depressed by
glTexImage3DEXT
+
angered by
glTexBufferEXT
+
enraged by
glClearColorIiEXT
+
long patrol duty lately
glClearColorIuiEXT
+
was outraged at the ridiculous conviction of a long-dead corpse recently
glGetTexParameterIivEXT
+
was outraged at the ridiculous conviction of an animal recently
glGetTexParameterIuivEXT
+
was outraged at the bizarre conviction against all reason of the victim of a crime recently
glTexParameterIivEXT
+
was pleased to have received justice recently
glTexParameterIuivEXT
+
was pleased that a family member received justice recently
glAreTexturesResidentEXT
+
was yelled at by an unhappy citizen recently
glBindTextureEXT
+
was cried on by an unhappy citizen recently
glDeleteTexturesEXT
+
was satisfied to bring up job scarcity in a meeting lately
glGenTexturesEXT
+
was able to make suggestions about work allocations lately
glIsTextureEXT
+
was glad to request weapon production lately
glPrioritizeTexturesEXT
+
had a cathartic experience yelling at somebody in charge lately
glTextureNormalEXT
+
yelled at somebody in charge lately and felt fantastic afterward
glGetQueryObjecti64vEXT
+
yelled at somebody in charge lately and felt great afterward
glGetQueryObjectui64vEXT
+
yelled at somebody in charge lately and felt a lot better afterward
glBeginTransformFeedbackEXT
+
yelled at somebody in charge lately and felt better afterward
glBindBufferBaseEXT
+
yelled at somebody in charge lately and felt a little better afterward
glBindBufferOffsetEXT
+
yelled at somebody in charge lately
glBindBufferRangeEXT
+
yelled at somebody in charge lately but only got angrier
glEndTransformFeedbackEXT
+
had a cathartic experience crying on somebody in charge lately
glGetTransformFeedbackVaryingEXT
+
cried on somebody in charge lately and felt fantastic afterward
glTransformFeedbackVaryingsEXT
+
cried on somebody in charge lately and felt great afterward
glArrayElementEXT
+
cried on somebody in charge lately and felt a lot better afterward
glColorPointerEXT
+
cried on somebody in charge lately and felt better afterward
glDrawArraysEXT
+
cried on somebody in charge lately and felt a little better afterward
glEdgeFlagPointerEXT
+
cried on somebody in charge lately
glGetPointervEXT
+
cried on somebody in charge lately but only felt more depressed
glIndexPointerEXT
+
was unable to find somebody to complain to about job scarcity lately
glNormalPointerEXT
+
was unable to make suggestions about work allocations lately
glTexCoordPointerEXT
+
was unable to request weapon production lately
glVertexPointerEXT
+
was unable to find somebody in charge to yell at lately
glBeginVertexShaderEXT
+
was unable to find somebody in charge to cry on lately
glBindLightParameterEXT
+
put off
glBindMaterialParameterEXT
+
flustered
glBindParameterEXT
+
upset
glBindTexGenParameterEXT
+
very upset
glBindTextureUnitParameterEXT
+
greatly upset
glBindVertexShaderEXT
+
angered
glDeleteVertexShaderEXT
+
enraged
glDisableVariantClientStateEXT
+
shattered
glEnableVariantClientStateEXT
+
traumatized
glEndVertexShaderEXT
+
utterly traumatized
glExtractComponentEXT
+
by a lesser's pretentious
glGenSymbolsEXT
+
office
glGenVertexShadersEXT
+
dining
glGetInvariantBooleanvEXT
+
sleeping
glGetInvariantFloatvEXT
+
arrangements lately
glGetInvariantIntegervEXT
+
admired
glGetLocalConstantBooleanvEXT
+
very fine
glGetLocalConstantFloatvEXT
+
splendid
glGetLocalConstantIntegervEXT
+
wonderful
glGetVariantBooleanvEXT
+
completely sublime
glGetVariantFloatvEXT
+
tastefully arranged
glGetVariantIntegervEXT
+
is married to
glGetVariantPointervEXT
+
is romantically involved with
glInsertComponentEXT
+
an ardent worshipper
glIsVariantEnabledEXT
+
a faithful worshipper
glSetInvariantEXT
+
a worshipper
glSetLocalConstantEXT
+
a casual worshipper
glShaderOp1EXT
+
a dubious worshipper
glShaderOp2EXT
+
is imprisoning
glShaderOp3EXT
+
is imprisoned by
glSwizzleEXT
+
apprentices
glVariantPointerEXT
+
an apprentice,
glVariantbvEXT
+
is an apprentice under
glVariantdvEXT
+
is traveling with
glVariantfvEXT
+
[C:1:0:1]
glVariantivEXT
+
a former
glVariantsvEXT
+
the former
glVariantubvEXT
+
a mercenary
glVariantuivEXT
+
a former mercenary
glVariantusvEXT
+
an enemy
glWriteMaskEXT
+
a criminal to
glVertexWeightPointerEXT
+
a citizen
glVertexWeightfEXT
+
a former member
glVertexWeightfvEXT
+
a slave
glFrameTerminatorGREMEDY
+
a former slave
glStringMarkerGREMEDY
+
a prisoner
glGetImageTransformParameterfvHP
+
a former prisoner
glGetImageTransformParameterivHP
+
a legendary hero of
glImageTransformParameterfHP
+
a famous hero of
glImageTransformParameterfvHP
+
a hero of
glImageTransformParameteriHP
+
greatly respected for heroic acts by
glImageTransformParameterivHP
+
respected for heroic acts by
glMultiModeDrawArraysIBM
+
a legendary monster of
glMultiModeDrawElementsIBM
+
an infamous monster of
glColorPointerListIBM
+
a noted monster of
glEdgeFlagPointerListIBM
+
certainly feared as a monster by
glFogCoordPointerListIBM
+
feared as a monster by
glIndexPointerListIBM
+
a legendary brigand of
glNormalPointerListIBM
+
an infamous brigand of
glSecondaryColorPointerListIBM
+
a noted brigand of
glTexCoordPointerListIBM
+
certainly feared as a brigand by
glVertexPointerListIBM
+
feared as a brigand by
glColorPointervINTEL
+
a legendary bully of
glNormalPointervINTEL
+
an infamous bully of
glTexCoordPointervINTEL
+
a noted bully of
glVertexPointervINTEL
+
certainly considered a bully by
glTexScissorFuncINTEL
+
considered a bully by
glTexScissorINTEL
+
a legendary brawler of
glBufferRegionEnabledEXT
+
a famous brawler of
glDeleteBufferRegionEXT
+
a noted brawler of
glDrawBufferRegionEXT
+
certainly considered a brawler by
glNewBufferRegionEXT
+
considered a brawler by
glReadBufferRegionEXT
+
a legendary villain of
glResizeBuffersMESA
+
an infamous villain of
glWindowPos2dMESA
+
a noted villain of
glWindowPos2dvMESA
+
greatly feared as a villain by
glWindowPos2fMESA
+
feared as a villain by
glWindowPos2fvMESA
+
a legendary killer of
glWindowPos2iMESA
+
an infamous killer of
glWindowPos2ivMESA
+
a noted killer of
glWindowPos2sMESA
+
greatly feared as a killer by
glWindowPos2svMESA
+
feared as a killer by
glWindowPos3dMESA
+
a legendary murderer of
glWindowPos3dvMESA
+
an infamous murderer of
glWindowPos3fMESA
+
a noted murderer of
glWindowPos3fvMESA
+
greatly feared as a murderer by
glWindowPos3iMESA
+
feared as a murderer by
glWindowPos3ivMESA
+
a legendary fighter against
glWindowPos3sMESA
+
an infamous fighter against
glWindowPos3svMESA
+
a noted fighter against
glWindowPos4dMESA
+
greatly feared for fighting against
glWindowPos4dvMESA
+
feared for fighting against
glWindowPos4fMESA
+
a legendary fighter for
glWindowPos4fvMESA
+
a famous fighter for
glWindowPos4iMESA
+
a noted fighter for
glWindowPos4ivMESA
+
greatly respected for fighter for
glWindowPos4sMESA
+
respected for fighter for
glWindowPos4svMESA
+
a legendary loyal soldier of
glBeginConditionalRenderNV
+
a famous loyal soldier of
glEndConditionalRenderNV
+
a noted loyal soldier of
glCopyImageSubDataNV
+
greatly respected for loyalty to
glClearDepthdNV
+
respected for loyalty to
glDepthBoundsdNV
+
arrived at
glDepthRangedNV
+
the fortress
glEvalMapsNV
+
on the
glGetMapAttribParameterfvNV
+
[C:2:0:1]
glGetMapAttribParameterivNV
+
likes
glGetMapControlPointsNV
+
for their
glGetMapParameterfvNV
+
the color
glGetMapParameterivNV
+
When possible,
glMapControlPointsNV
+
prefers to consume
glMapParameterfvNV
+
unknown meat
glMapParameterivNV
+
unknown fish
glGetMultisamplefvNV
+
unknown plants
glSampleMaskIndexedNV
+
unknown drink
glTexRenderbufferNV
+
unknown liquid
glDeleteFencesNV
+
unknown seeds
glFinishFenceNV
+
unknown leaves
glGenFencesNV
+
unknown powder
glGetFenceivNV
+
unknown cheese
glIsFenceNV
+
unknown item
glSetFenceNV
+
absolutely detests
glTestFenceNV
+
needs alcohol to get through the working day
glGetProgramNamedParameterdvNV
+
and can't even remember the last time
glGetProgramNamedParameterfvNV
+
had some
glProgramNamedParameter4dNV
+
and has gone without a drink for far, far too long
glProgramNamedParameter4dvNV
+
and really wants a drink
glProgramNamedParameter4fNV
+
and is starting to work slowly due to its scarcity
glProgramNamedParameter4fvNV
+
does not mind being outdoors, at least for a time. 
glRenderbufferStorageMultisampleCoverageNV
+
likes working outdoors and grumbles only mildly at inclement weather. 
glProgramVertexLimitNV
+
doesn't really care about anything anymore. 
glProgramEnvParameterI4iNV
+
is a hardened individual. 
glProgramEnvParameterI4ivNV
+
is getting used to tragedy. 
glProgramEnvParameterI4uiNV
+
unbelievably strong
glProgramEnvParameterI4uivNV
+
mighty
glProgramEnvParametersI4ivNV
+
very strong
glProgramEnvParametersI4uivNV
+
unfathomably weak
glProgramLocalParameterI4iNV
+
unquestionably weak
glProgramLocalParameterI4ivNV
+
very weak
glProgramLocalParameterI4uiNV
+
weak
glProgramLocalParameterI4uivNV
+
amazingly agile
glProgramLocalParametersI4ivNV
+
extremely agile
glProgramLocalParametersI4uivNV
+
very agile
glColor3hNV
+
agile
glColor3hvNV
+
abysmally clumsy
glColor4hNV
+
totally clumsy
glColor4hvNV
+
quite clumsy
glFogCoordhNV
+
clumsy
glFogCoordhvNV
+
basically unbreakable
glMultiTexCoord1hNV
+
incredibly tough
glMultiTexCoord1hvNV
+
quite durable
glMultiTexCoord2hNV
+
tough
glMultiTexCoord2hvNV
+
shockingly fragile
glMultiTexCoord3hNV
+
remarkably flimsy
glMultiTexCoord3hvNV
+
very flimsy
glMultiTexCoord4hNV
+
flimsy
glMultiTexCoord4hvNV
+
absolutely inexhaustible
glNormal3hNV
+
indefatigable
glNormal3hvNV
+
very slow to tire
glSecondaryColor3hNV
+
slow to tire
glSecondaryColor3hvNV
+
truly quick to tire
glTexCoord1hNV
+
extremely quick to tire
glTexCoord1hvNV
+
very quick to tire
glTexCoord2hNV
+
quick to tire
glTexCoord2hvNV
+
possessed of amazing recuperative powers
glTexCoord3hNV
+
incredibly quick to heal
glTexCoord3hvNV
+
quite quick to heal
glTexCoord4hNV
+
quick to heal
glTexCoord4hvNV
+
shockingly slow to heal
glVertex2hNV
+
really slow to heal
glVertex2hvNV
+
very slow to heal
glVertex3hNV
+
slow to heal
glVertex3hvNV
+
virtually never sick
glVertex4hNV
+
almost never sick
glVertex4hvNV
+
very rarely sick
glVertexAttrib1hNV
+
rarely sick
glVertexAttrib1hvNV
+
stunningly susceptible to disease
glVertexAttrib2hNV
+
really susceptible to disease
glVertexAttrib2hvNV
+
quite susceptible to disease
glVertexAttrib3hNV
+
susceptible to disease
glVertexAttrib3hvNV
+
[C:2:0:0]
glVertexAttrib4hNV
+
[C:4:0:0]
glVertexAttrib4hvNV
+
but
glVertexAttribs1hvNV
+
awesome intellectual powers
glVertexAttribs2hvNV
+
great analytical abilities
glVertexAttribs3hvNV
+
a sharp intellect
glVertexAttribs4hvNV
+
a good intellect
glVertexWeighthNV
+
a stunning lack of analytical ability
glVertexWeighthvNV
+
a lousy intellect
glBeginOcclusionQueryNV
+
very bad analytical abilities
glDeleteOcclusionQueriesNV
+
poor analytical abilities
glEndOcclusionQueryNV
+
unbreakable focus
glGenOcclusionQueriesNV
+
a great ability to focus
glGetOcclusionQueryivNV
+
very good focus
glGetOcclusionQueryuivNV
+
the ability to focus
glIsOcclusionQueryNV
+
the absolute inability to focus
glProgramBufferParametersIivNV
+
really poor focus
glProgramBufferParametersIuivNV
+
quite poor focus
glProgramBufferParametersfvNV
+
poor focus
glFlushPixelDataRangeNV
+
an unbreakable will
glPixelDataRangeNV
+
an iron will
glPointParameteriNV
+
a lot of willpower
glPointParameterivNV
+
willpower
glGetVideoi64vNV
+
absolutely no willpower
glGetVideoivNV
+
next to no willpower
glGetVideoui64vNV
+
a large deficit of willpower
glGetVideouivNV
+
little willpower
glPresentFrameDualFillNV
+
a boundless creative imagination
glPresentFrameKeyedNV
+
great creativity
glPrimitiveRestartIndexNV
+
very good creativity
glPrimitiveRestartNV
+
good creativity
glCombinerInputNV
+
next to no creative talent
glCombinerOutputNV
+
lousy creativity
glCombinerParameterfNV
+
poor creativity
glCombinerParameterfvNV
+
meager creativity
glCombinerParameteriNV
+
uncanny intuition
glCombinerParameterivNV
+
great intuition
glFinalCombinerInputNV
+
very good intuition
glGetCombinerInputParameterfvNV
+
good intuition
glGetCombinerInputParameterivNV
+
horrible intuition
glGetCombinerOutputParameterfvNV
+
lousy intuition
glGetCombinerOutputParameterivNV
+
very bad intuition
glGetFinalCombinerInputParameterfvNV
+
bad intuition
glGetFinalCombinerInputParameterivNV
+
absolutely boundless patience
glCombinerStageParameterfvNV
+
a deep well of patience
glGetCombinerStageParameterfvNV
+
a great deal of patience
glGetBufferParameterui64vNV
+
a sum of patience
glGetIntegerui64vNV
+
no patience at all
glGetNamedBufferParameterui64vNV
+
very little patience
glGetUniformui64vNV
+
little patience
glIsBufferResidentNV
+
a shortage of patience
glIsNamedBufferResidentNV
+
an astonishing memory
glMakeBufferNonResidentNV
+
an amazing memory
glMakeBufferResidentNV
+
a great memory
glMakeNamedBufferNonResidentNV
+
a good memory
glMakeNamedBufferResidentNV
+
little memory to speak of
glProgramUniformui64NV
+
a really bad memory
glProgramUniformui64vNV
+
a poor memory
glUniformui64NV
+
an iffy memory
glUniformui64vNV
+
an astonishing ability with languages and words
glTextureBarrierNV
+
a great affinity for language
glActiveVaryingNV
+
a natural inclination toward language
glBeginTransformFeedbackNV
+
a way with words
glBindBufferBaseNV
+
difficulty with words and language
glBindBufferOffsetNV
+
very little linguistic ability
glBindBufferRangeNV
+
little linguistic ability
glEndTransformFeedbackNV
+
a little difficulty with words
glGetActiveVaryingNV
+
a stunning feel for spatial relationships
glGetTransformFeedbackVaryingNV
+
an amazing spatial sense
glGetVaryingLocationNV
+
a great feel for the surrounding space
glTransformFeedbackAttribsNV
+
a good spatial sense
glTransformFeedbackVaryingsNV
+
no sense for spatial relationships
glBindTransformFeedbackNV
+
an atrocious spatial sense
glDeleteTransformFeedbacksNV
+
poor spatial senses
glDrawTransformFeedbackNV
+
a questionable spatial sense
glGenTransformFeedbacksNV
+
an astonishing knack for music
glIsTransformFeedbackNV
+
a great musical sense
glPauseTransformFeedbackNV
+
a natural ability with music
glResumeTransformFeedbackNV
+
a feel for music
glFlushVertexArrayRangeNV
+
absolutely no feel for music at all
glVertexArrayRangeNV
+
next to no natural musical ability
glBufferAddressRangeNV
+
little natural inclination toward music
glColorFormatNV
+
an iffy sense for music
glEdgeFlagFormatNV
+
an astounding feel for the position of
glFogCoordFormatNV
+
own body
glGetIntegerui64i_vNV
+
a great kinesthetic sense
glIndexFormatNV
+
a very good sense of the position of
glNormalFormatNV
+
a good kinesthetic sense
glSecondaryColorFormatNV
+
an unbelievably atrocious sense of the position of
glTexCoordFormatNV
+
a very clumsy kinesthetic sense
glVertexAttribFormatNV
+
a poor kinesthetic sense
glVertexAttribIFormatNV
+
a meager kinesthetic sense
glVertexFormatNV
+
an absolutely remarkable sense of others' emotions
glAreProgramsResidentNV
+
a great sense of empathy
glBindProgramNV
+
a very good sense of empathy
glDeleteProgramsNV
+
an ability to read emotions fairly well
glExecuteProgramNV
+
the utter inability to judge others' emotions
glGenProgramsNV
+
next to no empathy
glGetProgramParameterdvNV
+
a very bad sense of empathy
glGetProgramParameterfvNV
+
poor empathy
glGetProgramStringNV
+
a shockingly profound feel for social relationships
glGetProgramivNV
+
a great feel for social relationships
glGetTrackMatrixivNV
+
a very good feel for social relationships
glGetVertexAttribPointervNV
+
a good feel for social relationships
glGetVertexAttribdvNV
+
an absolute inability to understand social relationships
glGetVertexAttribfvNV
+
a lack of understanding of social relationships
glGetVertexAttribivNV
+
a poor ability to manage or understand social relationships
glIsProgramNV
+
a meager ability with social relationships
glLoadProgramNV
+
Conduct Meeting
glProgramParameter4dNV
+
Attend Meeting
glProgramParameter4dvNV
+
New Arrival
glProgramParameter4fNV
+
(activity cancelled)
glProgramParameter4fvNV
+
(no barracks)
glProgramParameters4dvNV
+
(improper barracks)
glProgramParameters4fvNV
+
(no activity)
glRequestResidentProgramsNV
+
(cannot individually drill)
glTrackMatrixNV
+
(does not exist)
glVertexAttrib1dNV
+
(no archery target)
glVertexAttrib1dvNV
+
(improper building)
glVertexAttrib1fNV
+
(unreachable location)
glVertexAttrib1fvNV
+
(invalid location)
glVertexAttrib1sNV
+
(no reachable valid target)
glVertexAttrib1svNV
+
(no burrow)
glVertexAttrib2dNV
+
(not in squad)
glVertexAttrib2dvNV
+
(no patrol route)
glVertexAttrib2fNV
+
(no reachable point on route)
glVertexAttrib2fvNV
+
(not following order)
glVertexAttrib2sNV
+
(invalid order)
glVertexAttrib2svNV
+
(cannot follow order)
glVertexAttrib3dNV
+
Noble
glVertexAttrib3dvNV
+
No Job
glVertexAttrib3fNV
+
Chained
glVertexAttrib3fvNV
+
Null Precise Civ Equipment Link:
glVertexAttrib3sNV
+
In Mouth
glVertexAttrib3svNV
+
Hauled
glVertexAttrib4dNV
+
Multigrasp
glVertexAttrib4dvNV
+
Wrapped around
glVertexAttrib4fNV
+
Strapped to
glVertexAttrib4fvNV
+
Stuck in
glVertexAttrib4sNV
+
Sewn into
glVertexAttrib4svNV
+
Right shoulder
glVertexAttrib4ubNV
+
Left shoulder
glVertexAttrib4ubvNV
+
On head
glVertexAttribPointerNV
+
pulls out and
glVertexAttribs1dvNV
+
releases
glVertexAttribs1fvNV
+
drops
glVertexAttribs1svNV
+
Unit has misaligned body modifiers.  Adjusting.
glVertexAttribs2dvNV
+
Unit has misaligned bp modifiers.  Adjusting.
glVertexAttribs2fvNV
+
Acceptable Liquid Flood Overflow
glVertexAttribs2svNV
+
Acceptable Fish Liquid Flood Overflow
glVertexAttribs3dvNV
+
takes the full force of the impact
glVertexAttribs3fvNV
+
skids along the ground
glVertexAttribs3svNV
+
's mandate has ended.
glVertexAttribs4dvNV
+
's mandates have ended.
glVertexAttribs4fvNV
+
path fail:
glVertexAttribs4svNV
+
a cloud of
glVertexAttribs4ubvNV
+
a glob of
glClearDepthfOES
+
was born today, which makes
glClipPlanefOES
+
very young indeed. 
glDepthRangefOES
+
month
glFrustumfOES
+
day
glGetClipPlanefOES
+
old, born on the
glOrthofOES
+
year
glDetailTexFuncSGIS
+
was created today, which makes the world very young indeed. 
glGetDetailTexFuncSGIS
+
has the appearance of somebody that is
glFogFuncSGIS
+
old and is
glGetFogFuncSGIS
+
kind. 
glSampleMaskSGIS
+
is very young.
glSamplePatternSGIS
+
is about
glGetSharpenTexFuncSGIS
+
old. 
glSharpenTexFuncSGIS
+
is gigantic with huge muscles and hanging rolls of lard
glTexImage4DSGIS
+
is huge, muscular and fat
glTexSubImage4DSGIS
+
is gigantic but incredibly skinny with virtually no muscles to speak of
glGetTexFilterFuncSGIS
+
is gigantic yet weak and skinny
glTexFilterFuncSGIS
+
is gigantic with incredible muscles
glAsyncMarkerSGIX
+
is very muscular and just gigantic overall
glDeleteAsyncMarkersSGIX
+
is gigantic and muscular
glFinishAsyncSGIX
+
is gigantic yet incredibly weak
glGenAsyncMarkersSGIX
+
is enormous yet very weak
glIsAsyncMarkerSGIX
+
isn't very muscular but has a gigantic build
glPollAsyncSGIX
+
bears untold amounts of fat over a gigantic frame
glFlushRasterSGIX
+
is very fat and enormous overall
glTextureFogSGIX
+
is gigantic and quite fat
glFragmentColorMaterialSGIX
+
is incredibly skinny yet gigantic overall
glFragmentLightModelfSGIX
+
has an enormous build but is very skinny
glFragmentLightModelfvSGIX
+
is enormous yet skinny
glFragmentLightModeliSGIX
+
is gigantic
glFragmentLightModelivSGIX
+
is very large and bears great lard rolls and impressive muscles
glFragmentLightfSGIX
+
is very large, fat and muscular
glFragmentLightfvSGIX
+
is very large yet also very weak and incredibly skinny
glFragmentLightiSGIX
+
is weak and skinny yet has a large build overall
glFragmentLightivSGIX
+
is incredibly muscular and very large
glFragmentMaterialfSGIX
+
is very large and very muscular
glFragmentMaterialfvSGIX
+
is very large with strong muscles
glFragmentMaterialiSGIX
+
is very weak despite being very large overall
glFragmentMaterialivSGIX
+
is very large yet weak
glGetFragmentLightfvSGIX
+
isn't strong but is very large
glGetFragmentLightivSGIX
+
is very large and just incredibly fat
glGetFragmentMaterialfvSGIX
+
has a very large body with quite a bit of fat on it
glGetFragmentMaterialivSGIX
+
is fat and has a very large body overall
glFrameZoomSGIX
+
has a very large frame but is incredibly skinny
glPixelTexGenSGIX
+
is very large yet quite skinny as well
glReferencePlaneSGIX
+
is skinny but with a very large body overall
glSpriteParameterfSGIX
+
is very large
glSpriteParameterfvSGIX
+
is incredibly muscular and fat, with a large build overall
glSpriteParameteriSGIX
+
is large, muscular and fat
glSpriteParameterivSGIX
+
has a large body but it is very skinny and frail
glTagSampleBufferSGIX
+
is weak and skinny yet has a reasonably large body overall
glColorTableParameterfvSGI
+
has bulky muscles on a large body
glColorTableParameterivSGI
+
is very muscular with a large body
glColorTableSGI
+
is large and muscular
glCopyColorTableSGI
+
is large yet frail
glGetColorTableParameterfvSGI
+
has a large body but is quite weak
glGetColorTableParameterivSGI
+
has ill-defined muscles but is large overall
glGetColorTableSGI
+
has a large body made larger still by mounds of fat
glFinishTextureSUNX
+
has a large body and is very fat
glGlobalAlphaFactorbSUN
+
is large and fat
glGlobalAlphaFactordSUN
+
has a large body but is incredibly skinny
glGlobalAlphaFactorfSUN
+
is large yet very skinny
glGlobalAlphaFactoriSUN
+
is large yet skinny
glGlobalAlphaFactorsSUN
+
is large
glGlobalAlphaFactorubSUN
+
would be lanky were it not for the massive muscles and slabs of lard
glGlobalAlphaFactoruiSUN
+
is lanky, with strong muscles and some fat
glGlobalAlphaFactorusSUN
+
has a tall, skinny body that is very frail
glReadVideoPixelsSUN
+
is tall and thin, weak with few traces of fat
glReplacementCodePointerSUN
+
is tall and thin with incredible muscles
glReplacementCodeubSUN
+
is tall, thin and very muscular
glReplacementCodeubvSUN
+
is muscular, tall and thin
glReplacementCodeuiSUN
+
is lanky and frail
glReplacementCodeuivSUN
+
is lanky and weak
glReplacementCodeusSUN
+
is lanky with ill-defined muscles
glReplacementCodeusvSUN
+
packs extraordinary obesity on to what was once a tall and thin body
glColor3fVertex3fSUN
+
has a tall, thin frame but manages to be very fat
glColor3fVertex3fvSUN
+
has a tall, thin body layered with some fat
glColor4fNormal3fVertex3fSUN
+
has a tall, narrow body that is just incredibly skinny
glColor4fNormal3fVertex3fvSUN
+
has a tall, thin frame with very little fat on it
glColor4ubVertex2fSUN
+
has a tall, thin body with little fat
glColor4ubVertex2fvSUN
+
is lanky
glColor4ubVertex3fSUN
+
has a short, broad body stacked thick with muscles and lard
glColor4ubVertex3fvSUN
+
is stout, muscular and fat
glNormal3fVertex3fSUN
+
has a short body that is broad yet with few traces of muscle or fat
glNormal3fVertex3fvSUN
+
has a short broad body but is kind of weak and skinny at the same time
glReplacementCodeuiColor3fVertex3fSUN
+
is stout and incredibly muscular
glReplacementCodeuiColor3fVertex3fvSUN
+
is stout and very muscular
glReplacementCodeuiColor4fNormal3fVertex3fSUN
+
has a stout muscular body
glReplacementCodeuiColor4fNormal3fVertex3fvSUN
+
has a short broad body but is very frail
glReplacementCodeuiColor4ubVertex3fSUN
+
has a short broad body with little in the way of muscles
glReplacementCodeuiColor4ubVertex3fvSUN
+
has a short broad body with ill-defined muscles
glReplacementCodeuiNormal3fVertex3fSUN
+
is short, broad and morbidly obese
glReplacementCodeuiNormal3fVertex3fvSUN
+
has a short broad body with a lot of fat on it
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN
+
is short, broad and fat
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN
+
has a short, broad frame with almost no fat on it
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN
+
has a short, broad body with very little fat
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN
+
has a short, broad build overall but is somewhat skinny
glReplacementCodeuiTexCoord2fVertex3fSUN
+
is stout
glReplacementCodeuiTexCoord2fVertex3fvSUN
+
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
glReplacementCodeuiVertex3fSUN
+
has an incredibly broad body with some muscle and fat on it
glReplacementCodeuiVertex3fvSUN
+
has an extremely broad frame with few traces of either muscle or fat
glTexCoord2fColor3fVertex3fSUN
+
has an incredibly broad body that is somewhat weak with only a little fat on it
glTexCoord2fColor3fVertex3fvSUN
+
is incredibly muscular and broad-bodied
glTexCoord2fColor4fNormal3fVertex3fSUN
+
is has large muscles on a incredibly broad body
glTexCoord2fColor4fNormal3fVertex3fvSUN
+
is muscular with an extremely broad body
glTexCoord2fColor4ubVertex3fSUN
+
has an incredibly broad body but is very frail
glTexCoord2fColor4ubVertex3fvSUN
+
has an extremely broad body but is weak
glTexCoord2fNormal3fVertex3fSUN
+
is somewhat weak and has a body that is incredibly broad
glTexCoord2fNormal3fVertex3fvSUN
+
has an incredibly broad body hung with curtains of lard
glTexCoord2fVertex3fSUN
+
has an extremely broad body with lots of fat on it
glTexCoord2fVertex3fvSUN
+
is fat with an extremely broad body
glTexCoord4fColor4fNormal3fVertex4fSUN
+
has an incredibly broad body with almost no fat on it
glTexCoord4fColor4fNormal3fVertex4fvSUN
+
has an extremely broad body with very little fat
glTexCoord4fVertex4fSUN
+
has an extremely broad body with little fat
glTexCoord4fVertex4fvSUN
+
is incredibly broad-bodied
glAddSwapHintRectWIN
+
has a very broad body, with enormous lard pockets packed in with the giant muscles
glCopyTexSubImage3D
+
has a very broad, muscular, fat body
glDrawRangeElements
+
has a very broad body but it is frail with very little fat on it
glTexImage3D
+
has a very broad body overall but it is weak with little fat on it
glTexSubImage3D
+
is incredibly muscular and has a very broad body
glActiveTexture
+
is very muscular and broad
glClientActiveTexture
+
is muscular and very broad
glCompressedTexImage1D
+
has a very broad body but it is frail
glCompressedTexImage2D
+
has ill-defined muscles on an otherwise broad body
glCompressedTexImage3D
+
has a broad body that is somewhat weak
glCompressedTexSubImage1D
+
has a very broad body and is incredibly fat
glCompressedTexSubImage2D
+
is very broad and fat
glCompressedTexSubImage3D
+
is fat and very broad
glGetCompressedTexImage
+
has a very broad body but almost no fat
glLoadTransposeMatrixd
+
has a very broad frame with very little fat on it
glLoadTransposeMatrixf
+
has a very broad body with little fat
glMultTransposeMatrixd
+
is very broad-bodied
glMultTransposeMatrixf
+
has a broad body bearing impressive muscles and a great load of fat
glMultiTexCoord1d
+
is broad-bodied, muscular and fat
glMultiTexCoord1dv
+
is frail and very skinny yet with an overall broad body
glMultiTexCoord1f
+
is broad-bodied, though weak and skinny
glMultiTexCoord1fv
+
has incredible muscles stretched over a broad body
glMultiTexCoord1i
+
is very muscular with a broad body
glMultiTexCoord1iv
+
is broad and muscular
glMultiTexCoord1s
+
has a broad body but it is very frail
glMultiTexCoord1sv
+
is broad yet weak
glMultiTexCoord2d
+
is broad with little muscle
glMultiTexCoord2dv
+
has a broad body made broader still by no shortage of surrounding lard
glMultiTexCoord2f
+
is broad-bodied and very fat
glMultiTexCoord2fv
+
is broad and fat
glMultiTexCoord2i
+
has a broad body with almost no fat on it
glMultiTexCoord2iv
+
has a broad body with very little fat
glMultiTexCoord2s
+
has a broad body with little fat
glMultiTexCoord2sv
+
has a broad body
glMultiTexCoord3d
+
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
glMultiTexCoord3dv
+
has a long, thin body, thickened by muscle and fat
glMultiTexCoord3f
+
has a long, thin frame, frail with very little fat
glMultiTexCoord3fv
+
has a long, thin body that is somewhat weak with little fat
glMultiTexCoord3i
+
has a long, thin frame strapped with incredible muscles
glMultiTexCoord3iv
+
is long and thin with strong muscles
glMultiTexCoord3s
+
is long, thin and muscular
glMultiTexCoord3sv
+
is long and thin but very weak
glMultiTexCoord4d
+
is long, weak and thin
glMultiTexCoord4dv
+
is long, thin and somewhat weak
glMultiTexCoord4f
+
has a long, thin frame hidden beneath copious rolls of lard
glMultiTexCoord4fv
+
has a long, thin body with a lot of fat on it
glMultiTexCoord4i
+
has a long, thin body with some fat on it
glMultiTexCoord4iv
+
has a long, thin body with almost no fat on it
glMultiTexCoord4s
+
has a long, thin body with very little fat
glMultiTexCoord4sv
+
has a long, thin frame with little fat
glSampleCoverage
+
is long and slim
glBlendColor
+
could be incredibly thin but has massive lardy rolls and enormous muscles
glBlendEquation
+
has managed to put some muscle and fat on an extremely thin frame
glBlendFuncSeparate
+
is a frail, extremely skinny thing
glFogCoordPointer
+
is weak with little fat and just incredibly thin overall
glFogCoordd
+
has an extremely thin body packed with huge muscles
glFogCoorddv
+
is very muscular and incredibly thin
glFogCoordf
+
is muscular and extremely thin
glFogCoordfv
+
is extremely thin and frail
glMultiDrawArrays
+
is very weak and extremely thin
glMultiDrawElements
+
is extremely thin with ill-defined muscles
glPointParameterf
+
has an extremely thin frame underlying a massive lardy edifice
glPointParameterfv
+
has an extremely thin frame with a lot of fat on it
glPointParameteri
+
has an incredibly thin frame with some fat on it
glPointParameteriv
+
has an extremely thin body with almost no fat on it
glSecondaryColor3b
+
has an extremely thin body with very litte fat on it
glSecondaryColor3bv
+
has an incredibly thin body with little fat
glSecondaryColor3d
+
is incredibly thin
glSecondaryColor3dv
+
has a very thin build buried underneath endless muscles and fat
glSecondaryColor3f
+
would be very thin but has opted for some muscle and fat
glSecondaryColor3fv
+
has a very thin, frail body without visible traces of fat
glSecondaryColor3i
+
is weak and has a very thin body with very little fat
glSecondaryColor3iv
+
is incredibly muscular and very thin
glSecondaryColor3s
+
is very muscular and thin
glSecondaryColor3sv
+
is muscular and very thin
glSecondaryColor3ub
+
is very thin and weak
glSecondaryColor3ubv
+
is weak and very thin
glSecondaryColor3ui
+
is somewhat scrawny and very thin
glSecondaryColor3uiv
+
would be very thin but bears an enormous lardy burden
glSecondaryColor3us
+
has much fat on a very thin frame
glSecondaryColor3usv
+
has a very thin frame with a bit of fat on it
glSecondaryColorPointer
+
has a very thin body with almost no fat on it
glWindowPos2d
+
has a very thin frame with very little fat
glWindowPos2dv
+
has a very thin body with little fat
glWindowPos2f
+
is very thin
glWindowPos2fv
+
has a thin frame but it is loaded with muscles and great layers of fat
glWindowPos2i
+
has a generally thin build with some muscle and fat on it
glWindowPos2iv
+
is thin, frail and incredibly skinny
glWindowPos2s
+
is thin, skinny and weak
glWindowPos2sv
+
is thin but has incredible muscles
glWindowPos3d
+
is thin and very muscular
glWindowPos3dv
+
is wiry
glWindowPos3f
+
is thin and frail
glWindowPos3fv
+
is thin and weak
glWindowPos3i
+
is thin and scrawny
glWindowPos3iv
+
has what was once a thin frame, now bearing enormous, thick layers of fat
glWindowPos3s
+
has a once-thin frame, now belarded
glWindowPos3sv
+
has a thin frame with some fat on it
glBeginQuery
+
has a thin body with almost no fat on it
glBindBuffer
+
has a thin body with very little fat
glBufferData
+
has a thin body with little fat
glBufferSubData
+
is thin
glDeleteBuffers
+
is incredibly tall, layered with massive muscles and hanging sacks of lard
glDeleteQueries
+
is incredibly tall with strong muscles and some fat
glEndQuery
+
is very frail with an extremely tall and skinny body
glGenBuffers
+
is incredibly tall and a bit skinny, with ill-defined muscles
glGenQueries
+
is incredibly tall and muscular
glGetBufferParameteriv
+
is very muscular and extremely tall
glGetBufferPointerv
+
is muscular and incredibly tall
glGetBufferSubData
+
is incredibly tall but has a frail body
glGetQueryObjectiv
+
is incredibly tall yet weak
glGetQueryObjectuiv
+
is scrawny yet extremely tall
glGetQueryiv
+
is incredibly tall and fat
glIsBuffer
+
is very fat and extremely tall
glIsQuery
+
is fat and extremely tall
glMapBuffer
+
is incredibly tall and skinny
glUnmapBuffer
+
is very skinny and even more tall
glAttachShader
+
is skinny and extremely tall
glBindAttribLocation
+
is incredibly tall
glBlendEquationSeparate
+
is very tall with huge muscles and great lardy rolls
glCompileShader
+
is very tall with plenty of muscle and fat
glCreateProgram
+
is very tall and skinny but also very weak
glCreateShader
+
is weak and skinny but very tall overall
glDeleteProgram
+
is very tall with huge muscles
glDeleteShader
+
is very tall and muscular
glDetachShader
+
is muscular and very tall
glDisableVertexAttribArray
+
is very tall yet frail
glDrawBuffers
+
is very tall yet weak
glEnableVertexAttribArray
+
is very tall yet somewhat weak
glGetActiveAttrib
+
is very tall with a hanging apron of lard
glGetActiveUniform
+
is very tall and fat
glGetAttachedShaders
+
is fat and very tall
glGetAttribLocation
+
is very tall and incredibly skinny
glGetProgramInfoLog
+
is very tall and skinny
glGetProgramiv
+
is skinny and very tall
glGetShaderInfoLog
+
is very tall
glGetShaderSource
+
is very muscular, tall and obese
glGetShaderiv
+
is tall, muscular and fat
glGetUniformLocation
+
is tall, extremely skinny and frail
glGetUniformfv
+
is tall, weak and skinny
glGetUniformiv
+
has loaded a tall body with incredible muscles
glGetVertexAttribPointerv
+
is tall and very muscular
glGetVertexAttribdv
+
is tall and musc