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Difference between revisions of "String dump"

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−
{{Migrated_article}}
+
{{migrated article}}
 
{{av}}
 
{{av}}
 +
{{Quality|Tattered}}
 +
This '''string dump''' is generated with this shell script (using the Windows and OS X versions of DF 0.40.24):
 +
<pre>
 +
strings df_osx/dwarfort.exe > strings_osx.txt
 +
strings df_win/Dwarf\ Fortress.exe > strings_win.txt
 +
perl -ne 'print if ($seen{$_} .= @ARGV) =~ /10$/' strings_osx.txt strings_win.txt > strings.txt
 +
</pre>
 +
 +
A working windows option is also available:
 +
https://learn.microsoft.com/en-us/sysinternals/downloads/strings
 +
 +
== String Dump ==
 
{{minorspoiler}}
 
{{minorspoiler}}
−
<pre>
+
{{gamedata}}
−
Fatal Error
+
[[ru:String dump]]
−
Out of memory - aborting
+
 
−
WinMain() error
+
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
−
DDRAW.DLL
+
| <strong>Here are all uppercased expressions which were not present in the previous string dump</strong>
−
TRANS_NAME
+
|-
−
FIRST_NAME
+
|UTF-16LE
−
PRO_POS
+
NO_EXCLUSIVE
−
PRO_OBJ
+
SEMIANNUAL
−
PRO_SUB
+
NEAREST
−
PRO_REF
+
LANCZOS
−
invalid string position
+
SOFTWARE
−
string too long
+
H*0"ZOW
−
vector<T> too long
+
V_:X1:
−
Activity
+
SIDEBURNS
−
Training Session
+
MOUSTACHE
−
Activity Event
+
PETITIONS
−
Organize Combat Training
+
ANY_WOOD_MATERIAL
−
Lead Combat Training
+
ANY_GEM_MATERIAL
−
Wait for Combat Training
+
ANY_STONE_MATERIAL
−
Organize
+
NOT_ARTIFACT
−
Lead
+
IS_CRAFTED_ARTIFACT
−
Wait for
+
TOOLTIP
−
Watch
+
PROCEDURAL_CREATURE_GRAPHICS
−
Individual Combat Drill
+
PCG_LAYERING
−
Spar
+
SLAIN_SPEECH
−
Watch Sparring Practice
+
SELECT_CREATURE
−
Archery Practice
+
CUT_CREATURE
−
The
+
LOG_CURRENT_ENTRY
−
Your
+
SLAIN_CASTE_SPEECH
−
spinning
+
WEREBEAST_ANTEATER
−
flying
+
WEREBEAST_ANTELOPE
−
passing through a hole in the
+
WEREBEAST_ELK
−
main part
+
WEREBEAST_FOX
−
jamming the
+
WEREBEAST_GECKO
−
out of the wound
+
WEREBEAST_GILA_MONSTER
−
through the
+
WEREBEAST_COYOTE
−
tearing
+
WEREBEAST_DEER
−
tearing apart
+
WEREBEAST_DONKEY
−
shattering
+
WEREBEAST_ELEPHANT
−
chipping
+
WEREBEAST_HEDGEHOG
−
fracturing
+
WEREBEAST_HORSE
−
denting
+
WEREBEAST_HYENA
−
bruising
+
WEREBEAST_IGUANA
−
breaking away
+
WEREBEAST_GIRAFFE
−
fetid
+
WEREBEAST_GOAT
−
rotten
+
WEREBEAST_GOPHER
−
decomposing
+
WEREBEAST_HARE
−
rancid
+
WEREBEAST_BEAVER
−
stinking
+
WEREBEAST_BISON
−
filthy
+
WEREBEAST_BUFFALO
−
reeking
+
WEREBEAST_BULL
−
foul
+
WEREBEAST_APE
−
many nerves
+
WEREBEAST_ARMADILLO
−
have
+
WEREBEAST_BADGER
−
torn
+
WEREBEAST_BEAR
−
sprained
+
WEREBEAST_CHAMELEON
−
bruised
+
WEREBEAST_CHINCHILLA
−
strained
+
WEREBEAST_CIVET
−
Press
+
WEREBEAST_COATI
−
migrants,
+
WEREBEAST_CAPYBARA
−
migrants has arrived.
+
WEREBEAST_CAMEL
−
data
+
WEREBEAST_CAT
−
data/save
+
WEREBEAST_CAVY
−
data/save/current
+
WEREBEAST_PORCUPINE
−
data/save/current/art_image-
+
WEREBEAST_RABBIT
−
art_image-
+
WEREBEAST_RACCOON
−
data/save/current/
+
WEREBEAST_RAT
−
data/save/
+
WEREBEAST_PANDA
−
themselves
+
WEREBEAST_PANGOLIN
−
looks
+
WEREBEAST_PANTHER
−
look
+
WEREBEAST_PIG
−
the
+
WEREBEAST_SKUNK
−
two
+
WEREBEAST_SLOTH
−
three
+
WEREBEAST_SQUIRREL
−
four
+
WEREBEAST_TAPIR
−
five
+
WEREBEAST_RHINOCEROS
−
Untitled
+
WEREBEAST_SHEEP
−
skeletal
+
WEREBEAST_SHREW
−
rotting
+
WEREBEAST_SKINK
−
ghostly
+
WEREBEAST_LIZARD
−
female
+
WEREBEAST_LLAMA
−
male
+
WEREBEAST_LORIS
−
bad cast
+
WEREBEAST_MAMMOTH
−
errorlog.txt
+
WEREBEAST_JACKAL
−
gamelog.txt
+
WEREBEAST_KANGAROO
−
negative
+
WEREBEAST_KOALA
−
zero
+
WEREBEAST_LEMUR
−
three
+
WEREBEAST_MOOSE
−
four
+
WEREBEAST_MONKEY
−
five
+
WEREBEAST_MOUSE
−
seven
+
WEREBEAST_OPOSSUM
−
eight
+
WEREBEAST_MARMOT
−
nine
+
WEREBEAST_MOLE
−
eleven
+
WEREBEAST_MONGOOSE
−
twelve
+
WEREBEAST_MONITOR_LIZARD
−
thirteen
+
WEREBEAST_WOMBAT
−
fourteen
+
WEREBEAST_ZEBRA
−
fifteen
+
WEREBEAST_TORTOISE
−
sixteen
+
WEREBEAST_WARTHOG
−
seventeen
+
WEREBEAST_WEASEL
−
eighteen
+
WEREBEAST_WOLF
−
nineteen
+
BEAST_AMORPHOUS
−
twenty
+
BEAST_AMORPHOUS_SHELL_BACK
−
thirty
+
BEAST_SNAKE
−
forty
+
BEAST_WORM_SHORT_SHELL_BACK
−
fifty
+
BEAST_WORM_SHORT_TRUNK
−
sixty
+
BEAST_WORM_SHORT_ANTENNAE
−
seventy
+
BEAST_INSECT
−
eighty
+
BEAST_INSECT_MANDIBLES
−
ninety
+
BEAST_INSECT_HORNS
−
Negative
+
BEAST_INSECT_WINGS_LACY_BACK
−
Zeroth
+
BEAST_INSECT_WINGS_FEATHERED_FRONT
−
First
+
BEAST_WORM_SHORT_WINGS_LACY_BACK
−
Second
+
BEAST_WORM_SHORT_WINGS_LACY_FRONT
−
Third
+
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
−
Fourth
+
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
−
Fifth
+
BEAST_WORM_SHORT_WINGS_BAT_BACK
−
Sixth
+
BEAST_WORM_SHORT_EYE_ONE
−
Seventh
+
BEAST_WORM_SHORT_EYE_TWO
−
Eighth
+
BEAST_WORM_SHORT_EYE_THREE
−
Ninth
+
BEAST_SPIDER
−
Tenth
+
BEAST_SPIDER_MANDIBLES
−
Eleventh
+
BEAST_SPIDER_HORNS
−
Twelfth
+
BEAST_SPIDER_WINGS_LACY_FRONT
−
Thirteenth
+
BEAST_SPIDER_WINGS_FEATHERED_FRONT
−
Fourteenth
+
BEAST_SPIDER_WINGS_BAT_FRONT
−
Fifteenth
+
BEAST_SPIDER_EYE_ONE
−
Sixteenth
+
BEAST_SPIDER_EYE_TWO
−
Seventeenth
+
BEAST_INSECT_WINGS_BAT_FRONT
−
Eighteenth
+
BEAST_INSECT_EYE_ONE
−
Nineteenth
+
BEAST_INSECT_EYE_TWO
−
The impertinent lava has defaced a
+
BEAST_INSECT_EYE_THREE
−
The impertinent magma has defaced a
+
BEAST_INSECT_PROBOSCIS
−
Digging designation cancelled: warm stone located.
+
BEAST_INSECT_SHELL_BACK
−
Digging designation cancelled: damp stone located.
+
BEAST_INSECT_TRUNK
−
item
+
BEAST_INSECT_ANTENNAE
−
TAN_MAT
+
BEAST_SNAKE_EYE_ONE
−
Shop
+
BEAST_SNAKE_EYE_TWO
−
Trade Depot
+
BEAST_SNAKE_EYE_THREE
−
Nest
+
BEAST_SNAKE_SHELL_BACK
−
Nest Box
+
BEAST_SNAKE_TRUNK
−
Hive
+
BEAST_SNAKE_ANTENNAE
−
Wagon
+
BEAST_WORM_LONG
−
Carpenter's Workshop
+
BEAST_WORM_LONG_MANDIBLES
−
Farmer's Workshop
+
BEAST_SNAKE_MANDIBLES
−
Ashery
+
BEAST_SNAKE_HORNS
−
Mason's Workshop
+
BEAST_SNAKE_WINGS_LACY_BACK
−
Craftsman
+
BEAST_SNAKE_WINGS_LACY_FRONT
−
Jeweler's Workshop
+
BEAST_SNAKE_WINGS_FEATHERED_BACK
−
Metalsmith's Forge
+
BEAST_SNAKE_WINGS_FEATHERED_FRONT
−
Magma Forge
+
BEAST_SNAKE_WINGS_BAT_BACK
−
Bowyer's Workshop
+
BEAST_SNAKE_WINGS_BAT_FRONT
−
Mechanic's Workshop
+
BEAST_WORM_LONG_EYE_TWO
−
Siege Workshop
+
BEAST_WORM_LONG_EYE_THREE
−
Butcher's Shop
+
BEAST_WORM_LONG_SHELL_BACK
−
Leather Works
+
BEAST_WORM_LONG_TRUNK
−
Tanner's Shop
+
BEAST_WORM_LONG_ANTENNAE
−
Dyer's Shop
+
BEAST_WORM_SHORT
−
Clothier's Shop
+
BEAST_WORM_SHORT_MANDIBLES
−
Fishery
+
BEAST_WORM_SHORT_HORNS
−
Still
+
BEAST_WORM_LONG_HORNS
−
Loom
+
BEAST_WORM_LONG_WINGS_LACY_BACK
−
Quern
+
BEAST_WORM_LONG_WINGS_LACY_FRONT
−
Millstone
+
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
−
Kennels
+
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
−
Kitchen
+
BEAST_WORM_LONG_WINGS_BAT_BACK
−
Tool
+
BEAST_WORM_LONG_WINGS_BAT_FRONT
−
Workshop
+
BEAST_WORM_LONG_EYE_ONE
−
Zone
+
BEAST_HUMANOID_HORNS
−
Farm Plot
+
BEAST_HUMANOID_WINGS_LACY_BACK
−
Smelter
+
BEAST_HUMANOID_WINGS_LACY_FRONT
−
Glass Furnace
+
BEAST_HUMANOID_WINGS_FEATHERED_BACK
−
Wood Furnace
+
BEAST_HUMANOID_WINGS_BAT_BACK
−
Kiln
+
BEAST_HUMANOID_EYE_ONE
−
Magma Smelter
+
BEAST_HUMANOID_EYE_TWO
−
Magma Glass Furnace
+
BEAST_HUMANOID_EYE_THREE
−
Magma Kiln
+
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
−
Furnace
+
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
−
Lever
+
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
−
Pressure Plate
+
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
−
Cage Trap
+
BEAST_BIPEDAL_DINOSAUR_TRUNK
−
Stone-Fall Trap
+
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
−
Weapon Trap
+
BEAST_HUMANOID
−
Trap
+
BEAST_HUMANOID_MANDIBLES
−
Catapult
+
BEAST_FRONT_GRASP_OCT
−
Ballista
+
BEAST_FRONT_GRASP_MANDIBLES
−
Siege Engine
+
BEAST_FRONT_GRASP_HORNS
−
Door
+
BEAST_FRONT_GRASP_WINGS_LACY_BACK
−
Floor Hatch
+
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
−
Wall Grate
+
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
−
Floor Grate
+
BEAST_FRONT_GRASP_WINGS_BAT_BACK
−
Vertical Bars
+
BEAST_FRONT_GRASP_EYE_ONE
−
Floor Bars
+
BEAST_HUMANOID_TAIL_ONE
−
Floodgate
+
BEAST_HUMANOID_TAIL_TWO
−
Restraint
+
BEAST_HUMANOID_TAIL_THREE
−
Cage
+
BEAST_HUMANOID_SHELL_BACK
−
Support
+
BEAST_HUMANOID_TRUNK
−
Gear Assembly
+
BEAST_HUMANOID_ANTENNAE
−
Horizontal Axle
+
BEAST_FRONT_GRASP
−
Vertical Axle
+
BEAST_FRONT_GRASP_HEX
−
Upright Spear/Spike
+
BEAST_SCORPION_WINGS_LACY_FRONT
−
Archery Target
+
BEAST_SCORPION_WINGS_FEATHERED_BACK
−
Screw Pump
+
BEAST_SCORPION_WINGS_FEATHERED_FRONT
−
Water Wheel
+
BEAST_SCORPION_WINGS_BAT_BACK
−
Windmill
+
BEAST_SCORPION_WINGS_BAT_FRONT
−
Burial Receptacle
+
BEAST_SCORPION_EYE_ONE
−
Seat
+
BEAST_SCORPION_EYE_TWO
−
Animal Trap
+
BEAST_SCORPION_EYE_THREE
−
Table
+
BEAST_SPIDER_EYE_THREE
−
Cabinet
+
BEAST_SPIDER_SHELL_FRONT
−
Weapon Rack
+
BEAST_SPIDER_TRUNK
−
Armor Stand
+
BEAST_SPIDER_ANTENNAE
−
Container
+
BEAST_SCORPION
−
Traction Bench
+
BEAST_SCORPION_MANDIBLES
−
Dirt Road
+
BEAST_SCORPION_HORNS
−
Paved Road
+
BEAST_SCORPION_WINGS_LACY_BACK
−
Bridge
+
BEAST_BIPEDAL_DINOSAUR_HORNS
−
Well
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
−
Statue
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
−
Slab
+
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
−
Glass Window
+
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
−
Gem Window
+
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
−
Stockpile
+
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
−
Wall
+
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
−
Floor
+
BEAST_SCORPION_TAIL_ONE
−
Down Stair
+
BEAST_SCORPION_TAIL_TWO
−
Ramp
+
BEAST_SCORPION_TAIL_THREE
−
Fortification
+
BEAST_SCORPION_SHELL_FRONT
−
Construction
+
BEAST_SCORPION_TRUNK
−
Vacant Shop
+
BEAST_SCORPION_ANTENNAE
−
General Store
+
BEAST_BIPEDAL_DINOSAUR
−
Crafts Market
+
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
−
Clothing Shop
+
BEAST_QUADRUPED_SLINKY_EYE_THREE
−
Exotic Clothing Shop
+
BEAST_QUADRUPED_SLINKY_TAIL_ONE
−
Custom Workshop
+
BEAST_QUADRUPED_SLINKY_TAIL_TWO
−
Vertical
+
BEAST_QUADRUPED_SLINKY_TAIL_THREE
−
Aquarium
+
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
−
Terrarium
+
BEAST_QUADRUPED_SLINKY_TRUNK
−
Shared
+
BEAST_QUADRUPED_SLINKY_ANTENNAE
−
Rough
+
BEAST_WALRUS
−
Horizontal
+
BEAST_QUADRUPED_SLINKY_HORNS
−
Retracted
+
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
−
Upright
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
−
Spikes
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
−
Spears
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
−
Spears/Spikes
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
−
Weapon
+
BEAST_QUADRUPED_SLINKY_EYE_ONE
−
Dirt
+
BEAST_QUADRUPED_SLINKY_EYE_TWO
−
Glass
+
BEAST_WALRUS_EYE_THREE
−
Armor
+
BEAST_WALRUS_TAIL_ONE
−
Weapon
+
BEAST_WALRUS_TAIL_TWO
−
Animal
+
BEAST_WALRUS_TAIL_THREE
−
Food
+
BEAST_WALRUS_SHELL_BACK
−
Furniture
+
BEAST_WALRUS_TRUNK
−
Corpse
+
BEAST_WALRUS_ANTENNAE
−
Refuse
+
BEAST_SMALL_AMORPHOUS
−
Stone
+
BEAST_WALRUS_MANDIBLES
−
Ammo
+
BEAST_WALRUS_WINGS_LACY_BACK
−
Coins
+
BEAST_WALRUS_WINGS_LACY_FRONT
−
Bar/Block
+
BEAST_WALRUS_WINGS_FEATHERED_BACK
−
Gem
+
BEAST_WALRUS_WINGS_FEATHERED_FRONT
−
Finished Goods
+
BEAST_WALRUS_WINGS_BAT_BACK
−
Leather
+
BEAST_WALRUS_EYE_ONE
−
Cloth
+
BEAST_WALRUS_EYE_TWO
−
Wood
+
BEAST_QUADRUPED_BULKY
−
Stockpile #
+
BEAST_QUADRUPED_BULKY_HEX
−
You've caught a
+
BEAST_QUADRUPED_BULKY_OCT
−
Your trap was robbed of the
+
BEAST_QUADRUPED_BULKY_MANDIBLES
−
BALLISTA
+
BEAST_QUADRUPED_BULKY_HORNS
−
preparetomb() HAS NULL owner
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
−
preparetomb() HAS LIVE owner
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
−
Home
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
−
Plot
+
BEAST_FRONT_GRASP_EYE_TWO
−
Craft Shop
+
BEAST_FRONT_GRASP_EYE_THREE
−
Basement
+
BEAST_FRONT_GRASP_TAIL_ONE
−
Weaponsmith's Shop
+
BEAST_FRONT_GRASP_TAIL_TWO
−
Armorsmith's Shop
+
BEAST_FRONT_GRASP_TAIL_THREE
−
Food Shop
+
BEAST_FRONT_GRASP_SHELL_BACK
−
Mead Hall
+
BEAST_FRONT_GRASP_TRUNK
−
Temple
+
BEAST_FRONT_GRASP_ANTENNAE
−
Throneroom
+
BEAST_QUADRUPED_BULKY_TAIL_THREE
−
Entrance
+
BEAST_QUADRUPED_BULKY_SHELL_FRONT
−
Treasury
+
BEAST_QUADRUPED_BULKY_TRUNK
−
Guard post
+
BEAST_QUADRUPED_BULKY_ANTENNAE
−
Activity Zone
+
BEAST_QUADRUPED_SLINKY
−
Captive Room
+
BEAST_QUADRUPED_SLINKY_HEX
−
Tower Top
+
BEAST_QUADRUPED_SLINKY_OCT
−
Courtyard
+
BEAST_QUADRUPED_SLINKY_MANDIBLES
−
Secret Library
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
−
Library
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
−
Market Stall
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
−
Invalid Type
+
BEAST_QUADRUPED_BULKY_EYE_ONE
−
Building Level Map Overflow
+
BEAST_QUADRUPED_BULKY_EYE_TWO
−
OBJECT
+
BEAST_QUADRUPED_BULKY_EYE_THREE
−
BUILDING_WORKSHOP
+
BEAST_QUADRUPED_BULKY_TAIL_ONE
−
BUILDING_FURNACE
+
BEAST_QUADRUPED_BULKY_TAIL_TWO
−
Unrecognized Building Definition Type:
+
BEAST_SMALL_WORM_SHORT_EYE_TWO
−
REACTION_CLASS
+
BEAST_SMALL_WORM_SHORT_EYE_THREE
−
HAS_MATERIAL_REACTION_PRODUCT
+
BEAST_SMALL_WORM_SHORT_SHELL_BACK
−
UNROTTEN
+
BEAST_SMALL_WORM_SHORT_TRUNK
−
CONTAINS_LYE
+
BEAST_SMALL_WORM_SHORT_ANTENNAE
−
POTASHABLE
+
BEAST_SMALL_INSECT
−
NOT_WEB
+
BEAST_SMALL_INSECT_MANDIBLES
−
WEB_ONLY
+
BEAST_SMALL_INSECT_HORNS
−
EMPTY
+
BEAST_SMALL_WORM_SHORT_MANDIBLES
−
NOT_CONTAIN_BARREL_ITEM
+
BEAST_SMALL_WORM_SHORT_HORNS
−
GLASS_MATERIAL
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
−
BUILDMAT
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
−
FIRE_BUILD_SAFE
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
−
MAGMA_BUILD_SAFE
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
−
CAN_USE_ARTIFACT
+
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
−
WORTHLESS_STONE_ONLY
+
BEAST_SMALL_WORM_SHORT_EYE_ONE
−
ANY_PLANT_MATERIAL
+
BEAST_SMALL_INSECT_TRUNK
−
ANY_SILK_MATERIAL
+
BEAST_SMALL_INSECT_ANTENNAE
−
ANY_YARN_MATERIAL
+
BEAST_SMALL_SPIDER
−
ANY_SOAP_MATERIAL
+
BEAST_SMALL_SPIDER_MANDIBLES
−
ANY_LEATHER_MATERIAL
+
BEAST_SMALL_SPIDER_HORNS
−
ANY_BONE_MATERIAL
+
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
−
ANY_STRAND_TISSUE
+
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
−
ANY_SHELL_MATERIAL
+
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
−
ANY_TOOTH_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_LACY_BACK
−
ANY_HORN_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
−
ANY_PEARL_MATERIAL
+
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
−
USE_BODY_COMPONENT
+
BEAST_SMALL_INSECT_EYE_ONE
−
NOT_ENGRAVED
+
BEAST_SMALL_INSECT_EYE_TWO
−
METAL_ORE
+
BEAST_SMALL_INSECT_EYE_THREE
−
MIN_DIMENSION
+
BEAST_SMALL_INSECT_PROBOSCIS
−
HAS_TOOL_USE
+
BEAST_SMALL_INSECT_SHELL_BACK
−
BUILD_ITEM
+
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
−
CREATURE_MAT
+
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
−
PLANT_MAT
+
BEAST_SMALL_SNAKE_EYE_ONE
−
NAME
+
BEAST_SMALL_SNAKE_EYE_TWO
−
NAME_COLOR
+
BEAST_SMALL_SNAKE_EYE_THREE
−
BUILD_LABOR
+
BEAST_SMALL_SNAKE_SHELL_BACK
−
WORK_LOCATION
+
BEAST_SMALL_SNAKE_TRUNK
−
BUILD_KEY
+
BEAST_SMALL_SNAKE_ANTENNAE
−
NEEDS_MAGMA
+
BEAST_SMALL_AMORPHOUS_SHELL_BACK
−
BLOCK
+
BEAST_SMALL_SNAKE
−
TILE
+
BEAST_SMALL_SNAKE_MANDIBLES
−
COLOR
+
BEAST_SMALL_SNAKE_HORNS
−
Unrecognized Building Definition (Workshop) Token:
+
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
−
Unrecognized Building Definition (Furnace) Token:
+
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
−
Any Labor
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
−
This is the
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
−
RANDOM
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
−
NONE
+
BEAST_SMALL_WORM_LONG_EYE_ONE
−
strike
+
BEAST_SMALL_WORM_LONG_EYE_TWO
−
strikes
+
BEAST_SMALL_WORM_LONG_EYE_THREE
−
attack
+
BEAST_SMALL_WORM_LONG_SHELL_BACK
−
attacks
+
BEAST_SMALL_WORM_LONG_TRUNK
−
surprised by the ferocity of
+
BEAST_SMALL_WORM_LONG_ANTENNAE
−
You tangle together and fall over!
+
BEAST_SMALL_WORM_SHORT
−
They tangle together and fall over!
+
BEAST_SMALL_WORM_LONG
−
You tangle together and tumble forward!
+
BEAST_SMALL_WORM_LONG_MANDIBLES
−
They tangle together and tumble forward!
+
BEAST_SMALL_WORM_LONG_HORNS
−
your
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
−
push
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
−
pushes
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
−
strangle
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
−
grab
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
−
grabs
+
BEAST_SMALL_HUMANOID
−
Empty biased index vector
+
BEAST_SMALL_HUMANOID_MANDIBLES
−
Biased index vector computation error
+
BEAST_SMALL_HUMANOID_HORNS
−
corrected null contaminant
+
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
−
specks
+
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
−
dusting
+
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
−
coating
+
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
−
spatter
+
BEAST_SMALL_HUMANOID_EYE_ONE
−
smear
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
−
covering
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
−
Hello
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
−
Don't talk to me.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
−
Behold, mortal.  I am
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
−
Talking to
+
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
−
Your name precedes you.  Thank you for all that you have done.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
−
Welcome to
+
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
−
Welcome home, my child.
+
BEAST_SMALL_FRONT_GRASP
−
Welcome to the
+
BEAST_SMALL_FRONT_GRASP_HEX
−
Hopefully your friends can dissuade you from this foolishness.
+
BEAST_SMALL_FRONT_GRASP_OCT
−
Traveling alone in the wilds?!  You know better than that.
+
BEAST_SMALL_FRONT_GRASP_MANDIBLES
−
Only a hero such as yourself can travel at night.  The bogeyman would get me.
+
BEAST_SMALL_FRONT_GRASP_HORNS
−
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
−
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
−
The sun will set soon.  Be careful that the bogeyman doesn't get you.
+
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
−
Don't travel alone at night, or the bogeyman will get you.
+
BEAST_SMALL_HUMANOID_EYE_TWO
−
Let's trade.
+
BEAST_SMALL_HUMANOID_EYE_THREE
−
You'll have to talk to somebody older.
+
BEAST_SMALL_HUMANOID_TAIL_ONE
−
Fantastic!  Please come closer and ask again.
+
BEAST_SMALL_HUMANOID_TAIL_TWO
−
You do business.
+
BEAST_SMALL_HUMANOID_TAIL_THREE
−
Come see me in my store sometime.
+
BEAST_SMALL_HUMANOID_SHELL_BACK
−
Come see me in the market sometime.
+
BEAST_SMALL_HUMANOID_TRUNK
−
You should probably try a shopkeeper.
+
BEAST_SMALL_HUMANOID_ANTENNAE
−
Join me on my adventures!
+
BEAST_SMALL_SCORPION_HORNS
−
Yes, let's continue onward!
+
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
−
Hey...  that sounds like a great idea!
+
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
−
Surely any place is better than this.  Let's set off immediately!
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
−
Excitement!  Adventure!  I am thrilled to join you.
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
−
Take me away from here.
+
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
−
With a band so large, what share of the glory would I have?
+
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
−
Please let me shelter here for the night.
+
BEAST_SMALL_SCORPION_EYE_ONE
−
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
+
BEAST_SMALL_SPIDER_EYE_ONE
−
Tell me about this area.
+
BEAST_SMALL_SPIDER_EYE_TWO
−
Ask me when I've returned to my home!
+
BEAST_SMALL_SPIDER_EYE_THREE
−
Tell me about
+
BEAST_SMALL_SPIDER_SHELL_FRONT
−
You look like a mighty warrior indeed.
+
BEAST_SMALL_SPIDER_TRUNK
−
Please help me to escape from this place.
+
BEAST_SMALL_SPIDER_ANTENNAE
−
But mostly I just like to drink.
+
BEAST_SMALL_SCORPION
−
How I long for some excitement in my life...
+
BEAST_SMALL_SCORPION_MANDIBLES
−
Can you lead me to battle and a warrior's death?
+
BEAST_SMALL_BIPEDAL_DINOSAUR
−
Tell me about your family.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
−
Let me regale you with tales of adventure... [shares news]
+
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
−
This is fantastic!
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
−
May
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
−
Not only
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
−
Rumors from faraway lands will not save us.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
−
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
−
What is this madness?  Calm yourself!
+
BEAST_SMALL_SCORPION_EYE_TWO
−
And serve our cause you shall have, as soon as
+
BEAST_SMALL_SCORPION_EYE_THREE
−
the enemy
+
BEAST_SMALL_SCORPION_TAIL_ONE
−
Perhaps one of my subjects has need of your skills.
+
BEAST_SMALL_SCORPION_TAIL_TWO
−
You?  What chance do you have against the great monsters of this world?  Maybe one of my subjects has need of you.  Begone!
+
BEAST_SMALL_SCORPION_TAIL_THREE
−
Mighty one, your coming is a blessing to us.  Naught but you can stop the terror that has befallen us.
+
BEAST_SMALL_SCORPION_SHELL_FRONT
−
You have saved many from the monsters of this land.  Deliver us from a deadly foe!
+
BEAST_SMALL_SCORPION_TRUNK
−
You have done a great many wondrous deeds.
+
BEAST_SMALL_SCORPION_ANTENNAE
−
The quest I will now give you will see your name set forever in the stars or lost in the dust as the ages roll.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
−
Hero, your deeds are known far and wide.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
−
The quest I have for you now will truely test your strength.  Know that the whole world is watching the outcome.
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
−
You may think you have proved your mettle by smiting lesser foes.  Now is the true test of your herohood.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
−
Win, and be known throughout the land.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
−
Lose, and be dead or worse:  cursed forever as a coward.
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
−
You should consider bringing some of my soldiers along with you.  You do not have to face this trial alone.
+
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
−
Some of my soldiers enjoy taking on these lesser matters from time to time.  Feel free to speak to them about it.
+
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
−
Death will find you soon enough.
+
BEAST_SMALL_QUADRUPED_SLINKY_OCT
−
the master
+
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
−
Goodbye.
+
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
−
Greet
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
−
Nevermind
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
−
Trade
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
−
Join
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
−
Profession
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
−
Family
+
BEAST_SMALL_WALRUS_EYE_ONE
−
Capital
+
BEAST_SMALL_WALRUS_EYE_TWO
−
Permission to stay for a day
+
BEAST_SMALL_WALRUS_EYE_THREE
−
Surroundings
+
BEAST_SMALL_WALRUS_TAIL_ONE
−
Accuse of being a night creature
+
BEAST_SMALL_WALRUS_TAIL_TWO
−
Service
+
BEAST_SMALL_WALRUS_TAIL_THREE
−
Report successes/spread news
+
BEAST_SMALL_WALRUS_SHELL_BACK
−
Goodbye
+
BEAST_SMALL_WALRUS_TRUNK
−
You begin a conversation with
+
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
−
Can I help you with something?
+
BEAST_SMALL_WALRUS
−
Our people have been pestered by a skulking villian.
+
BEAST_SMALL_WALRUS_MANDIBLES
−
Our people have been tormented by a fearsome foe.
+
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
−
The forces of darkness have descended upon us.
+
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
−
Skulking pests are a minor blight on the world.
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
−
One of the petty warlords has been left unchecked for too long.
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
−
Among all the bandits, one is reckoned mighty indeed.
+
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
−
Brigands and lawless ruffians must be brought to justice.
+
BEAST_SMALL_FRONT_GRASP_TRUNK
−
Outcast lowlives must be taught lessons on occasion.
+
BEAST_SMALL_FRONT_GRASP_ANTENNAE
−
Vanquishing a great beast on our behalf would bring us all much glory.
+
BEAST_SMALL_QUADRUPED_BULKY
−
Mastering the forces of nature would glorify us in the eyes of the world.
+
BEAST_SMALL_QUADRUPED_BULKY_HEX
−
Demons from the underworld must not be permitted to walk freely upon the land.
+
BEAST_SMALL_QUADRUPED_BULKY_OCT
−
Not far from here, a fearsome creature has made its home.
+
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
−
Terrible monstrosities live deep under the ground.
+
BEAST_SMALL_QUADRUPED_BULKY_HORNS
−
The world is safer for travelers when night creatures no longer stalk the darkness.
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
−
Something truly horrifying has vomited itself forth from the depths of the world.
+
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
−
Creatures grow mighty out in the wildest regions.
+
BEAST_SMALL_FRONT_GRASP_EYE_ONE
−
You might win fame by putting down a wild beast of great renown.
+
BEAST_SMALL_FRONT_GRASP_EYE_TWO
−
Sometimes animals just get out of control.
+
BEAST_SMALL_FRONT_GRASP_EYE_THREE
−
Seek this place and confront
+
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
−
Seek and confront
+
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
−
Seek this place and kill
+
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
−
Seek and kill
+
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
−
Slave
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
−
Prisoner
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
−
Search first in
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
−
the dungeon
+
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
−
the sewers
+
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
−
the catacombs
+
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
−
west
+
BEAST_SMALL_QUADRUPED_SLINKY
−
east
+
BEAST_SMALL_QUADRUPED_SLINKY_HEX
−
north
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
−
south
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
−
northwest
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
−
northeast
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
−
southwest
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
−
southeast
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
−
Search first in a cottage to the
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
−
Search first in the keep to the
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
−
Search first in a house to the
+
BEAST_SMALL_WALRUS_ANTENNAE
−
the imported goods market
+
DELIVER_MESSAGES
−
the imported food market
+
VERMIN_ALT
−
the imported clothing market
+
SWARM_LARGE
−
the meat market
+
SWARM_MEDIUM
−
the fruit and vegetable market
+
SWARM_SMALL
−
the cheese market
+
LIGHT_VERMIN
−
the processed goods market
+
LIGHT_VERMIN_ALT
−
Body corrupted beyond reckoning,
+
LIGHT_SWARM_LARGE
−
Knowing no mercy,
+
LIGHT_SWARM_MEDIUM
−
devoured
+
LIGHT_SWARM_SMALL
−
devoured our livestock
+
TRACTION_BENCH_ROPE
−
stole
+
TRACTION_BENCH_CHAIN
−
stole our treasures
+
STONECUTTER
−
destroyed
+
STONE_CARVER
−
destroyed our homes
+
CUT_STONE
−
profaned
+
CARVE_STONE
−
disturbed
+
ENGRAVE_STONE
−
profaned our homes
+
MODSKILL03
−
This bloodsucking fiend
+
MODSKILL04
−
This vile fiend
+
MODSKILL05
−
even
+
MODSKILL06
−
murdered
+
MODSKILL07
−
has even killed
+
MODSKILL08
−
has killed
+
MODSKILL09
−
somebody
+
MODSKILL10
−
There is no clear evidence, but there have been so many strange happenings that every honest person in the community now holds it to be true.
+
MODSKILL01
−
None of us are brave enough to level an accusation against the beast, but since you would help us, that is what I ask of you.
+
MODSKILL02
−
was once
+
HOSPITAL
−
Save us from this
+
NO_DESTINATION
−
horror
+
FEY_MOOD
−
traitor
+
MIGRANT
−
Beware!  It it said that only
+
NO_JOB
−
Other arms may not cut so deeply.
+
MINOR_INJURY
−
Capital of what?
+
MAJOR_INJURY
−
This is all there is.
+
SECRETIVE_MOOD
−
There is no capital.
+
FELL_MOOD
−
There's absolutely nothing interesting around here.
+
MACABRE_MOOD
−
There is a great keep there
+
TANTRUM
−
There is a temple
 
−
There is a tomb
 
−
That place is blessed.
 
−
Savage beasts call it their home.
 
−
The surrounding area is called
 
−
PLACE
 
−
the wilds
 
−
something
 
−
CONTEXT
 
−
ENTITY
 
−
HIST_FIG
 
−
ABSTRACT_BUILDING
 
−
SITE
 
−
SUBREGION
 
−
FAMILY_RELATIONSHIP
 
−
NUMBER
 
−
ORDINAL
 
−
UNIT_NAME
 
−
RACE
 
−
INDEF_FAMILY_RELATIONSHIP
 
−
SPHERE
 
−
DEF_SPHERE
 
−
ARCH_ELEMENT
 
−
JUSTIFICATION
 
−
SQUAD
 
−
FORMATION
 
−
ACTIVITY
 
−
BREED
 
−
BATTLEFIELD
 
−
INTERACTION_INSTANCE
 
−
WRITTEN_CONTENT
 
−
IDENTITY
 
−
INCIDENT
 
−
CRIME
 
−
REGION_WEATHER
 
−
CREATION_ZONE
 
−
SPEAKER
 
−
AUDIENCE
 
−
The Void
 
−
You are a hero and should aspire to great deeds.
 
−
You have earned great respect in the eyes of our people.
 
−
vector<bool> too long
 
−
MATERIAL
 
−
USE_MATERIAL
 
−
USE_MATERIAL_TEMPLATE
 
−
Unrecognized Material Template:
 
−
SELECT_MATERIAL
 
−
PLUS_MATERIAL
 
−
REMOVE_MATERIAL
 
−
TISSUE
 
−
USE_TISSUE
 
−
USE_TISSUE_TEMPLATE
 
−
Unrecognized Tissue Template:
 
−
SELECT_TISSUE
 
−
REMOVE_TISSUE
 
−
CASTE
 
−
USE_CASTE
 
−
SELECT_CASTE
 
−
SELECT_ADDITIONAL_CASTE
 
−
DEFAULT
 
−
Caste Selection Fails:
 
−
BIOME
 
−
PROFESSION_NAME
 
−
FANCIFUL
 
−
DOES_NOT_EXIST
 
−
LARGE_ROAMING
 
−
LOOSE_CLUSTERS
 
−
VERMIN_FISH
 
−
VERMIN_SOIL
 
−
VERMIN_SOIL_COLONY
 
−
ARTIFICIAL_HIVEABLE
 
−
UBIQUITOUS
 
−
HIVE_PRODUCT
 
−
VERMIN_EATER
 
−
VERMIN_GROUNDER
 
−
VERMIN_ROTTER
 
−
MUNDANE
 
−
FREQUENCY
 
−
UNDERGROUND_DEPTH
 
−
POPULATION_NUMBER
 
−
CLUSTER_NUMBER
 
−
TRIGGERABLE_GROUP
 
−
GENERAL_BABY_NAME
 
−
GENERAL_CHILD_NAME
 
−
GLOWCOLOR
 
−
CREATURE_TILE
 
−
CREATURE_SOLDIER_TILE
 
−
GLOWTILE
 
−
ALTTILE
 
−
SOLDIER_ALTTILE
 
−
GOOD
 
−
EVIL
 
−
SAVAGE
 
−
EQUIPMENT_WAGON
 
−
PREFSTRING
 
−
SPEECH
 
−
SPEECH_MALE
 
−
SPEECH_FEMALE
 
−
GENERATED
 
−
Unrecognized Creature Token:
 
−
CREATURE
 
−
COPY_TAGS_FROM
 
−
Unrecognized Creature Copy (Order is important!):
 
−
APPLY_CREATURE_VARIATION
 
−
Unrecognized Creature Variation:
 
−
APPLY_CURRENT_CREATURE_VARIATION
 
−
Creature Tissue Material Failure:
 
−
Custom tissue shape not found:
 
−
data/speech/
 
−
Custom butcher object shape not found:
 
−
Unrecognized Color Token:
 
−
LOCAL_CREATURE_MAT
 
−
ADD_COLOR
 
−
twins
 
−
triplets
 
−
quadruplets
 
−
quintuplets
 
−
sextuplets
 
−
septuplets
 
−
octuplets
 
−
nonuplets
 
−
decaplets
 
−
undecaplets
 
−
duodecaplets
 
−
tredecaplets
 
−
quattuordecaplets
 
−
quindecaplets
 
−
many babies
 
−
creature
 
−
NUMBERED_NAME
 
−
zombie
 
−
BODY_APPEARANCE_MODIFIER
 
−
SET_BP_GROUP
 
−
PLUS_BP_GROUP
 
−
SET_TL_GROUP
 
−
PLUS_TL_GROUP
 
−
TISSUE_STYLE_UNIT
 
−
TSU_NOUN
 
−
TISSUE_LAYER_APPEARANCE_MODIFIER
 
−
SHEARABLE_TISSUE_LAYER
 
−
APP_MOD_DESC_RANGE
 
−
APP_MOD_NOUN
 
−
APP_MOD_IMPORTANCE
 
−
APP_MOD_RATE
 
−
TLCM_TIMING
 
−
TLCM_NOUN
 
−
TLCM_IMPORTANCE
 
−
APP_MOD_GENETIC_MODEL
 
−
TLCM_GENETIC_MODEL
 
−
CASTE_SPEECH
 
−
POP_RATIO
 
−
FEATURE_ATTACK_GROUP
 
−
CHILD
 
−
BABY
 
−
CASTE_PROFESSION_NAME
 
−
CHILDNAME
 
−
BABYNAME
 
−
AQUATIC
 
−
AMPHIBIOUS
 
−
MOUNT
 
−
MOUNT_EXOTIC
 
−
LIKES_FIGHTING
 
−
PEARL
 
−
VEGETATION
 
−
MAGICAL
 
−
NATURAL
 
−
NATURAL_ANIMAL
 
−
SUPERNATURAL
 
−
VERMIN_HATEABLE
 
−
COLONY_EXTERNAL
 
−
DIE_WHEN_VERMIN_BITE
 
−
REMAINS_ON_VERMIN_BITE_DEATH
 
−
REMAINS_UNDETERMINED
 
−
BODY
 
−
Duplicate Body Token:
 
−
Unrecognized Creature Caste Body Token:
 
−
Body Token Recognized But Could Not Connect:
 
−
BODYGLOSS
 
−
Unrecognized Creature Caste Body Gloss Token:
 
−
RELSIZE
 
−
RETRACT_INTO_BP
 
−
CAN_DO_INTERACTION
 
−
CDI token precedes any CAN_DO_INTERACTION tag:
 
−
Unrecognized CDI Token:
 
−
EXTRA_BUTCHER_OBJECT
 
−
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
 
−
EBO_ITEM
 
−
ANY_HARD_STONE
 
−
EBO_SHAPE
 
−
ATTACK
 
−
BODYPART
 
−
TISSUE_LAYER
 
−
CHILD_BODYPART_GROUP
 
−
CHILD_TISSUE_LAYER_GROUP
 
−
Attack
 
−
ATTACK_SKILL
 
−
ATTACK_VERB
 
−
ATTACK_CONTACT_PERC
 
−
ATTACK_PENETRATION_PERC
 
−
ATTACK_PRIORITY
 
−
MAIN
 
−
ATTACK_VELOCITY_MODIFIER
 
−
ATTACK_FLAG_CANLATCH
 
−
ATTACK_FLAG_WITH
 
−
ATTACK_FLAG_EDGE
 
−
SPECIALATTACK_INTERACTION
 
−
SPECIALATTACK_INJECT_EXTRACT
 
−
SPECIALATTACK_SUCK_BLOOD
 
−
NOSMELLYROT
 
−
NATURAL_SKILL
 
−
LAYS_UNUSUAL_EGGS
 
−
ITEMCORPSE
 
−
ITEMCORPSE_QUALITY
 
−
BEACH_FREQUENCY
 
−
UNDERSWIM
 
−
CANOPENDOORS
 
−
GETS_WOUND_INFECTIONS
 
−
GETS_INFECTIONS_FROM_ROT
 
−
NOFEAR
 
−
NOSTUCKINS
 
−
PARALYZEIMMUNE
 
−
NOSKULL
 
−
NOSKIN
 
−
NOBONES
 
−
NOMEAT
 
−
HASSHELL
 
−
NOEXERT
 
−
NOPAIN
 
−
TENDONS
 
−
HAS_NERVES
 
−
LIGAMENTS
 
−
CAVE_ADAPT
 
−
NOTHOUGHT
 
−
ARENA_RESTRICTED
 
−
NOEMOTION
 
−
TRANCES
 
−
NOSTUN
 
−
NONAUSEA
 
−
EXTRAVISION
 
−
OPPOSED_TO_LIFE
 
−
CRAZED
 
−
BLOODSUCKER
 
−
BONECARN
 
−
CARNIVORE
 
−
GOBBLE_VERMIN_CREATURE
 
−
GOBBLE_VERMIN_CLASS
 
−
ROOT_AROUND
 
−
CREATURE_CLASS
 
−
PERSONALITY
 
−
LISP
 
−
MATERIAL_FORCE_MULTIPLIER
 
−
GENERAL_MATERIAL_FORCE_MULTIPLIER
 
−
SOUND
 
−
GRAZER
 
−
PRONE_TO_RAGE
 
−
LAYS_EGGS
 
−
EGG_SIZE
 
−
CLUTCH_SIZE
 
−
INTELLIGENT
 
−
CAN_LEARN
 
−
SLOW_LEARNER
 
−
CAN_SPEAK
 
−
UTTERANCES
 
−
EQUIPS
 
−
ALL_ACTIVE
 
−
DIURNAL
 
−
NOCTURNAL
 
−
CREPUSCULAR
 
−
MATUTINAL
 
−
VESPERTINE
 
−
POWER
 
−
MEGABEAST
 
−
SEMIMEGABEAST
 
−
FEATURE_BEAST
 
−
TITAN
 
−
DEMON
 
−
UNIQUE_DEMON
 
−
NIGHT_CREATURE_HUNTER
 
−
NIGHT_CREATURE_BOGEYMAN
 
−
MEANDERER
 
−
ALCOHOL_DEPENDENT
 
−
NOBREATHE
 
−
AMBUSHPREDATOR
 
−
LOCKPICKER
 
−
TRAPAVOID
 
−
NOT_BUTCHERABLE
 
−
MISCHIEVIOUS
 
−
MISCHIEVOUS
 
−
COOKABLE_LIVE
 
−
PATTERNFLIER
 
−
CURIOUSBEAST_EATER
 
−
CURIOUSBEAST_ITEM
 
−
CURIOUSBEAST_GUZZLER
 
−
FLEEQUICK
 
−
VERMINHUNTER
 
−
RETURNS_VERMIN_KILLS_TO_OWNER
 
−
HUNTS_VERMIN
 
−
DIVE_HUNTS_VERMIN
 
−
ADOPTS_OWNER
 
−
IMMOLATE
 
−
LARGE_PREDATOR
 
−
BENIGN
 
−
SMALL_REMAINS
 
−
remains
 
−
REMAINS
 
−
SPECIFIC_FOOD
 
−
PLANT
 
−
CASTE_NAME
 
−
CASTE_COLOR
 
−
CASTE_GLOWCOLOR
 
−
REMAINS_COLOR
 
−
IMMOBILE
 
−
IMMOBILE_LAND
 
−
LIGHT_GEN
 
−
VERMIN_MICRO
 
−
NOT_LIVING
 
−
CANNOT_UNDEAD
 
−
COMMON_DOMESTIC
 
−
WAGON_PULLER
 
−
PACK_ANIMAL
 
−
FLIER
 
−
PET_EXOTIC
 
−
TRAINABLE
 
−
TRAINABLE_HUNTING
 
−
TRAINABLE_WAR
 
−
WEBBER
 
−
THICKWEB
 
−
WEBIMMUNE
 
−
MULTIPLE_LITTER_RARE
 
−
MAGMA_VISION
 
−
FIREIMMUNE
 
−
FIREIMMUNE_SUPER
 
−
FEMALE
 
−
MALE
 
−
LITTERSIZE
 
−
MAXAGE
 
−
GNAWER
 
−
DESCRIPTION
 
−
PETVALUE
 
−
PETVALUE_DIVISOR
 
−
BODY_SIZE
 
−
GRAVITATE_BODY_SIZE
 
−
CHANGE_BODY_SIZE_PERC
 
−
ATTACK_TRIGGER
 
−
MODVALUE
 
−
VIEWRANGE
 
−
BUILDINGDESTROYER
 
−
DIFFICULTY
 
−
GRASSTRAMPLE
 
−
SPEED
 
−
SWIMS_LEARNED
 
−
SWIMS_INNATE
 
−
SWIM_SPEED
 
−
TRADE_CAPACITY
 
−
LAIR_HUNTER
 
−
LAIR_HUNTER_SPEECH
 
−
LAIR
 
−
LAIR_CHARACTERISTIC
 
−
HABIT
 
−
HABIT_NUM
 
−
TEST_ALL
 
−
BLOOD
 
−
SECRETION
 
−
EGG_MATERIAL
 
−
CASTE_TILE
 
−
CASTE_SOLDIER_TILE
 
−
CASTE_GLOWTILE
 
−
CASTE_ALTTILE
 
−
CASTE_SOLDIER_ALTTILE
 
−
EXTRACT
 
−
MILKABLE
 
−
CONVERTED_SPOUSE
 
−
SPOUSE_CONVERTER
 
−
SPOUSE_CONVERSION_TARGET
 
−
MANNERISM_LAUGH
 
−
MANNERISM_SMILE
 
−
MANNERISM_WALK
 
−
MANNERISM_SIT
 
−
MANNERISM_BREATH
 
−
MANNERISM_POSTURE
 
−
MANNERISM_STRETCH
 
−
MANNERISM_EYELIDS
 
−
MANNERISM_FINGERS
 
−
MANNERISM_NOSE
 
−
MANNERISM_EAR
 
−
MANNERISM_HEAD
 
−
MANNERISM_EYES
 
−
MANNERISM_MOUTH
 
−
MANNERISM_HAIR
 
−
MANNERISM_KNUCKLES
 
−
MANNERISM_LIPS
 
−
MANNERISM_CHEEK
 
−
MANNERISM_NAILS
 
−
MANNERISM_FEET
 
−
MANNERISM_ARMS
 
−
MANNERISM_HANDS
 
−
MANNERISM_TONGUE
 
−
MANNERISM_LEG
 
−
VERMIN_BITE
 
−
PENETRATEPOWER
 
−
FISHITEM
 
−
VERMIN_NOROAM
 
−
VERMIN_NOFISH
 
−
VERMIN_NOTRAP
 
−
HOMEOTHERM
 
−
FIXED_TEMP
 
−
SKILL_RATE
 
−
SKILL_RUST_RATE
 
−
SKILL_LEARN_RATE
 
−
SKILL_RATES
 
−
SKILL_LEARN_RATES
 
−
SKILL_RUST_RATES
 
−
PHYS_ATT_RANGE
 
−
Attribute range not in increasing order, repaired
 
−
Attribute range less than
 
−
Attribute range greater than
 
−
PHYS_ATT_RATES
 
−
PHYS_ATT_CAP_PERC
 
−
Attribute cap perc less than 100, set to 100
 
−
MENT_ATT_RANGE
 
−
MENT_ATT_RATES
 
−
MENT_ATT_CAP_PERC
 
−
TISSUE_LAYER_UNDER
 
−
TISSUE_LAYER_OVER
 
−
NORMAL
 
−
Unknown Body Group/Relation Token(s):
 
−
Unknown Body Part Position Token:
 
−
Tissue layer not added because no BP found:
 
−
SELECT_TISSUE_LAYER
 
−
PLUS_TISSUE_LAYER
 
−
BODY_DETAIL_PLAN
 
−
Body detail plan not found:
 
−
ARG1
 
−
ARG2
 
−
ARG3
 
−
ARG4
 
−
ARG5
 
−
SET_LAYER_TISSUE
 
−
TISSUE_NAME
 
−
Tissue Definition
 
−
TISSUE_MATERIAL
 
−
RELATIVE_THICKNESS
 
−
HEALING_RATE
 
−
VASCULAR
 
−
PAIN_RECEPTORS
 
−
THICKENS_ON_STRENGTH
 
−
THICKENS_ON_ENERGY_STORAGE
 
−
ARTERIES
 
−
SCARS
 
−
STRUCTURAL
 
−
CONNECTIVE_TISSUE_ANCHOR
 
−
SETTABLE
 
−
SPLINTABLE
 
−
FUNCTIONAL
 
−
NERVOUS
 
−
THOUGHT
 
−
MUSCULAR
 
−
SMELL
 
−
HEAR
 
−
FLIGHT
 
−
BREATHE
 
−
SIGHT
 
−
CONNECTS
 
−
MAJOR_ARTERIES
 
−
INSULATION
 
−
COSMETIC
 
−
STYLEABLE
 
−
TISSUE_SHAPE
 
−
SUBORDINATE_TO_TISSUE
 
−
TISSUE_MAT_STATE
 
−
TISSUE_LEAKS
 
−
Tissue Template
 
−
TISSUE_TEMPLATE
 
−
Unrecognized Tissue Template Token:
 
−
LOCAL_PLANT_MAT
 
−
CVCT_MASTER
 
−
CVCT_TARGET
 
−
CVCT_REPLACEMENT
 
−
CREATURE_VARIATION
 
−
Unrecognized Creature Variation Token:
 
−
ADD_MATERIAL
 
−
ADD_TISSUE
 
−
Unrecognized Body Detail Plan Token:
 
−
nothing
 
−
chunk
 
−
chunks
 
−
creature_layer
 
−
UPPERBODY
 
−
LOWERBODY
 
−
HEAD
 
−
CON_CAT
 
−
CONTYPE
 
−
GRASP
 
−
STANCE
 
−
Unrecognized Creature Bodypart CONTYPE Token:
 
−
LIMB
 
−
THROAT
 
−
JOINT
 
−
SKELETON
 
−
UNDER_PRESSURE
 
−
TOTEMABLE
 
−
VERMIN_BUTCHER_ITEM
 
−
EMBEDDED
 
−
APERTURE
 
−
SMALL
 
−
INTERNAL
 
−
CIRCULATION
 
−
GUTS
 
−
RIGHT
 
−
LEFT
 
−
DIGIT
 
−
CONNECTOR
 
−
SOCKET
 
−
MOUTH
 
−
CATEGORY
 
−
DEFAULT_RELSIZE
 
−
INDIVIDUAL_NAME
 
−
Unrecognized Creature Bodypart Token:
 
−
Unrecognized Creature Body Token:
 
−
SOLID
 
−
LIQUID
 
−
POWDER
 
−
SOLID_POWDER
 
−
PASTE
 
−
SOLID_PASTE
 
−
PRESSED
 
−
SOLID_PRESSED
 
−
ALL_SOLID
 
−
Unrecognized Material State Token:
 
−
Unrecognized Location Hint Token:
 
−
MAJOR_CURSE
 
−
GREETING
 
−
CLEAN_SELF
 
−
CLEAN_FRIEND
 
−
FLEEING
 
−
Unrecognized Usage Hint Token:
 
−
TRAILING_DUST_FLOW
 
−
TRAILING_VAPOR_FLOW
 
−
TRAILING_GAS_FLOW
 
−
SOLID_GLOB
 
−
LIQUID_GLOB
 
−
SPATTER_POWDER
 
−
SPATTER_LIQUID
 
−
UNDIRECTED_GAS
 
−
UNDIRECTED_VAPOR
 
−
UNDIRECTED_DUST
 
−
WEB_SPRAY
 
−
DRAGONFIRE
 
−
FIREJET
 
−
FIREBALL
 
−
WEATHER_CREEPING_GAS
 
−
WEATHER_CREEPING_VAPOR
 
−
WEATHER_CREEPING_DUST
 
−
WEATHER_FALLING_MATERIAL
 
−
Unrecognized Breath Attack Token:
 
−
LAW_MAKING
 
−
LAW_ENFORCEMENT
 
−
RECEIVE_DIPLOMATS
 
−
MEET_WORKERS
 
−
MANAGE_PRODUCTION
 
−
TRADE
 
−
ACCOUNTING
 
−
ESTABLISH_COLONY_TRADE_AGREEMENTS
 
−
MAKE_INTRODUCTIONS
 
−
MAKE_PEACE_AGREEMENTS
 
−
MAKE_TOPIC_AGREEMENTS
 
−
COLLECT_TAXES
 
−
ESCORT_TAX_COLLECTOR
 
−
EXECUTIONS
 
−
TAME_EXOTICS
 
−
RELIGION
 
−
ATTACK_ENEMIES
 
−
PATROL_TERRITORY
 
−
MILITARY_GOALS
 
−
MILITARY_STRATEGY
 
−
UPGRADE_SQUAD_EQUIPMENT
 
−
EQUIPMENT_MANIFESTS
 
−
SORT_AMMUNITION
 
−
BUILD_MORALE
 
−
HEALTH_MANAGEMENT
 
−
Unrecognized Position Responsibility Token:
 
−
KILL_ENTITY_MEMBER
 
−
KILL_NEUTRAL
 
−
KILL_ENEMY
 
−
KILL_ANIMAL
 
−
EAT_SAPIENT_OTHER
 
−
EAT_SAPIENT_KILL
 
−
MAKE_TROPHY_SAME_RACE
 
−
MAKE_TROPHY_SAPIENT
 
−
MAKE_TROPHY_ANIMAL
 
−
KILL_PLANT
 
−
TORTURE_AS_EXAMPLE
 
−
TORTURE_FOR_INFORMATION
 
−
TORTURE_FOR_FUN
 
−
TORTURE_ANIMALS
 
−
TREASON
 
−
OATH_BREAKING
 
−
LYING
 
−
VANDALISM
 
−
TRESPASSING
 
−
THEFT
 
−
ASSAULT
 
−
SLAVERY
 
−
Unrecognized Ethic Action Token:
 
−
NOT_APPLICABLE
 
−
REQUIRED
 
−
ACCEPTABLE
 
−
PERSONAL_MATTER
 
−
JUSTIFIED_IF_NO_REPERCUSSIONS
 
−
JUSTIFIED_IF_GOOD_REASON
 
−
JUSTIFIED_IF_EXTREME_REASON
 
−
JUSTIFIED_IF_SELF_DEFENSE
 
−
ONLY_IF_SANCTIONED
 
−
MISGUIDED
 
−
SHUN
 
−
APPALLING
 
−
PUNISH_REPRIMAND
 
−
PUNISH_SERIOUS
 
−
PUNISH_EXILE
 
−
PUNISH_CAPITAL
 
−
UNTHINKABLE
 
−
Unrecognized Ethic Response Token:
 
−
ROAD
 
−
TUNNEL
 
−
BRIDGE
 
−
WALL
 
−
Unrecognized World Construction Token:
 
−
PANTHEON
 
−
REGIONAL_FORCE
 
−
Unrecognized Religion Token:
 
−
SPRING
 
−
SUMMER
 
−
AUTUMN
 
−
WINTER
 
−
Unrecognized Season Token:
 
−
AGRICULTURE
 
−
ANIMALS
 
−
BALANCE
 
−
BEAUTY
 
−
BIRTH
 
−
BLIGHT
 
−
BOUNDARIES
 
−
CAVERNS
 
−
CHAOS
 
−
CHARITY
 
−
CHILDREN
 
−
COASTS
 
−
CONSOLATION
 
−
COURAGE
 
−
CRAFTS
 
−
CREATION
 
−
DANCE
 
−
DARKNESS
 
−
DAWN
 
−
DEATH
 
−
DEFORMITY
 
−
DEPRAVITY
 
−
DISCIPLINE
 
−
DISEASE
 
−
DREAMS
 
−
DUSK
 
−
DUTY
 
−
EARTH
 
−
FAMILY
 
−
FAME
 
−
FATE
 
−
FERTILITY
 
−
FESTIVALS
 
−
FIRE
 
−
FISH
 
−
FISHING
 
−
FOOD
 
−
FORGIVENESS
 
−
FORTRESSES
 
−
FREEDOM
 
−
GAMBLING
 
−
GAMES
 
−
GENEROSITY
 
−
HAPPINESS
 
−
HEALING
 
−
HOSPITALITY
 
−
HUNTING
 
−
INSPIRATION
 
−
JEALOUSY
 
−
JEWELS
 
−
JUSTICE
 
−
LABOR
 
−
LAKES
 
−
LAWS
 
−
LIES
 
−
LIGHT
 
−
LIGHTNING
 
−
LONGEVITY
 
−
LOVE
 
−
LOYALTY
 
−
LUCK
 
−
LUST
 
−
MARRIAGE
 
−
MERCY
 
−
METALS
 
−
MINERALS
 
−
MISERY
 
−
MIST
 
−
MOON
 
−
MOUNTAINS
 
−
MUCK
 
−
MURDER
 
−
MUSIC
 
−
NATURE
 
−
NIGHT
 
−
NIGHTMARES
 
−
OATHS
 
−
OCEANS
 
−
ORDER
 
−
PAINTING
 
−
PEACE
 
−
PERSUASION
 
−
PLANTS
 
−
POETRY
 
−
PREGNANCY
 
−
RAIN
 
−
RAINBOWS
 
−
REBIRTH
 
−
REVELRY
 
−
REVENGE
 
−
RIVERS
 
−
RULERSHIP
 
−
RUMORS
 
−
SACRIFICE
 
−
SALT
 
−
SCHOLARSHIP
 
−
SEASONS
 
−
SILENCE
 
−
SONG
 
−
STARS
 
−
STORMS
 
−
STRENGTH
 
−
SUICIDE
 
−
THRALLDOM
 
−
THUNDER
 
−
TORTURE
 
−
TRAVELERS
 
−
TREACHERY
 
−
TREES
 
−
TRICKERY
 
−
TRUTH
 
−
TWILIGHT
 
−
VALOR
 
−
VICTORY
 
−
VOLCANOS
 
−
WATER
 
−
WEALTH
 
−
WEATHER
 
−
WIND
 
−
WISDOM
 
−
WRITING
 
−
YOUTH
 
−
Unrecognized Sphere Token:
 
−
IMMORTALITY
 
−
Unrecognized Secret Goal Token:
 
−
OWN_RACE
 
−
Unrecognized Art Facet Token:
 
−
TREE
 
−
SHAPE
 
−
ITEM
 
−
Unrecognized Art Image Element Token:
 
−
ART_IMAGE
 
−
COVERED
 
−
GLAZED
 
−
RINGS_HANGING
 
−
BANDS
 
−
SPIKES
 
−
ITEMSPECIFIC
 
−
THREAD
 
−
CLOTH
 
−
SEWN_IMAGE
 
−
PAGES
 
−
ILLUSTRATION
 
−
Unrecognized Item Improvement Token:
 
−
PLAYER_FORTRESS
 
−
DARK_FORTRESS
 
−
CAVE
 
−
CAVE_DETAILED
 
−
TREE_CITY
 
−
CITY
 
−
FORTRESS
 
−
MONUMENT
 
−
Unrecognized Site Token:
 
−
LAW_ENFORCE
 
−
TAX_ESCORT
 
−
ANIMATED
 
−
GHOST
 
−
ADVENTURER
 
−
Unrecognized Creature Texture Token:
 
−
MOTHER
 
−
FATHER
 
−
SPOUSE
 
−
DEITY
 
−
LOVER
 
−
PRISONER
 
−
IMPRISONER
 
−
MASTER
 
−
APPRENTICE
 
−
Unrecognized Historical Figure Hist Fig Link Token:
 
−
MERCENARY
 
−
FORMER_MERCENARY
 
−
ENEMY
 
−
CRIMINAL
 
−
MEMBER
 
−
FORMER_MEMBER
 
−
SLAVE
 
−
FORMER_SLAVE
 
−
FORMER_PRISONER
 
−
HERO
 
−
SHOPKEEPER
 
−
MINER
 
−
WOODWORKER
 
−
CARPENTER
 
−
BOWYER
 
−
WOODCUTTER
 
−
STONEWORKER
 
−
ENGRAVER
 
−
MASON
 
−
RANGER
 
−
ANIMAL_CARETAKER
 
−
ANIMAL_TRAINER
 
−
HUNTER
 
−
TRAPPER
 
−
ANIMAL_DISSECTOR
 
−
METALSMITH
 
−
FURNACE_OPERATOR
 
−
WEAPONSMITH
 
−
ARMORER
 
−
BLACKSMITH
 
−
METALCRAFTER
 
−
JEWELER
 
−
GEM_CUTTER
 
−
GEM_SETTER
 
−
CRAFTSMAN
 
−
WOODCRAFTER
 
−
POTTER
 
−
WAX_WORKER
 
−
STONECRAFTER
 
−
LEATHERWORKER
 
−
BONE_CARVER
 
−
WEAVER
 
−
CLOTHIER
 
−
GLASSMAKER
 
−
STRAND_EXTRACTOR
 
−
FISHERY_WORKER
 
−
FISHERMAN
 
−
FISH_DISSECTOR
 
−
FISH_CLEANER
 
−
FARMER
 
−
CHEESE_MAKER
 
−
MILKER
 
−
SHEARER
 
−
SPINNER
 
−
COOK
 
−
THRESHER
 
−
MILLER
 
−
BUTCHER
 
−
TANNER
 
−
DYER
 
−
PRESSER
 
−
BEEKEEPER
 
−
GLAZER
 
−
PLANTER
 
−
HERBALIST
 
−
BREWER
 
−
SOAP_MAKER
 
−
POTASH_MAKER
 
−
LYE_MAKER
 
−
WOOD_BURNER
 
−
ENGINEER
 
−
MECHANIC
 
−
SIEGE_ENGINEER
 
−
SIEGE_OPERATOR
 
−
PUMP_OPERATOR
 
−
CLERK
 
−
ARCHITECT
 
−
DOCTOR
 
−
DIAGNOSER
 
−
BONE_SETTER
 
−
SUTURER
 
−
SURGEON
 
−
ADMINISTRATOR
 
−
TRADER
 
−
ALCHEMIST
 
−
MERCHANT
 
−
HAMMERMAN
 
−
MASTER_HAMMERMAN
 
−
SPEARMAN
 
−
MASTER_SPEARMAN
 
−
CROSSBOWMAN
 
−
MASTER_CROSSBOWMAN
 
−
WRESTLER
 
−
MASTER_WRESTLER
 
−
AXEMAN
 
−
MASTER_AXEMAN
 
−
SWORDSMAN
 
−
MASTER_SWORDSMAN
 
−
MACEMAN
 
−
MASTER_MACEMAN
 
−
PIKEMAN
 
−
MASTER_PIKEMAN
 
−
BOWMAN
 
−
MASTER_BOWMAN
 
−
BLOWGUNMAN
 
−
MASTER_BLOWGUNMAN
 
−
RECRUIT
 
−
TRAINED_HUNTER
 
−
TRAINED_WAR
 
−
MASTER_THIEF
 
−
THIEF
 
−
STANDARD
 
−
DRUNK
 
−
LASHER
 
−
MASTER_LASHER
 
−
MINE
 
−
HAUL_STONE
 
−
HAUL_WOOD
 
−
HAUL_BODY
 
−
HAUL_FOOD
 
−
HAUL_REFUSE
 
−
HAUL_ITEM
 
−
HAUL_FURNITURE
 
−
HAUL_ANIMALS
 
−
CLEAN
 
−
CUTWOOD
 
−
DETAIL
 
−
ANIMALTRAIN
 
−
ANIMALCARE
 
−
DIAGNOSE
 
−
SURGERY
 
−
BONE_SETTING
 
−
SUTURING
 
−
DRESSING_WOUNDS
 
−
FEED_WATER_CIVILIANS
 
−
RECOVER_WOUNDED
 
−
DISSECT_VERMIN
 
−
LEATHER
 
−
CLOTHESMAKER
 
−
PROCESS_PLANT
 
−
MAKE_CHEESE
 
−
MILK
 
−
CLEAN_FISH
 
−
DISSECT_FISH
 
−
HUNT
 
−
SMELT
 
−
FORGE_WEAPON
 
−
FORGE_ARMOR
 
−
FORGE_FURNITURE
 
−
METAL_CRAFT
 
−
CUT_GEM
 
−
ENCRUST_GEM
 
−
WOOD_CRAFT
 
−
POTTERY
 
−
WAX_WORKING
 
−
STONE_CRAFT
 
−
BONE_CARVE
 
−
EXTRACT_STRAND
 
−
SIEGECRAFT
 
−
SIEGEOPERATE
 
−
POTASH_MAKING
 
−
LYE_MAKING
 
−
GLAZING
 
−
BURN_WOOD
 
−
OPERATE_PUMP
 
−
PRESSING
 
−
BEEKEEPING
 
−
Unrecognized Labor Token:
 
−
Unrecognized Unit Type Token:
 
−
MINING
 
−
WOODCUTTING
 
−
CARPENTRY
 
−
DETAILSTONE
 
−
MASONRY
 
−
PROCESSFISH
 
−
TRAPPING
 
−
WEAVING
 
−
BREWING
 
−
ALCHEMY
 
−
CLOTHESMAKING
 
−
MILLING
 
−
PROCESSPLANTS
 
−
CHEESEMAKING
 
−
SHEARING
 
−
SPINNING
 
−
HERBALISM
 
−
CUTGEM
 
−
ENCRUSTGEM
 
−
WOODCRAFT
 
−
STONECRAFT
 
−
METALCRAFT
 
−
LEATHERWORK
 
−
BONECARVE
 
−
SWORD
 
−
MISC_WEAPON
 
−
DAGGER
 
−
MACE
 
−
HAMMER
 
−
SPEAR
 
−
CROSSBOW
 
−
SHIELD
 
−
ARMOR
 
−
PIKE
 
−
WHIP
 
−
BLOWGUN
 
−
THROW
 
−
MECHANICS
 
−
MAGIC_NATURE
 
−
SNEAK
 
−
DESIGNBUILDING
 
−
DRESS_WOUNDS
 
−
SET_BONE
 
−
SUTURE
 
−
CRUTCH_WALK
 
−
WOOD_BURNING
 
−
SOAP_MAKING
 
−
SWIMMING
 
−
NEGOTIATION
 
−
JUDGING_INTENT
 
−
APPRAISAL
 
−
ORGANIZATION
 
−
RECORD_KEEPING
 
−
INTIMIDATION
 
−
CONVERSATION
 
−
COMEDY
 
−
FLATTERY
 
−
CONSOLE
 
−
PACIFY
 
−
TRACKING
 
−
KNOWLEDGE_ACQUISITION
 
−
CONCENTRATION
 
−
SITUATIONAL_AWARENESS
 
−
PROSE
 
−
READING
 
−
SPEAKING
 
−
COORDINATION
 
−
LEADERSHIP
 
−
TEACHING
 
−
MELEE_COMBAT
 
−
RANGED_COMBAT
 
−
WRESTLING
 
−
BITE
 
−
GRASP_STRIKE
 
−
STANCE_STRIKE
 
−
DODGING
 
−
KNAPPING
 
−
MILITARY_TACTICS
 
−
Unrecognized Skill Token:
 
−
AMBER
 
−
CORAL
 
−
GLASS_GREEN
 
−
GLASS_CLEAR
 
−
GLASS_CRYSTAL
 
−
POTASH
 
−
PEARLASH
 
−
VOMIT
 
−
FILTH_B
 
−
FILTH_Y
 
−
UNKNOWN_SUBSTANCE
 
−
GRIME
 
−
STONE
 
−
METAL
 
−
INORGANIC
 
−
COAL
 
−
GET_MATERIAL_FROM_REAGENT
 
−
Unrecognized Material Token:
 
−
FORCED
 
−
UNCOMMON
 
−
RARE
 
−
SMALLGEM
 
−
BLOCKS
 
−
ROUGH
 
−
BOULDER
 
−
WOOD
 
−
DOOR
 
−
FLOODGATE
 
−
HATCH_COVER
 
−
GRATE
 
−
TRACTION_BENCH
 
−
CHAIR
 
−
CHAIN
 
−
FLASK
 
−
GOBLET
 
−
INSTRUMENT
 
−
TOOL
 
−
WINDOW
 
−
CAGE
 
−
BARREL
 
−
BUCKET
 
−
ANIMALTRAP
 
−
TABLE
 
−
COFFIN
 
−
STATUE
 
−
SLAB
 
−
BOOK
 
−
QUERN
 
−
MILLSTONE
 
−
CORPSE
 
−
WEAPON
 
−
SHOES
 
−
HELM
 
−
GLOVES
 
−
ARMORSTAND
 
−
WEAPONRACK
 
−
CABINET
 
−
FIGURINE
 
−
AMULET
 
−
SCEPTER
 
−
AMMO
 
−
CROWN
 
−
RING
 
−
EARRING
 
−
BRACELET
 
−
ANVIL
 
−
CORPSEPIECE
 
−
MEAT
 
−
FISH_RAW
 
−
VERMIN
 
−
SEEDS
 
−
SKIN_TANNED
 
−
LEAVES
 
−
TOTEM
 
−
PANTS
 
−
BACKPACK
 
−
QUIVER
 
−
SPLINT
 
−
ORTHOPEDIC_CAST
 
−
CRUTCH
 
−
CATAPULTPARTS
 
−
BALLISTAPARTS
 
−
SIEGEAMMO
 
−
BALLISTAARROWHEAD
 
−
TRAPPARTS
 
−
TRAPCOMP
 
−
DRINK
 
−
POWDER_MISC
 
−
CHEESE
 
−
LIQUID_MISC
 
−
COIN
 
−
GLOB
 
−
ROCK
 
−
PIPE_SECTION
 
−
Unrecognized Item Token:
 
−
VESSEL
 
−
MILITARY_UNIT
 
−
TEMPLE
 
−
BATTLE
 
−
SIEGE
 
−
map_rejection_log.txt
 
−
COKE
 
−
CHARCOAL
 
−
USE_LAVA_STONE
 
−
Unrecognized Inorganic Token:
 
−
Unrecognized Coal Token:
 
−
VEIN
 
−
CLUSTER
 
−
CLUSTER_SMALL
 
−
CLUSTER_ONE
 
−
Unrecognized Inclusion Type Token:
 
−
West
 
−
East
 
−
North
 
−
South
 
−
Below
 
−
Above
 
−
Here
 
−
Leather
 
−
Cloth (Plant)
 
−
Cloth (Silk)
 
−
Cloth (Yarn)
 
−
Crafts
 
−
Wood
 
−
Pets
 
−
Drinks
 
−
Cheeses
 
−
Powders
 
−
Extracts
 
−
Meat
 
−
Fish
 
−
Eggs
 
−
Plants
 
−
Meat/Fish Recipes
 
−
Other Recipes
 
−
Metal Bars
 
−
Small Cut Gems
 
−
Large Cut Gems
 
−
Stone Blocks
 
−
Seeds
 
−
Anvils
 
−
Weapons
 
−
Training Weapons
 
−
Bodywear
 
−
Ammo
 
−
Trap Components
 
−
Digging Implements
 
−
Headwear
 
−
Handwear
 
−
Footwear
 
−
Legwear
 
−
Shields
 
−
Toys
 
−
Tools
 
−
Instruments
 
−
Stone
 
−
Sand
 
−
Clay
 
−
Cages
 
−
Bags (Leather)
 
−
Bags (Plant)
 
−
Bags (Silk)
 
−
Bags (Yarn)
 
−
Thread (Plant)
 
−
Thread (Silk)
 
−
Thread (Yarn)
 
−
Ropes (Plant)
 
−
Ropes (Silk)
 
−
Ropes (Yarn)
 
−
Barrels
 
−
Miscellaneous
 
−
Flasks/Waterskins
 
−
Quivers
 
−
Backpacks
 
−
Buckets
 
−
Splints
 
−
Crutches
 
−
None
 
−
Dungeon Commander
 
−
Insane Mood
 
−
Undead Hunt
 
−
Sieger Patrol
 
−
Maraude Target
 
−
Sieger Basepoint
 
−
Sieger Mill
 
−
Ambush Patrol
 
−
Marauder Mill
 
−
Wilderness Curious Wander
 
−
Wilderness Curious Steal Target
 
−
Wilderness Roamer
 
−
Pattern Patrol
 
−
Inactive Marauder
 
−
Owner
 
−
Commander
 
−
Chained Animal
 
−
Meeting Location
 
−
Meeting Location Building
 
−
Depot
 
−
Vermin Hunting
 
−
Seek Commander
 
−
Return to Base
 
−
Mill Anywhere
 
−
Mill Building
 
−
Head for Edge
 
−
Milling Flood
 
−
Milling Burrow
 
−
Squad Move
 
−
Squad Kill List
 
−
Squad Patrol
 
−
Squad Defend Burrow
 
−
Squad Defend Burrow From Target
 
−
Lair Hunter
 
−
Nonsense
 
−
Come to Job Building
 
−
Valid Pond Dump Unit
 
−
Valid Pond Dump
 
−
Conflict Defense
 
−
Adventure Move
 
−
Thief Target
 
−
Check Chest
 
−
Sleep Bed
 
−
Sleep Barracks
 
−
Sleep Ground
 
−
Leave Wall
 
−
Flee Terrain
 
−
Tax Room
 
−
Guard Taxes
 
−
Ransack Taxes
 
−
Get Empty Sand Bag
 
−
Sand Zone
 
−
Clay Zone
 
−
Colony to Install
 
−
Return Colony To Install
 
−
Grab Cage
 
−
Uncage Animal
 
−
Capture Small Pet
 
−
Grab Cage Unit
 
−
Grab Milk Unit
 
−
Grab Shear Unit
 
−
Lay Egg/Nest Box
 
−
Grab Animal Trap
 
−
Cage Vermin
 
−
Grab Unfill Bucket
 
−
Seek Fill Bucket
 
−
Seek Patient for Carry
 
−
Seek Patient for Diagnosis
 
−
Seek Patient for Immobilize Break
 
−
Seek Patient for Crutch
 
−
Seek Patient for Suturing
 
−
Seek Patient for Dress Wound
 
−
Seek Surgery Site
 
−
Carry Patient to Bed
 
−
Seek Give Water Bucket
 
−
Seek Job Item
 
−
Seek Unit For Item Drop
 
−
Seek Unit For Job
 
−
Seek Building For Item Drop
 
−
Seek Building For Job
 
−
Seek Splint
 
−
Seek Crutch
 
−
Seek Suture Thread
 
−
Seek Dressing Cloth
 
−
Seek Food for Target
 
−
Seek Target for Food
 
−
Seek Animal for Slaughter
 
−
Seek Slaughter Building
 
−
Seek Animal for Chain
 
−
Seek Chain for Animal
 
−
Seek Cage for Unchain
 
−
Seek Animal for Unchain
 
−
Grab Food for Taming
 
−
Seek Animal for Taming
 
−
Seek Drink Item
 
−
Seek Food Item
 
−
Seek Eating Chair
 
−
Seek Eating Chair 2
 
−
Seek Bad Mood Building
 
−
Set Glass Mood Building
 
−
Set Mood Building
 
−
Seek Fell Victim
 
−
Clean Building Site
 
−
Reset Priority Goal
 
−
Main Job Building
 
−
Drop Off Job Items
 
−
Grab Job Resources
 
−
Work at Building
 
−
Grab Uniform
 
−
Grab Clothing
 
−
Grab Weapon
 
−
Grab Ammunition
 
−
Grab Shield
 
−
Grab Armor
 
−
Grab Helm
 
−
Grab Boots
 
−
Grab Gloves
 
−
Grab Pants
 
−
Grab Quiver
 
−
Grab Backpack
 
−
Grab Waterskin
 
−
Start Hunt
 
−
Start Fish
 
−
Clean
 
−
Hunt Vermin
 
−
Patrol
 
−
Squad Station
 
−
Seek Infant
 
−
Shop Specific
 
−
Mill in Shop
 
−
Seek Training Ammunition
 
−
Archery Training Site
 
−
Sparring Partner
 
−
Sparring Site
 
−
Attend Party
 
−
Seek Artifact
 
−
Grab Ammunition for Building
 
−
Seek Building for Ammunition
 
−
Seek Item for Storage
 
−
Store Item
 
−
Grab Kill
 
−
Grab Execution Weapon
 
−
Drop Kill at Butcher
 
−
Drop Kill out Front
 
−
Seek Kidnap Victim
 
−
Seek Blood Suck Victim
 
−
Seek Sheriff
 
−
Seek Hunting Target
 
−
Seek Target Mechanism
 
−
Seek Target for Mechanism
 
−
Seek Mechanism for Trigger
 
−
Seek Trigger for Mechanism
 
−
Seek Trap for Vermin Catch
 
−
Seek Vermin for Catching
 
−
Seek Vermin Catch Location
 
−
Wander Vermin Catch Location
 
−
Seek Vermin for Hunting
 
−
Seek Vermin Hunting Spot
 
−
Wander Vermin Hunting Spot
 
−
Seek Fish Trap
 
−
Seek Fish Catch Location
 
−
Seek Well for Water
 
−
Seek Drink Area for Water
 
−
Manage Work Orders
 
−
Update Stockpile Records
 
−
Upgrade Squad Equipment
 
−
Prepare Equipment Manifests
 
−
Wander Depot
 
−
Seek Update Office
 
−
Seek Manage Office
 
−
Assigned Building Job
 
−
Chase Opponent
 
−
Chase Opponent (Same Square)
 
−
Flee from Opponent
 
−
Attack Building
 
−
Start Bed Carry
 
−
Start Give Food Water
 
−
Start Medical Aid
 
−
Seek Station Flood
 
−
Seek Station
 
−
Start Water Job Well
 
−
Start Water Job Drink Area
 
−
Start Eat Job
 
−
Scheduled Meal
 
−
Scheduled Sleep Bed
 
−
Scheduled Sleep Ground
 
−
Rest
 
−
Remove Construction
 
−
Chop
 
−
Detail
 
−
Gather Plant
 
−
Mischief
 
−
Rest (Recovered)
 
−
Rest (Reset)
 
−
Combat Training
 
−
Skill Demonstration
 
−
Individual Skill Drill
 
−
PRIMITIVE
 
−
FLOWERY
 
−
UGLY
 
−
BOUNDARY
 
−
NAME_CAVE
 
−
VIOLENT
 
−
WILD
 
−
ASSERTIVE
 
−
ARTIFICE
 
−
MYSTERY
 
−
LEADER
 
−
DOMESTIC
 
−
MYTHIC
 
−
FESTIVAL
 
−
SUBORDINATE
 
−
NEGATIVE
 
−
NEGATOR
 
−
PROTECT
 
−
NAME_LAKE
 
−
RESTRAIN
 
−
ROMANTIC
 
−
NAME_MOUNTAINS
 
−
NAME_OCEAN
 
−
TRAVEL
 
−
NAME_FOREST
 
−
NAME_VOLCANO
 
−
agriculture
 
−
animals
 
−
balance
 
−
beauty
 
−
birth
 
−
blight
 
−
boundaries
 
−
caverns
 
−
chaos
 
−
charity
 
−
children
 
−
coasts
 
−
consolation
 
−
courage
 
−
crafts
 
−
creation
 
−
dance
 
−
darkness
 
−
dawn
 
−
death
 
−
deformity
 
−
depravity
 
−
discipline
 
−
disease
 
−
dreams
 
−
dusk
 
−
duty
 
−
earth
 
−
family
 
−
fame
 
−
fate
 
−
fertility
 
−
festivals
 
−
fire
 
−
fish
 
−
fishing
 
−
food
 
−
forgiveness
 
−
fortresses
 
−
freedom
 
−
gambling
 
−
games
 
−
generosity
 
−
happiness
 
−
healing
 
−
hospitality
 
−
hunting
 
−
inspiration
 
−
jealousy
 
−
jewels
 
−
justice
 
−
labor
 
−
lakes
 
−
laws
 
−
lies
 
−
light
 
−
lightning
 
−
longevity
 
−
love
 
−
loyalty
 
−
luck
 
−
lust
 
−
marriage
 
−
mercy
 
−
metals
 
−
minerals
 
−
misery
 
−
mist
 
−
moon
 
−
mountains
 
−
muck
 
−
murder
 
−
music
 
−
nature
 
−
night
 
−
nightmares
 
−
oaths
 
−
oceans
 
−
order
 
−
painting
 
−
peace
 
−
persuasion
 
−
plants
 
−
poetry
 
−
pregnancy
 
−
rain
 
−
rainbows
 
−
rebirth
 
−
revelry
 
−
revenge
 
−
rivers
 
−
rulership
 
−
rumors
 
−
sacrifice
 
−
salt
 
−
scholarship
 
−
seasons
 
−
silence
 
−
song
 
−
speech
 
−
stars
 
−
storms
 
−
strength
 
−
suicide
 
−
theft
 
−
thralldom
 
−
thunder
 
−
torture
 
−
trade
 
−
travelers
 
−
treachery
 
−
trees
 
−
trickery
 
−
truth
 
−
twilight
 
−
valor
 
−
victory
 
−
volcanos
 
−
water
 
−
wealth
 
−
weather
 
−
wind
 
−
wisdom
 
−
writing
 
−
youth
 
−
paved outdoor area
 
−
uneven pillars
 
−
square of pillars
 
−
pillars on the perimeter
 
−
upper floors
 
−
lower floors
 
−
water pool
 
−
lava pool
 
−
stagnant pool
 
−
open structure
 
−
paved indoor areas
 
−
detailed surfaces
 
−
MOUNTAIN
 
−
GLACIER
 
−
TUNDRA
 
−
SWAMP_TEMPERATE_FRESHWATER
 
−
SWAMP_TEMPERATE_SALTWATER
 
−
MARSH_TEMPERATE_FRESHWATER
 
−
MARSH_TEMPERATE_SALTWATER
 
−
SWAMP_TROPICAL_FRESHWATER
 
−
SWAMP_TROPICAL_SALTWATER
 
−
SWAMP_MANGROVE
 
−
MARSH_TROPICAL_FRESHWATER
 
−
MARSH_TROPICAL_SALTWATER
 
−
FOREST_TAIGA
 
−
TAIGA
 
−
FOREST_TEMPERATE_CONIFER
 
−
FOREST_TEMPERATE_BROADLEAF
 
−
FOREST_TROPICAL_CONIFER
 
−
FOREST_TROPICAL_DRY_BROADLEAF
 
−
FOREST_TROPICAL_MOIST_BROADLEAF
 
−
GRASSLAND_TEMPERATE
 
−
SAVANNA_TEMPERATE
 
−
SHRUBLAND_TEMPERATE
 
−
GRASSLAND_TROPICAL
 
−
SAVANNA_TROPICAL
 
−
SHRUBLAND_TROPICAL
 
−
DESERT_BADLAND
 
−
DESERT_ROCK
 
−
DESERT_SAND
 
−
OCEAN_TROPICAL
 
−
OCEAN_TEMPERATE
 
−
OCEAN_ARCTIC
 
−
POOL_TEMPERATE_FRESHWATER
 
−
POOL_TEMPERATE_BRACKISHWATER
 
−
POOL_TEMPERATE_SALTWATER
 
−
POOL_TROPICAL_FRESHWATER
 
−
POOL_TROPICAL_BRACKISHWATER
 
−
POOL_TROPICAL_SALTWATER
 
−
LAKE_TEMPERATE_FRESHWATER
 
−
LAKE_TEMPERATE_BRACKISHWATER
 
−
LAKE_TEMPERATE_SALTWATER
 
−
LAKE_TROPICAL_FRESHWATER
 
−
LAKE_TROPICAL_BRACKISHWATER
 
−
LAKE_TROPICAL_SALTWATER
 
−
RIVER_TEMPERATE_FRESHWATER
 
−
RIVER_TEMPERATE_BRACKISHWATER
 
−
RIVER_TEMPERATE_SALTWATER
 
−
RIVER_TROPICAL_FRESHWATER
 
−
RIVER_TROPICAL_BRACKISHWATER
 
−
RIVER_TROPICAL_SALTWATER
 
−
SUBTERRANEAN_WATER
 
−
SUBTERRANEAN_CHASM
 
−
SUBTERRANEAN_LAVA
 
−
ALL_MAIN
 
−
ANY_LAND
 
−
ANY_OCEAN
 
−
ANY_LAKE
 
−
ANY_TEMPERATE_LAKE
 
−
ANY_TROPICAL_LAKE
 
−
ANY_RIVER
 
−
ANY_TEMPERATE_RIVER
 
−
ANY_TROPICAL_RIVER
 
−
ANY_POOL
 
−
NOT_FREEZING
 
−
ANY_TEMPERATE
 
−
ANY_TROPICAL
 
−
ANY_FOREST
 
−
ANY_SHRUBLAND
 
−
ANY_GRASSLAND
 
−
ANY_SAVANNA
 
−
ANY_TEMPERATE_FOREST
 
−
ANY_TROPICAL_FOREST
 
−
ANY_TEMPERATE_BROADLEAF
 
−
ANY_TROPICAL_BROADLEAF
 
−
ANY_WETLAND
 
−
ANY_TROPICAL_WETLAND
 
−
ANY_TEMPERATE_WETLAND
 
−
ANY_TROPICAL_MARSH
 
−
ANY_TEMPERATE_MARSH
 
−
ANY_TROPICAL_SWAMP
 
−
ANY_TEMPERATE_SWAMP
 
−
ANY_DESERT
 
−
Unrecognized Biome Token:
 
−
mother
 
−
father
 
−
parent
 
−
husband
 
−
wives
 
−
wife
 
−
spouse
 
−
eldest son
 
−
second eldest son
 
−
third eldest son
 
−
fourth eldest son
 
−
fifth eldest son
 
−
sixth eldest son
 
−
seventh eldest son
 
−
eighth eldest son
 
−
ninth eldest son
 
−
tenth eldest son
 
−
youngest son
 
−
only son
 
−
eldest daughter
 
−
second eldest daughter
 
−
third eldest daughter
 
−
fourth eldest daughter
 
−
fifth eldest daughter
 
−
sixth eldest daughter
 
−
seventh eldest daughter
 
−
eighth eldest daughter
 
−
ninth eldest daughter
 
−
tenth eldest daughter
 
−
daughter
 
−
only daughter
 
−
youngest daughter
 
−
eldest child
 
−
second eldest child
 
−
third eldest child
 
−
fourth eldest child
 
−
fifth eldest child
 
−
sixth eldest child
 
−
seventh eldest child
 
−
eighth eldest child
 
−
ninth eldest child
 
−
tenth eldest child
 
−
child
 
−
youngest child
 
−
only child
 
−
paternal grandmother
 
−
paternal grandfather
 
−
maternal grandmother
 
−
maternal grandfather
 
−
grandmother
 
−
grandfather
 
−
grandparent
 
−
older brother
 
−
older sister
 
−
older sibling
 
−
younger brother
 
−
younger sister
 
−
younger sibling
 
−
cousin
 
−
aunt
 
−
uncle
 
−
niece
 
−
nephew
 
−
SWAMP
 
−
DESERT
 
−
FOREST
 
−
OCEAN
 
−
LAKE
 
−
GRASSLAND
 
−
HILLS
 
−
Unrecognized Region Type Token:
 
−
Wetland
 
−
Desert
 
−
Forest
 
−
Mountains
 
−
Ocean
 
−
Lake
 
−
Glacier
 
−
Tundra
 
−
Grassland
 
−
Hills
 
−
FIRED_MAT
 
−
AGILITY
 
−
TOUGHNESS
 
−
ENDURANCE
 
−
RECUPERATION
 
−
DISEASE_RESISTANCE
 
−
Unrecognized Physical Attribute Token:
 
−
ANALYTICAL_ABILITY
 
−
FOCUS
 
−
WILLPOWER
 
−
CREATIVITY
 
−
INTUITION
 
−
PATIENCE
 
−
MEMORY
 
−
LINGUISTIC_ABILITY
 
−
SPATIAL_SENSE
 
−
MUSICALITY
 
−
KINESTHETIC_SENSE
 
−
EMPATHY
 
−
SOCIAL_AWARENESS
 
−
Unrecognized Mental Attribute Token:
 
−
Unrecognized Body Part Flag Token:
 
−
FRONT
 
−
BACK
 
−
SIDES
 
−
BOTTOM
 
−
Unrecognized Body Part Position Token:
 
−
AROUND
 
−
SURROUNDED_BY
 
−
ABOVE
 
−
BELOW
 
−
BEHIND
 
−
CLEANS
 
−
CLEANED_BY
 
−
Unrecognized Body Part Relation Token:
 
−
TYPE
 
−
TOKEN
 
−
BYTYPE
 
−
BYTOKEN
 
−
BYCATEGORY
 
−
Unrecognized Body Part Group Token:
 
−
HEIGHT
 
−
BROADNESS
 
−
LENGTH
 
−
CLOSE_SET
 
−
DEEP_SET
 
−
HIGH_POSITION
 
−
LARGE_IRIS
 
−
WRINKLY
 
−
CURLY
 
−
CONVEX
 
−
DENSE
 
−
THICKNESS
 
−
UPTURNED
 
−
SPLAYED_OUT
 
−
HANGING_LOBES
 
−
GAPS
 
−
HIGH_CHEEKBONES
 
−
BROAD_CHIN
 
−
JUTTING_CHIN
 
−
SQUARE_CHIN
 
−
ROUND_VS_NARROW
 
−
GREASY
 
−
DEEP_VOICE
 
−
RASPY_VOICE
 
−
Unrecognized Appearance Modifier Token:
 
−
DAILY
 
−
WEEKLY
 
−
MONTHLY
 
−
YEARLY
 
−
Unrecognized Appearance Modifier Rate Scale Token:
 
−
FADE
 
−
ROOT
 
−
Unrecognized Replacement Method Token:
 
−
MONOTONE
 
−
STRIPES
 
−
IRIS_EYE
 
−
SPOTS
 
−
PUPIL_EYE
 
−
MOTTLED
 
−
Unrecognized Pattern Token:
 
−
LAYER
 
−
STRANDS
 
−
FEATHERS
 
−
SCALES
 
−
CUSTOM
 
−
Unrecognized Tissue Shape Token:
 
−
DOMINANT_LESS
 
−
DOMINANT_MORE
 
−
Unrecognized Genetic Model Token:
 
−
REACHED_PEAK
 
−
ERA_CHANGE
 
−
ENDGAME_EVENT_1
 
−
ENDGAME_EVENT_2
 
−
FEATURE_DISCOVERY
 
−
STRUCK_DEEP_METAL
 
−
STRUCK_MINERAL
 
−
STRUCK_ECONOMIC_MINERAL
 
−
COMBAT_TWIST_WEAPON
 
−
COMBAT_LET_ITEM_DROP
 
−
COMBAT_START_CHARGE
 
−
COMBAT_SURPRISE_CHARGE
 
−
COMBAT_JUMP_DODGE_PROJ
 
−
COMBAT_JUMP_DODGE_STRIKE
 
−
COMBAT_DODGE
 
−
COMBAT_COUNTERSTRIKE
 
−
COMBAT_BLOCK
 
−
COMBAT_PARRY
 
−
COMBAT_CHARGE_COLLISION
 
−
COMBAT_CHARGE_DEFENDER_TUMBLES
 
−
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
 
−
COMBAT_CHARGE_ATTACKER_TUMBLES
 
−
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
 
−
COMBAT_CHARGE_TANGLE_TOGETHER
 
−
COMBAT_CHARGE_TANGLE_TUMBLE
 
−
COMBAT_CHARGE_RUSH_BY
 
−
COMBAT_CHARGE_MANAGE_STOP
 
−
COMBAT_CHARGE_OBSTACLE_SLAM
 
−
COMBAT_WRESTLE_LOCK
 
−
COMBAT_WRESTLE_CHOKEHOLD
 
−
COMBAT_WRESTLE_TAKEDOWN
 
−
COMBAT_WRESTLE_THROW
 
−
COMBAT_WRESTLE_RELEASE_LOCK
 
−
COMBAT_WRESTLE_RELEASE_CHOKE
 
−
COMBAT_WRESTLE_RELEASE_GRIP
 
−
COMBAT_WRESTLE_STRUGGLE
 
−
COMBAT_WRESTLE_RELEASE_LATCH
 
−
COMBAT_WRESTLE_STRANGLE_KO
 
−
COMBAT_WRESTLE_ADJUST_GRIP
 
−
COMBAT_GRAB_TEAR
 
−
COMBAT_STRIKE_DETAILS
 
−
COMBAT_STRIKE_DETAILS_2
 
−
COMBAT_EVENT_ENRAGED
 
−
COMBAT_EVENT_STUCKIN
 
−
COMBAT_EVENT_LATCH_BP
 
−
COMBAT_EVENT_LATCH_GENERAL
 
−
COMBAT_EVENT_PROPELLED_AWAY
 
−
COMBAT_EVENT_KNOCKED_OUT
 
−
COMBAT_EVENT_STUNNED
 
−
COMBAT_EVENT_WINDED
 
−
COMBAT_EVENT_NAUSEATED
 
−
MIGRANT_ARRIVAL_NAMED
 
−
MIGRANT_ARRIVAL
 
−
DIG_CANCEL_WARM
 
−
DIG_CANCEL_DAMP
 
−
AMBUSH_DEFENDER
 
−
AMBUSH_RESIDENT
 
−
AMBUSH_THIEF
 
−
AMBUSH_THIEF_SUPPORT_SKULKING
 
−
AMBUSH_THIEF_SUPPORT_NATURE
 
−
AMBUSH_THIEF_SUPPORT
 
−
AMBUSH_MISCHIEVIOUS
 
−
AMBUSH_MISCHIEVOUS
 
−
AMBUSH_SNATCHER
 
−
AMBUSH_SNATCHER_SUPPORT
 
−
AMBUSH_AMBUSHER_NATURE
 
−
AMBUSH_AMBUSHER
 
−
AMBUSH_INJURED
 
−
AMBUSH_OTHER
 
−
AMBUSH_INCAPACITATED
 
−
FOUND_TRAP
 
−
CARAVAN_ARRIVAL
 
−
NOBLE_ARRIVAL
 
−
ANIMAL_TRAP_CATCH
 
−
ANIMAL_TRAP_ROBBED
 
−
MISCHIEF_LEVER
 
−
MISCHIEF_PLATE
 
−
MISCHIEF_CAGE
 
−
MISCHIEF_CHAIN
 
−
DIPLOMAT_ARRIVAL
 
−
LIAISON_ARRIVAL
 
−
TRADE_DIPLOMAT_ARRIVAL
 
−
CAVE_COLLAPSE
 
−
BIRTH_CITIZEN
 
−
BIRTH_ANIMAL
 
−
STRANGE_MOOD
 
−
MADE_ARTIFACT
 
−
NAMED_ARTIFACT
 
−
ITEM_ATTACHMENT
 
−
VERMIN_CAGE_ESCAPE
 
−
TRIGGER_WEB
 
−
MOOD_BUILDING_CLAIMED
 
−
ARTIFACT_BEGUN
 
−
MEGABEAST_ARRIVAL
 
−
BERSERK_CITIZEN
 
−
MAGMA_DEFACES_ENGRAVING
 
−
ENGRAVING_MELTS
 
−
MASTERPIECE_ARCHITECTURE
 
−
MASTERPIECE_CONSTRUCTION
 
−
MASTER_ARCHITECTURE_LOST
 
−
MASTER_CONSTRUCTION_LOST
 
−
ADV_AWAKEN
 
−
ADV_SLEEP_INTERRUPTED
 
−
ADV_REACTION_PRODUCTS
 
−
CANCEL_JOB
 
−
ADV_CREATURE_DEATH
 
−
CITIZEN_DEATH
 
−
PET_DEATH
 
−
CITIZEN_MISSING
 
−
PET_MISSING
 
−
FALL_OVER
 
−
CAUGHT_IN_FLAMES
 
−
CAUGHT_IN_WEB
 
−
UNIT_PROJECTILE_SLAM_BLOW_APART
 
−
UNIT_PROJECTILE_SLAM
 
−
UNIT_PROJECTILE_SLAM_INTO_UNIT
 
−
LOSE_HOLD_OF_ITEM
 
−
REGAIN_CONSCIOUSNESS
 
−
FREE_FROM_WEB
 
−
PARALYZED
 
−
OVERCOME_PARALYSIS
 
−
NOT_STUNNED
 
−
EXHAUSTION
 
−
PAIN_KO
 
−
BREAK_GRIP
 
−
BLOCK_FIRE
 
−
BREATHE_FIRE
 
−
SHOOT_WEB
 
−
PULL_OUT_DROP
 
−
STAND_UP
 
−
MARTIAL_TRANCE
 
−
MAT_BREATH
 
−
NIGHT_ATTACK_STARTS
 
−
NIGHT_ATTACK_ENDS
 
−
NIGHT_ATTACK_TRAVEL
 
−
GHOST_ATTACK
 
−
TRAVEL_SITE_DISCOVERY
 
−
TRAVEL_SITE_BUMP
 
−
ADVENTURE_INTRO
 
−
CREATURE_SOUND
 
−
CREATURE_STEALS_OBJECT
 
−
BODY_TRANSFORMATION
 
−
INTERACTION_ACTOR
 
−
INTERACTION_TARGET
 
−
UNDEAD_ATTACK
 
−
MARKET_CHATTER
 
−
STRANGE_RAIN_SNOW
 
−
STRANGE_CLOUD
 
−
SIMPLE_ANIMAL_ACTION
 
−
FLOUNDER_IN_LIQUID
 
−
Unrecognized Announcement Token:
 
−
SINGULAR
 
−
PLURAL
 
−
Unrecognized Word Property Token:
 
−
NEATLY_COMBED
 
−
BRAIDED
 
−
DOUBLE_BRAIDS
 
−
PONY_TAILS
 
−
CLEAN_SHAVEN
 
−
STANDARD_HAIR_SHAPINGS
 
−
STANDARD_BEARD_SHAPINGS
 
−
STANDARD_MOUSTACHE_SHAPINGS
 
−
STANDARD_SIDEBURNS_SHAPINGS
 
−
Unrecognized Tissue Layer Shapings Token:
 
−
blob
 
−
quadruped
 
−
humanoid
 
−
silverfish
 
−
mayfly
 
−
dragonfly
 
−
damselfly
 
−
stonefly
 
−
earwig
 
−
grasshopper
 
−
cricket
 
−
stick insect
 
−
cockroach
 
−
termite
 
−
mantis
 
−
louse
 
−
thrips
 
−
aphid
 
−
cicada
 
−
assassin bug
 
−
wasp
 
−
hornet
 
−
tiger beetle
 
−
ladybug
 
−
weevil
 
−
darkling beetle
 
−
click beetle
 
−
firefly
 
−
scarab beetle
 
−
stag beetle
 
−
dung beetle
 
−
rhinoceros beetle
 
−
rove beetle
 
−
snakefly
 
−
lacewing
 
−
antlion larva
 
−
mosquito
 
−
flea
 
−
scorpionfly
 
−
caddisfly
 
−
butterfly
 
−
moth
 
−
caterpillar
 
−
maggot
 
−
spider
 
−
tarantula
 
−
scorpion
 
−
tick
 
−
mite
 
−
shrimp
 
−
lobster
 
−
crab
 
−
nematode
 
−
snail
 
−
slug
 
−
earthworm
 
−
leech
 
−
bristleworm
 
−
ribbon worm
 
−
flat worm
 
−
toad
 
−
frog
 
−
salamander
 
−
newt
 
−
alligator
 
−
crocodile
 
−
lizard
 
−
chameleon
 
−
iguana
 
−
gecko
 
−
skink
 
−
gila monster
 
−
monitor
 
−
serpent
 
−
viper
 
−
rattlesnake
 
−
cobra
 
−
python
 
−
anaconda
 
−
turtle
 
−
tortoise
 
−
pterosaur
 
−
dimetrodon
 
−
sauropod
 
−
theropod
 
−
iguanodont
 
−
hadrosaurid
 
−
stegosaurid
 
−
ceratopsid
 
−
ankylosaurid
 
−
duck
 
−
goose
 
−
swan
 
−
turkey
 
−
grouse
 
−
chicken
 
−
quail
 
−
pheasant
 
−
gull
 
−
loon
 
−
grebe
 
−
albatross
 
−
petrel
 
−
penguin
 
−
pelican
 
−
stork
 
−
vulture
 
−
flamingo
 
−
falcon
 
−
kestrel
 
−
condor
 
−
osprey
 
−
buzzard
 
−
eagle
 
−
harrier
 
−
hawk
 
−
kite
 
−
crane
 
−
dove
 
−
pigeon
 
−
parrot
 
−
cockatoo
 
−
cuckoo
 
−
nightjar
 
−
swift
 
−
hummingbird
 
−
kingfisher
 
−
hornbill
 
−
quetzal
 
−
toucan
 
−
woodpecker
 
−
lyrebird
 
−
thornbill
 
−
honeyeater
 
−
oriole
 
−
fantail
 
−
shrike
 
−
crow
 
−
raven
 
−
magpie
 
−
kinglet
 
−
lark
 
−
swallow
 
−
martin
 
−
bushtit
 
−
warbler
 
−
thrush
 
−
oxpecker
 
−
starling
 
−
mockingbird
 
−
wren
 
−
nuthatch
 
−
sparrow
 
−
tanager
 
−
cardinal
 
−
bunting
 
−
finch
 
−
titmouse
 
−
chickadee
 
−
waxwing
 
−
flycatcher
 
−
opossum
 
−
koala
 
−
wombat
 
−
kangaroo
 
−
sloth
 
−
anteater
 
−
armadillo
 
−
squirrel
 
−
marmot
 
−
beaver
 
−
gopher
 
−
mouse
 
−
porcupine
 
−
chinchilla
 
−
cavy
 
−
capybara
 
−
rabbit
 
−
hare
 
−
lemur
 
−
loris
 
−
monkey
 
−
hedgehog
 
−
shrew
 
−
mole
 
−
fruit bat
 
−
wolf
 
−
coyote
 
−
jackal
 
−
raccoon
 
−
coati
 
−
weasel
 
−
otter
 
−
badger
 
−
skunk
 
−
bear
 
−
panda
 
−
panther
 
−
mongoose
 
−
hyena
 
−
civet
 
−
walrus
 
−
pangolin
 
−
elephant
 
−
mammoth
 
−
horse
 
−
zebra
 
−
tapir
 
−
rhinoceros
 
−
warthog
 
−
hippopotamus
 
−
camel
 
−
llama
 
−
giraffe
 
−
deer
 
−
moose
 
−
antelope
 
−
sheep
 
−
goat
 
−
bison
 
−
buffalo
 
−
bull
 
−
Granite
 
−
Slate
 
−
Felsite
 
−
Hematite
 
−
Malachite
 
−
Galena
 
−
Limestone
 
−
Sandstone
 
−
Timber
 
−
Moonstone
 
−
Opal
 
−
Obsidian
 
−
Dabbling
 
−
Novice
 
−
Adequate
 
−
Competent
 
−
Skilled
 
−
Proficient
 
−
Talented
 
−
Adept
 
−
Expert
 
−
Professional
 
−
Accomplished
 
−
Great
 
−
Master
 
−
High Master
 
−
Grand Master
 
−
Legendary
 
−
Mining
 
−
Wood Cutting
 
−
Carpentry
 
−
Bowmaking
 
−
Engraving
 
−
Masonry
 
−
Animal Training
 
−
Animal Caretaking
 
−
Fish Dissection
 
−
Animal Dissection
 
−
Fish Cleaning
 
−
Butchery
 
−
Trapping
 
−
Growing
 
−
Herbalism
 
−
Ambush
 
−
Swimming
 
−
Persuasion
 
−
Negotiation
 
−
Judging Intent
 
−
Appraisal
 
−
Organization
 
−
Record Keeping
 
−
Lying
 
−
Intimidation
 
−
Conversation
 
−
Comedy
 
−
Flattery
 
−
Consoling
 
−
Pacification
 
−
Tracking
 
−
Fishing
 
−
Furnace Operation
 
−
Strand Extraction
 
−
Soap Making
 
−
Potash Making
 
−
Lye Making
 
−
Wood Burning
 
−
Weaponsmithing
 
−
Armorsmithing
 
−
Metalsmithing
 
−
Gem Cutting
 
−
Gem Setting
 
−
Wood Crafting
 
−
Pottery
 
−
Wax Working
 
−
Stone Crafting
 
−
Metal Crafting
 
−
Glassmaking
 
−
Studying
 
−
Concentration
 
−
Discipline
 
−
Observation
 
−
Writing
 
−
Prose
 
−
Poetry
 
−
Reading
 
−
Speaking
 
−
Coordination
 
−
Balance
 
−
Leadership
 
−
Military Tactics
 
−
Teaching
 
−
Fighting
 
−
Archery
 
−
Wrestling
 
−
Biting
 
−
Striking
 
−
Kicking
 
−
Dodging
 
−
Sword
 
−
Mace
 
−
Hammer
 
−
Spear
 
−
Crossbow
 
−
Pike
 
−
Shield
 
−
Armor
 
−
Siege Engineering
 
−
Siege Operation
 
−
Pump Operation
 
−
Leatherworkering
 
−
Tanning
 
−
Dyeing
 
−
Pressing
 
−
Beekeeping
 
−
Glazing
 
−
Bone Carving
 
−
Weaving
 
−
Brewing
 
−
Clothes Making
 
−
Milling
 
−
Threshing
 
−
Blowgun
 
−
Throwing
 
−
Machinery
 
−
Nature
 
−
Knife
 
−
Lash
 
−
Cooking
 
−
Alchemy
 
−
Building Design
 
−
Cheese Making
 
−
Milking
 
−
Shearing
 
−
Spinning
 
−
Misc. Object
 
−
Wound Dressing
 
−
Diagnostics
 
−
Surgery
 
−
Bone Setting
 
−
Suturing
 
−
Crutch-walking
 
−
Knapping
 
−
Miner
 
−
Wood Cutter
 
−
Carpenter
 
−
Bowyer
 
−
Engraver
 
−
Mason
 
−
Animal Trainer
 
−
Animal Caretaker
 
−
Fish Dissector
 
−
Animal Dissector
 
−
Fish Cleaner
 
−
Butcher
 
−
Trapper
 
−
Grower
 
−
Herbalist
 
−
Ambusher
 
−
Swimmer
 
−
Persuader
 
−
Negotiator
 
−
Judge of Intent
 
−
Appraiser
 
−
Organizer
 
−
Record Keeper
 
−
Liar
 
−
Intimidator
 
−
Conversationalist
 
−
Comedian
 
−
Flatterer
 
−
Consoler
 
−
Pacifier
 
−
Tracker
 
−
Fisherman
 
−
Furnace Operator
 
−
Strand Extractor
 
−
Soaper
 
−
Potash Maker
 
−
Lye Maker
 
−
Wood Burner
 
−
Weaponsmith
 
−
Armorsmith
 
−
Metalsmith
 
−
Gem Cutter
 
−
Gem Setter
 
−
Wood Crafter
 
−
Potter
 
−
Wax Worker
 
−
Stone Crafter
 
−
Metal Crafter
 
−
Glassmaker
 
−
Student
 
−
Observer
 
−
Wordsmith
 
−
Writer
 
−
Poet
 
−
Reader
 
−
Speaker
 
−
Knapper
 
−
Leader
 
−
Teacher
 
−
Fighter
 
−
Archer
 
−
Wrestler
 
−
Biter
 
−
Striker
 
−
Kicker
 
−
Dodger
 
−
Axeman
 
−
Swordsman
 
−
Maceman
 
−
Hammerman
 
−
Spearman
 
−
Crossbowman
 
−
Pikeman
 
−
Bowman
 
−
Shield User
 
−
Armor User
 
−
Siege Engineer
 
−
Siege Operator
 
−
Pump Operator
 
−
Leatherworker
 
−
Tanner
 
−
Dyer
 
−
Presser
 
−
Beekeeper
 
−
Glazer
 
−
Bone Carver
 
−
Weaver
 
−
Brewer
 
−
Clothier
 
−
Miller
 
−
Thresher
 
−
Blowgunner
 
−
Thrower
 
−
Mechanic
 
−
Druid
 
−
Knife User
 
−
Lasher
 
−
Cook
 
−
Alchemist
 
−
Building Designer
 
−
Cheese Maker
 
−
Milker
 
−
Shearer
 
−
Spinner
 
−
Misc. Object User
 
−
Wound Dresser
 
−
Diagnostician
 
−
Surgeon
 
−
Bone Doctor
 
−
Suturer
 
−
Crutch-walker
 
−
ill-sized art actions (1):
 
−
ill-sized art actions (2):
 
−
ill-sized art actions (3):
 
−
ill-sized art actions (4):
 
−
ill-sized art actions (5):
 
−
ill-sized art actions (6):
 
−
LIQUID_COOKING
 
−
LIQUID_SCOOP
 
−
GRIND_POWDER_RECEPTACLE
 
−
GRIND_POWDER_GRINDER
 
−
MEAT_CARVING
 
−
MEAT_BONING
 
−
MEAT_SLICING
 
−
MEAT_CLEAVING
 
−
HOLD_MEAT_FOR_CARVING
 
−
MEAL_CONTAINER
 
−
LIQUID_CONTAINER
 
−
FOOD_STORAGE
 
−
HIVE
 
−
NEST_BOX
 
−
SMALL_OBJECT_STORAGE
 
−
Unrecognized Tool Use Token:
 
−
SIMPLE_MOUND
 
−
SIMPLE_BURROW
 
−
LABYRINTH
 
−
SHRINE
 
−
WILDERNESS_LOCATION
 
−
Unrecognized Lair Token:
 
−
HAS_DOORS
 
−
Unrecognized Lair Characteristic Token:
 
−
GRIND_BONE_MEAL
 
−
COOK_BLOOD
 
−
GRIND_VERMIN
 
−
COOK_VERMIN
 
−
COOK_PEOPLE
 
−
COLLECT_TROPHIES
 
−
EAT_BONE_PORRIDGE
 
−
USE_ANY_MELEE_WEAPON
 
−
COLLECT_WEALTH
 
−
GIANT_NEST
 
−
Unrecognized Habit Token:
 
−
ALERT
 
−
PEACEFUL_INTERMITTENT
 
−
Unrecognized Creature Sound Token:
 
−
VOCALIZATION
 
−
Unrecognized Creature Sound Method Token:
 
−
Random Buffer Overload
 
−
data/init/d_init.txt
 
−
SHOW_ALL_HISTORY_IN_DWARF_MODE
 
−
SHOW_EMBARK_TUNNEL
 
−
ALWAYS
 
−
FINDER
 
−
SHOW_FLOW_AMOUNTS
 
−
SHOW_IMP_QUALITY
 
−
ENGRAVINGS_START_OBSCURED
 
−
AUTOSAVE_PAUSE
 
−
EMBARK_WARNING_ALWAYS
 
−
INITIAL_SAVE
 
−
AUTOSAVE
 
−
SEASONAL
 
−
AUTOBACKUP
 
−
PATH_COST
 
−
WALKING_SPREADS_SPATTER_DWF
 
−
WALKING_SPREADS_SPATTER_ADV
 
−
TEMPERATURE
 
−
CAVEINS
 
−
ARTIFACTS
 
−
ECONOMY
 
−
ZERO_RENT
 
−
TESTING_ARENA
 
−
EMBARK_RECTANGLE
 
−
PAUSE_ON_LOAD
 
−
LOG_MAP_REJECTS
 
−
INVADERS
 
−
VARIED_GROUND_TILES
 
−
NICKNAME_DWARF
 
−
REPLACE_FIRST
 
−
CENTRALIZE
 
−
REPLACE_ALL
 
−
NICKNAME_ADVENTURE
 
−
NICKNAME_LEGENDS
 
−
CHASM
 
−
PILLAR_TILE
 
−
WOUND_COLOR_NONE
 
−
WOUND_COLOR_MINOR
 
−
WOUND_COLOR_INHIBITED
 
−
WOUND_COLOR_FUNCTION_LOSS
 
−
WOUND_COLOR_BROKEN
 
−
WOUND_COLOR_MISSING
 
−
IDLERS
 
−
MORE
 
−
ADVENTURER_TRAPS
 
−
ADVENTURER_ALWAYS_CENTER
 
−
ADVENTURER_Z_VIEWS
 
−
UNHIDDEN
 
−
DISPLAY_LENGTH
 
−
COFFIN_NO_PETS_DEFAULT
 
−
STORE_DIST_ITEM_DECREASE
 
−
STORE_DIST_SEED_COMBINE
 
−
STORE_DIST_BUCKET_COMBINE
 
−
STORE_DIST_BARREL_COMBINE
 
−
STORE_DIST_BIN_COMBINE
 
−
BABY_CHILD_CAP
 
−
POPULATION_CAP
 
−
Unrecognized Init Option:
 
−
FATAL ERROR
 
−
Button
 
−
Set Building/Item Properties
 
−
Set Traffic Areas
 
−
Ending game...
 
−
Really retire?  All active saves will be deleted.  (
 
−
You will be saved for later use in the region.
 
−
Really quit?  All active saves will be deleted.  (
 
−
The region will be saved for later use.
 
−
Return to Title Screen
 
−
Return to Game
 
−
Save Game
 
−
Key Bindings
 
−
Export Local Image
 
−
Music and Sound
 
−
Abort Game
 
−
Succumb to the Invasion
 
−
Abandon the Fortress
 
−
Give in to the Night
 
−
Finish Game
 
−
Retire (or Rest a while) as a Peasant
 
−
Give in to Starvation
 
−
NULL unit pointer on load
 
−
NULL play unit on load: id #
 
−
NULL item pointer on load
 
−
NULL play item on load: id #
 
−
NULL job pointer on load
 
−
NULL building pointer on load
 
−
NULL play building on load: id #
 
−
NULL displayed announcement
 
−
Site
 
−
Error 1
 
−
Error 2
 
−
Nuked Activity Reference
 
−
Nuked Job Reference
 
−
Nuked Unit Reference (Worker/Inventory)
 
−
Nuked Building Reference (Party)
 
−
Nuked Item Reference (General)
 
−
Nuked Effect Reference
 
−
Nuked Pet Info Reference (Pet)
 
−
Nuked Pet Info Reference (Owner)
 
−
Nuked Vermin Event Reference
 
−
Nuked Vermin Reference (Escaped Pet)
 
−
Nuked Entity Reference
 
−
Nuked Plot Info Reference
 
−
Nuked Viewscreen Reference
 
−
Nuked Unit Reference (Item Wrestle)
 
−
Nuked Hist Fig Reference
 
−
Nuked Site Reference
 
−
Nuked Artifact Reference
 
−
Nuked Item Improvement Reference
 
−
Nuked Coin Front Reference
 
−
Nuked Coin Back Reference
 
−
Nuked Detail Event Reference
 
−
Nuked Subregion Reference
 
−
Nuked Feature Layer Reference
 
−
Nuked Entity Population Reference
 
−
Nuked Breed Reference
 
−
Nuked Art Image Reference
 
−
Nuked Creature Def Reference
 
−
NULL JOB ITEM (1):
 
−
NULL JOB ITEM (2):
 
−
NULL item projectile loaded
 
−
NULL unit projectile loaded
 
−
Civ Zone
 
−
Cage: Null Unit Assignment
 
−
Cage: Null Item Assignment
 
−
NULL Aid Requester
 
−
current
 
−
data/save/*.*
 
−
data/save/current/world.sav
 
−
Saving...
 
−
data/help/
 
−
This creature
 
−
Account:
 
−
Owned Objects:
 
−
Holdings:
 
−
Needs:
 
−
Chest
 
−
Demands:
 
−
Throne Room/Office
 
−
Bedroom
 
−
Dining Room
 
−
Tomb
 
−
Mandates:
 
−
Export of
 
−
Make
 
−
Complete
 
−
The Kills of
 
−
ecwe
 
−
hlaas
 
−
Repairing squad info for Unit #
 
−
Loading game...
 
−
Unknown Type Error
 
−
Folder:
 
−
There are no active games.
 
−
Mine
 
−
Channel
 
−
Remove Up Stairs/Ramps
 
−
Upward Stairway
 
−
Downward Stairway
 
−
Upward Ramp
 
−
Chop Down Trees
 
−
Gather Plants
 
−
Smooth Stone
 
−
Engrave Stone
 
−
Carve Fortifications
 
−
Toggle Engravings
 
−
Remove Designation
 
−
unprepared
 
−
Large Pots/Food Storage
 
−
Plant Cloth
 
−
Bone
 
−
Tooth
 
−
Horn
 
−
Pearl
 
−
Shell
 
−
Silk
 
−
Yarn
 
−
Amber
 
−
Coral
 
−
Green Glass
 
−
Clear Glass
 
−
Crystal Glass
 
−
Standard
 
−
Well-crafted
 
−
Finely-crafted
 
−
Superior Quality
 
−
Exceptional
 
−
Masterwork
 
−
Artifact
 
−
Fresh Raw Hide
 
−
Rotten Raw Hide
 
−
Coal
 
−
Potash
 
−
Pearlash
 
−
Soap
 
−
Allow Plant/Animal
 
−
Allow Non-Plant/Animal
 
−
Use Seed
 
−
Random
 
−
Use History Seed
 
−
Use Name Seed
 
−
Use Creature Seed
 
−
Embark Points
 
−
End Year
 
−
Population Cap After Civ Creation
 
−
Site Cap After Civ Creation
 
−
Percentage Beasts Dead For Stoppage
 
−
Ignore
 
−
Year to Begin Checking Megabeast Percentage
 
−
Cull Unimportant Historical Figures
 
−
Reveal All Historical Events
 
−
Elevation
 
−
Rainfall
 
−
Temperature
 
−
Drainage
 
−
Volcanism
 
−
Savagery
 
−
Minimum
 
−
Maximum
 
−
Elevation Mesh Size
 
−
Rain Mesh Size
 
−
Drainage Mesh Size
 
−
Savagery Mesh Size
 
−
Temperature Mesh Size
 
−
Volcanism Mesh Size
 
−
Minimum Mountain Peak Number
 
−
Minimum Partial Edge Oceans
 
−
Minimum Complete Edge Oceans
 
−
Minimum Volcano Number
 
−
Mineral Scarcity (Low = More minerals)
 
−
Max Megabeast Caves
 
−
Max Semimegabeast Caves
 
−
Titan Number
 
−
Titan Attack Population Requirement
 
−
Titan Attack Exported Wealth Requirement
 
−
Titan Attack Created Wealth Requirement
 
−
Number of Demon Types
 
−
Number of Night Troll Types
 
−
Number of Bogeyman Types
 
−
Number of Vampire Curse Types
 
−
Number of Werebeast Curse Types
 
−
Number of Secret Types
 
−
Number of Regional Interaction Types
 
−
Number of Disturbance Interaction Types
 
−
Number of Evil Cloud Types
 
−
Number of Evil Rain Types
 
−
Desired Good Square Count in Small Subregions
 
−
Desired Good Square Count in Medium Subregions
 
−
Desired Good Square Count in Large Subregions
 
−
Desired Evil Square Count in Small Subregions
 
−
Desired Evil Square Count in Medium Subregions
 
−
Desired Evil Square Count in Large Subregions
 
−
Minimum Initial
 
−
Minimum Final
 
−
Erosion Cycle Count
 
−
Minimum River Start Locations (Pre-Erosion)
 
−
Desired River Start Locations (Post-Erosion)
 
−
Periodically Erode Extreme Cliffs
 
−
Maximum Number of Subregions
 
−
Cavern Layer Number
 
−
Cavern Layer Openness Min
 
−
Cavern Layer Openness Max
 
−
Cavern Layer Passage Density Min
 
−
Cavern Layer Passage Density Max
 
−
Cavern Layer Water Min
 
−
Cavern Layer Water Max
 
−
Magma Layer
 
−
Bottom Layer (Forces Magma)
 
−
Minimum Natural Cave Size
 
−
Maximum Natural Cave Size
 
−
Number of Mountain Caves
 
−
Number of Non-Mountain Caves
 
−
Make Caves Visible
 
−
Allow Init Embark Options to Show Tunnels
 
−
Always
 
−
Only in Finder
 
−
Number of Civilizations
 
−
Playable Civilization Required
 
−
Minimum Number of Mid-Elevation Squares
 
−
Minimum Number of Low-Elevation Squares
 
−
Minimum Number of High-Elevation Squares
 
−
Minimum Number of Mid-Rain Squares
 
−
Minimum Number of Low-Rain Squares
 
−
Minimum Number of High-Rain Squares
 
−
Minimum Number of Mid-Drainage Squares
 
−
Minimum Number of Low-Drainage Squares
 
−
Minimum Number of High-Drainage Squares
 
−
Minimum Number of Mid-Savagery Squares
 
−
Minimum Number of Low-Savagery Squares
 
−
Minimum Number of High-Savagery Squares
 
−
Minimum Number of Mid-Volcanism Squares
 
−
Minimum Number of Low-Volcanism Squares
 
−
Minimum Number of High-Volcanism Squares
 
−
Animals
 
−
Food
 
−
Furniture/Siege Ammo
 
−
Corpses
 
−
Refuse
 
−
Coins
 
−
Bars/Blocks
 
−
Gems
 
−
Finished Goods
 
−
Cloth
 
−
Weapons/Trap Comps
 
−
Additional Options
 
−
Unprepared Fish
 
−
Drink (Plant)
 
−
Drink (Animal)
 
−
Cheese (Plant)
 
−
Cheese (Animal)
 
−
Leaves
 
−
Milled Plant
 
−
Bone Meal
 
−
Paste
 
−
Pressed Material
 
−
Extract (Plant)
 
−
Extract (Animal)
 
−
Misc. Liquid
 
−
Item Types
 
−
Body Parts
 
−
Skulls
 
−
Bones
 
−
Shells
 
−
Teeth
 
−
Horns/Hooves
 
−
Hair/Wool
 
−
Type
 
−
Other Materials
 
−
Stone/Clay
 
−
Metal
 
−
Bars: Other Materials
 
−
Bars: Metal
 
−
Blocks: Other Materials
 
−
Blocks: Metal
 
−
Blocks: Stone/Clay
 
−
Metal Ores
 
−
Economic
 
−
Other Stone
 
−
Rough Glass
 
−
Cut Glass
 
−
Rough Gem
 
−
Cut Gem
 
−
Thread (Metal)
 
−
Cloth (Metal)
 
−
Body
 
−
Head
 
−
Feet
 
−
Hands
 
−
Legs
 
−
Core Quality
 
−
Total Quality
 
−
Mill Products
 
−
Fats
 
−
Pastes
 
−
Liquids
 
−
Types
 
−
Corpse
 
−
Materials
 
−
Silk Thread
 
−
Yarn Thread
 
−
Metal Thread
 
−
Plant Thread
 
−
Silk Cloth
 
−
Yarn Cloth
 
−
Metal Cloth
 
−
Trap Comps
 
−
Qualities
 
−
Empty Cages
 
−
Empty Animal Traps
 
−
Prepared Food
 
−
Sand Bag
 
−
Usable
 
−
Unusable
 
−
Brush Radius
 
−
Smoothing Brush
 
−
Normal Brush
 
−
ELEV
 
−
TEMP
 
−
DRAIN
 
−
VOLC
 
−
Brush =
 
−
Painting
 
−
Not painting
 
−
Will be saved
 
−
Randomize at gen
 
−
Range:
 
−
Your Units
 
−
Buildings
 
−
local_map
 
−
Created in DF
 
−
Volume:
 
−
Spouse
 
−
Mother
 
−
Father
 
−
Lover
 
−
Child
 
−
Friend
 
−
Grudge
 
−
Deity
 
−
Force
 
−
Object of Worship
 
−
Long-term Acquaintance
 
−
Passing Acquaintance
 
−
Permitted Workers
 
−
COLOR_PATTERN
 
−
PATTERN
 
−
Unrecognized Colored Pattern Token:
 
−
WORD
 
−
GEMS_USE_NOUN
 
−
GEMS_USE_ADJ
 
−
GEMS_USE_ADJ_NOUN
 
−
Unrecognized Shape Token:
 
−
Gain possession
 
−
Pull it out
 
−
Read
 
−
Could not locate adventure start square
 
−
Adventure Starting Site Files Missing/Corrupted
 
−
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 
−
Creature
 
−
You awaken from your slumber.
 
−
Your sleep has been interrupted!
 
−
Select your combat preferences.
 
−
Strike
 
−
Charge
 
−
Close Combat
 
−
According to Opponent
 
−
Move Around
 
−
Stand Ground
 
−
Dodge Away
 
−
You have no companions.
 
−
Companion
 
−
Companions
 
−
Dead
 
−
Wrestle
 
−
Ground
 
−
Not visible
 
−
Select your movement preferences.
 
−
When Possible
 
−
When Necessary
 
−
What would you like to do with
 
−
Where would you like to move?
 
−
Pick up how many? (0-
 
−
What would you like to pick up?
 
−
Who will you talk to?
 
−
many
 
−
Miasma
 
−
Steam
 
−
Mist
 
−
Sea Foam
 
−
Lava Mist
 
−
Magma Mist
 
−
Smoke
 
−
Dragonfire
 
−
Fire
 
−
Stagnant salt water [
 
−
Stagnant water [
 
−
Salt water [
 
−
Water [
 
−
Lava [
 
−
Magma [
 
−
What do you want to aim for?
 
−
Impossible strike
 
−
Difficult strike
 
−
Tricky strike
 
−
Normal strike
 
−
Easy strike
 
−
Easier strike
 
−
Simple strike
 
−
can only graze
 
−
can't land squarely
 
−
can't quite connect
 
−
fairly solid
 
−
square
 
−
very square
 
−
direct hit
 
−
Really attack
 
−
Really aim an attack at
 
−
Really wrestle
 
−
Which creature will you attack? 
 
−
Which creature will you wrestle? 
 
−
Select
 
−
adjacent only
 
−
own tile only
 
−
this location
 
−
You will sleep as necessary until dawn.
 
−
You will sleep as necessary for
 
−
You will wait, staying awake until dawn.
 
−
You will wait, staying awake for
 
−
You've already searched this area recently.
 
−
You've found a colony of
 
−
You've found a small creature.
 
−
You've found some small creatures.
 
−
Your intense search turns up nothing.
 
−
You have nothing with which to interact.
 
−
You have nothing to examine.
 
−
You have nothing left to remove.
 
−
You have nothing left to wear.
 
−
You have nothing left to eat or drink.
 
−
You have nothing to put inside a container.
 
−
You have nothing left to drop.
 
−
There is nothing to pick up here.
 
−
You have nothing left to throw.
 
−
You have nothing to fire with.
 
−
You have nothing left to fire.
 
−
You are no longer in hiding.
 
−
You begin sneaking.
 
−
You can't sneak because somebody can see you.
 
−
There is no sunlight when you are dead.
 
−
There are no traces of sunlight here.
 
−
Being dead is cold and clammy.
 
−
The temperature is as it has been and always will be.
 
−
The temperature cannot be judged.
 
−
The temperature is pleasant.
 
−
You've lost track of time since your death.
 
−
You are still surrounded by cackling.
 
−
You don't feel safe enough to travel.
 
−
You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 
−
You can't travel until you've stopped the bleeding.
 
−
You can't travel because you can't breathe.
 
−
You can't travel because you are dying of thirst.
 
−
You can't travel because you are starving to death.
 
−
You can't travel because you are swimming.
 
−
You can't travel until you emerge from underground.
 
−
You must move away from the water before you can travel.
 
−
You must come down from the mountains before you can travel.
 
−
You cannot travel until you leave this site.
 
−
You stand up.
 
−
You lie on the ground.
 
−
The webs make it impossible to stand.
 
−
You can't stand up -- somebody is in the way.
 
−
You must
 
−
You must move away from the surrounding obstacles before you can travel.
 
−
You must move away from the river before you can travel.
 
−
You have reached the summit of
 
−
You are deceased.  Press
 
−
Unconscious
 
−
Stunned
 
−
Dizzy
 
−
Exhausted
 
−
Sleep!
 
−
Over-Exert
 
−
Tired
 
−
Drowsy
 
−
Drowning
 
−
Winded
 
−
Flying
 
−
Nauseous
 
−
Thirsty!
 
−
Thirsty
 
−
Dhyd
 
−
Thir
 
−
Stvg
 
−
Hung
 
−
Mortal Wound
 
−
Paralyzed
 
−
Webbed
 
−
Numb
 
−
Bleeding!
 
−
Bleeding
 
−
Pale
 
−
Faint
 
−
Fever
 
−
Pain
 
−
Speed:
 
−
Adventure Log: NULL task
 
−
Adventure Log: NULL site
 
−
Adventure Log: NULL subregion
 
−
Adventure Log: NULL entity
 
−
Adventure Log: NULL feature_layer
 
−
Adventure Log
 
−
Civilization
 
−
Site Government
 
−
Vessel Crew
 
−
Migrating Group
 
−
Nomadic Group
 
−
Religion
 
−
Military Unit
 
−
Outcast
 
−
Unaligned
 
−
Enemy
 
−
Criminal
 
−
Legendary hero
 
−
Famous hero
 
−
Hero
 
−
Greatly respected for heroic acts
 
−
Respected for heroic acts
 
−
Devoted
 
−
Loyal
 
−
Aligned
 
−
Affiliated
 
−
Associated
 
−
Former
 
−
member
 
−
mercenary
 
−
slave
 
−
prisoner
 
−
Mountain
 
−
Temperate Freshwater Swamp
 
−
Temperate Saltwater Swamp
 
−
Temperate Freshwater Marsh
 
−
Temperate Saltwater Marsh
 
−
Tropical Freshwater Swamp
 
−
Tropical Saltwater Swamp
 
−
Mangrove Swamp
 
−
Tropical Freshwater Marsh
 
−
Tropical Saltwater Marsh
 
−
Taiga
 
−
Temperate Coniferous Forest
 
−
Temperate Broadleaf Forest
 
−
Tropical Coniferous Forest
 
−
Tropical Dry Broadleaf Forest
 
−
Tropical Moist Broadleaf Forest
 
−
Temperate Grassland
 
−
Temperate Savanna
 
−
Temperate Shrubland
 
−
Tropical Grassland
 
−
Tropical Savanna
 
−
Tropical Shrubland
 
−
Badlands
 
−
Rocky Wasteland
 
−
Sand Desert
 
−
Tropical Ocean
 
−
Temperate Ocean
 
−
Arctic Ocean
 
−
Temperate Freshwater Pool
 
−
Temperate Brackish Pool
 
−
Temperate Saltwater Pool
 
−
Tropical Freshwater Pool
 
−
Tropical Brackish Pool
 
−
Tropical Saltwater Pool
 
−
Temperate Freshwater Lake
 
−
Temperate Brackish Lake
 
−
Temperate Saltwater Lake
 
−
Tropical Freshwater Lake
 
−
Tropical Brackish Lake
 
−
Tropical Saltwater Lake
 
−
Temperate Freshwater River
 
−
Temperate Brackish River
 
−
Temperate Saltwater River
 
−
Tropical Freshwater River
 
−
Tropical Brackish River
 
−
Tropical Saltwater River
 
−
Subterranean Water
 
−
Subterranean Chasm
 
−
Subterranean Magma
 
−
the depths of the world
 
−
the magma sea
 
−
the Underworld
 
−
Wrestle
 
−
The Wrestling of
 
−
Latch
 
−
Grasp
 
−
JLock
 
−
Choke
 
−
Wrestle using
 
−
Lock
 
−
Choke
 
−
Take-down by
 
−
Throw by
 
−
Pinch
 
−
Gouge
 
−
Break
 
−
Release joint lock of
 
−
Release choke of
 
−
Release grip of
 
−
Loosen joint lock of
 
−
Loosen choke of
 
−
Break grip of
 
−
Shake
 
−
Strangle
 
−
Grab
 
−
Deceased
 
−
Abysmal
 
−
Very Low
 
−
Below Average
 
−
Average
 
−
Above Average
 
−
High
 
−
Superior
 
−
Super
 
−
Strength
 
−
Agility
 
−
Toughness
 
−
Endurance
 
−
Recuperation
 
−
Disease Resistance
 
−
Analytical Ability
 
−
Focus
 
−
Willpower
 
−
Creativity
 
−
Intuition
 
−
Patience
 
−
Memory
 
−
Linguistic Ability
 
−
Spatial Sense
 
−
Musicality
 
−
Kinesthetic Sense
 
−
Empathy
 
−
Social Awareness
 
−
Very small
 
−
Small
 
−
Average-sized
 
−
Large
 
−
Very large
 
−
Enraged at all enemies!
 
−
Throwing a tantrum!
 
−
Partially Webbed
 
−
Partially Paralyzed
 
−
Sluggish
 
−
Completely Numb
 
−
Partially Numb
 
−
Slightly Numb
 
−
Heavy Bleeding
 
−
Extreme Pain
 
−
Slumberous
 
−
Very Drowsy
 
−
Dehydrated
 
−
Starving
 
−
Very Hungry
 
−
Hungry
 
−
What would you like to wear?
 
−
What would you like to remove?
 
−
What would you like to drop?
 
−
What would you like to throw?
 
−
With what would you like to interact?
 
−
With what would you like to eat or drink?
 
−
What would you like to put inside a container?
 
−
Where would you like to put the
 
−
Your Inventory
 
−
There is nothing to do with
 
−
You empty the
 
−
You take out the
 
−
You don't have a suitable container.
 
−
You put the
 
−
You feed on
 
−
You've been caught in the act!
 
−
You eat the
 
−
You drink the
 
−
You lick the
 
−
You are too full.
 
−
You empty
 
−
You drop
 
−
You pick
 
−
You do not have a free grasp and your quivers and packs are full.
 
−
You do not have a free grasp and your quiver and packs are full.
 
−
You do not have a free grasp and your quivers and pack are full.
 
−
You do not have a free grasp and your quiver and pack are full.
 
−
You do not have a free grasp and your quivers are full.
 
−
You do not have a free grasp and your quiver is full.
 
−
You do not have a free grasp and your packs are full.
 
−
You do not have a free grasp and your pack is full.
 
−
You do not have a free grasp.
 
−
Announcements
 
−
You've located a
 
−
right under you
 
−
above and
 
−
below and
 
−
Sewer Access
 
−
Abandoned shop
 
−
Food imports
 
−
Clothing imports
 
−
General imports
 
−
Cloth shop
 
−
Leather shop
 
−
Woven clothing shop
 
−
Leather clothing shop
 
−
Bone carver's shop
 
−
Gem cutter's shop
 
−
Weaponsmith's shop
 
−
Bowyer's shop
 
−
Blacksmith's shop
 
−
Armorsmith's shop
 
−
Metal craft shop
 
−
Leather goods shop
 
−
Carpenter's shop
 
−
Stone furniture shop
 
−
Metal furniture shop
 
−
Warehouse
 
−
Empty market
 
−
Imported goods market
 
−
Imported food market
 
−
Imported clothing market
 
−
Meat market
 
−
Fruit and vegetable market
 
−
Cheese market
 
−
Processed goods market
 
−
Houses
 
−
House
 
−
Abandoned houses
 
−
Abandoned house
 
−
Offloading site...
 
−
Dehydratd
 
−
You have discovered a
 
−
You cannot travel through the
 
−
There is a
 
−
You raise the bucket.
 
−
You lower the bucket.
 
−
You pull the lever.
 
−
There is a locked
 
−
You break the hatch in!
 
−
You pick the lock!
 
−
You bash the door down!
 
−
Create Your Character
 
−
Race:
 
−
Peasant
 
−
Demigod
 
−
Skill remaining:
 
−
Attributes remaining:
 
−
Name:
 
−
invalid lair entrance
 
−
Dawn is breaking.
 
−
Night is falling.
 
−
You struggle for
 
−
You cannot see.
 
−
You cannot read.
 
−
You read
 
−
The pages are blank.
 
−
You pull out
 
−
Fill
 
−
stagnant
 
−
salt
 
−
Heat
 
−
You fill your
 
−
Your
 
−
You heat the
 
−
Suck
 
−
Drink
 
−
Eat
 
−
Ignite
 
−
Make Campfire (
 
−
You don't feel safe enough to make a campfire.
 
−
You make a campfire.
 
−
The steam around the vegetation stops you from setting the fire.
 
−
The vegetation is submerged.
 
−
The vegetation is too wet.
 
−
You set a fire.
 
−
Attack error
 
−
creatures
 
−
Interact with
 
−
building
 
−
Move to
 
−
Lava
 
−
Magma
 
−
The cackling fades away.
 
−
You are surrounded by incessant cackling.
 
−
You cannot rest until you leave this site.
 
−
You don't feel safe enough to rest.
 
−
You can't rest because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 
−
You can't rest until you've stopped the bleeding.
 
−
You can't rest because you can't breathe.
 
−
You can't rest because you are drowning.
 
−
You can't rest because you are dying of thirst.
 
−
You can't rest because you are starving to death.
 
−
You can't rest because you are swimming.
 
−
You can't rest until you are on a stable surface.
 
−
You
 
−
yourself
 
−
Squad Order
 
−
Disconnected Build Overflow
 
−
SOAP
 
−
Weapons and Ammunition
 
−
Furniture
 
−
Siege Equipment
 
−
Other Objects
 
−
Metal Clothing
 
−
Engrave Memorial Slab
 
−
Main
 
−
Siege Engines
 
−
Traps/Levers
 
−
Workshops
 
−
Furnaces
 
−
Wall/Floor/Stairs
 
−
Machine Components
 
−
Building Placement Distance Overflow
 
−
Error
 
−
Fatal error
 
−
Unable to create texture!
 
−
INIT FAILED!
 
−
New window size:
 
−
Font size:
 
−
Resizing grid to
 
−
Resizing font to
 
−
Dwarf Fortress
 
−
data/art/icon.png
 
−
SDL initialization failure, trying windowed mode
 
−
SDL initialization failure
 
−
Requested single-buffering not available
 
−
OpenGL
 
−
Resetting textures
 
−
EMERGENCY: Unknown case in async_wait
 
−
TEXT not supported on windows
 
−
PRINT_MODE
 
−
data/init/interface.txt
 
−
Error Initializing Text:
 
−
list<T> too long
 
−
deque<T> too long
 
−
invalid map/set<T> iterator
 
−
map/set<T> too long
 
−
Space
 
−
Shift+
 
−
Ctrl+
 
−
Alt+
 
−
SDL+
 
−
Button
 
−
REPEAT_NOT
 
−
REPEAT_SLOW
 
−
REPEAT_FAST
 
−
REPEAT_BROKEN
 
−
Loading bindings from
 
−
Broken repeat request:
 
−
Unknown SDLKey:
 
−
Broken unicode:
 
−
Broken button (should be [BUTTON:#:#]):
 
−
Unknown binding:
 
−
Saving bindings to
 
−
Failed to open
 
−
Missing binding displayed:
 
−
End of macro
 
−
Binding name unknown while loading macro:
 
−
Binding missing while loading macro:
 
−
Quantity not numeric or Unexpected tab(s) while loading macro:
 
−
data/init/macros/*.mak
 
−
data/init/macros/
 
−
CHEESE_MAT
 
−
TISSUE_STYLE
 
−
DIGGER
 
−
TRANSLATION
 
−
CIV_CONTROLLABLE
 
−
INDIV_CONTROLLABLE
 
−
SIEGER
 
−
AMBUSHER
 
−
LAYER_LINKED
 
−
BABYSNATCHER
 
−
ITEM_THIEF
 
−
SUBTERRANEAN_CLOTHING
 
−
CLOTHING
 
−
CURRENCY_BY_YEAR
 
−
METAL_PREF
 
−
GEM_PREF
 
−
STONE_PREF
 
−
WOOD_WEAPONS
 
−
WOOD_ARMOR
 
−
RIVER_PRODUCTS
 
−
OCEAN_PRODUCTS
 
−
INDOOR_WOOD
 
−
OUTDOOR_WOOD
 
−
INDOOR_FARMING
 
−
OUTDOOR_FARMING
 
−
UNDEAD_CANDIDATE
 
−
USE_CAVE_ANIMALS
 
−
USE_EVIL_ANIMALS
 
−
USE_GOOD_ANIMALS
 
−
USE_EVIL_WOOD
 
−
USE_GOOD_WOOD
 
−
USE_EVIL_PLANTS
 
−
USE_GOOD_PLANTS
 
−
LOCAL_BANDITRY
 
−
BANDITRY
 
−
START_BIOME
 
−
BIOME_SUPPORT
 
−
MERCHANT_NOBILITY
 
−
SKULKING
 
−
GEM_SHAPE
 
−
STONE_SHAPE
 
−
PERMITTED_JOB
 
−
PERMITTED_BUILDING
 
−
PERMITTED_REACTION
 
−
WORLD_CONSTRUCTION
 
−
WILL_ACCEPT_TRIBUTE
 
−
BUILDS_OUTDOOR_FORTIFICATIONS
 
−
BUILDS_OUTDOOR_TOMBS
 
−
ETHIC
 
−
WANDERER
 
−
BEAST_HUNTER
 
−
SCOUT
 
−
MAX_STARTING_CIV_NUMBER
 
−
MAX_SITE_POP_NUMBER
 
−
MAX_POP_NUMBER
 
−
RELIGION_SPHERE
 
−
TREE_CAP_DIPLOMACY
 
−
DIPLOMAT_BODYGUARDS
 
−
MERCHANT_BODYGUARDS
 
−
ACTIVE_SEASON
 
−
PROGRESS_TRIGGER_POPULATION
 
−
PROGRESS_TRIGGER_PRODUCTION
 
−
PROGRESS_TRIGGER_TRADE
 
−
PROGRESS_TRIGGER_POP_SIEGE
 
−
PROGRESS_TRIGGER_PROD_SIEGE
 
−
PROGRESS_TRIGGER_TRADE_SIEGE
 
−
DEFAULT_SITE_TYPE
 
−
LIKES_SITE
 
−
TOLERATES_SITE
 
−
USE_ANY_PET_RACE
 
−
USE_MISC_PROCESSED_WOOD_PRODUCTS
 
−
IMPROVED_BOWS
 
−
INVADERS_IGNORE_NEUTRALS
 
−
EQUIPMENT_IMPROVEMENTS
 
−
ABUSE_BODIES
 
−
USE_ANIMAL_PRODUCTS
 
−
COMMON_DOMESTIC_PACK
 
−
COMMON_DOMESTIC_PULL
 
−
COMMON_DOMESTIC_MOUNT
 
−
COMMON_DOMESTIC_PET
 
−
SPHERE_ALIGNMENT
 
−
ART_FACET_MODIFIER
 
−
ART_IMAGE_ELEMENT_MODIFIER
 
−
ITEM_IMPROVEMENT_MODIFIER
 
−
CURRENCY
 
−
ADVENTURE_TIER
 
−
SELECT_SYMBOL
 
−
REMAINING
 
−
SUBSELECT_SYMBOL
 
−
CULL_SYMBOL
 
−
FRIENDLY_COLOR
 
−
VARIABLE_POSITIONS
 
−
LAND_HOLDER_TRIGGER
 
−
POSITION
 
−
CONQUERED_SITE
 
−
ELECTED
 
−
has negative foreground color, set to 7
 
−
has foreground color > 7, set to 7
 
−
has negative background color, set to 0
 
−
has background color > 7, set to 0
 
−
has invalid brightness value (must be 0 or 1), set to 0
 
−
has equal foreground/background colors without brightness, background set to 0
 
−
EXECUTION_SKILL
 
−
SPECIAL_BURIAL
 
−
FLASHES
 
−
BRAG_ON_KILL
 
−
CHAT_WORTHY
 
−
RULES_FROM_LOCATION
 
−
MENIAL_WORK_EXEMPTION
 
−
MENIAL_WORK_EXEMPTION_SPOUSE
 
−
SLEEP_PRETENSION
 
−
PUNISHMENT_EXEMPTION
 
−
KILL_QUEST
 
−
QUEST_GIVER
 
−
ALLOWED_CREATURE
 
−
ALLOWED_CLASS
 
−
REJECTED_CREATURE
 
−
REJECTED_CLASS
 
−
GENDER
 
−
MILITARY_SCREEN_ONLY
 
−
EXPORTED_IN_LEGENDS
 
−
DETERMINES_COIN_DESIGN
 
−
SUCCESSION
 
−
APPOINTED_BY
 
−
REPLACED_BY
 
−
REQUIRES_POPULATION
 
−
PRECEDENCE
 
−
LAND_HOLDER
 
−
RESPONSIBILITY
 
−
COMMANDER
 
−
LAND_NAME
 
−
NAME_MALE
 
−
NAME_FEMALE
 
−
SPOUSE_MALE
 
−
SPOUSE_FEMALE
 
−
REQUIRED_BOXES
 
−
REQUIRED_CABINETS
 
−
REQUIRED_RACKS
 
−
REQUIRED_STANDS
 
−
REQUIRED_OFFICE
 
−
REQUIRED_BEDROOM
 
−
REQUIRED_DINING
 
−
REQUIRED_TOMB
 
−
MANDATE_MAX
 
−
DEMAND_MAX
 
−
ACCOUNT_EXEMPT
 
−
DUTY_BOUND
 
−
START_GROUP_NUMBER
 
−
Unrecognized entity digger token:
 
−
Unrecognized entity weapon token:
 
−
Unrecognized entity armor token:
 
−
Unrecognized entity ammo token:
 
−
Unrecognized entity helm token:
 
−
Unrecognized entity gloves token:
 
−
Unrecognized entity shoes token:
 
−
Unrecognized entity pants token:
 
−
Unrecognized entity shield token:
 
−
Unrecognized entity trapcomp token:
 
−
Unrecognized entity toy token:
 
−
Unrecognized entity instrument token:
 
−
Unrecognized entity tool token:
 
−
Unrecognized entity siege ammo token:
 
−
Unrecognized entity position allowed caste token:
 
−
Unrecognized entity position allowed creature token:
 
−
Unrecognized entity position rejected caste token:
 
−
Unrecognized entity position rejected creature token:
 
−
Gem shape not found:
 
−
Stone shape not found:
 
−
CUSTOM_BANDIT_LEADER
 
−
leader
 
−
leaders
 
−
boss
 
−
bosses
 
−
chief
 
−
chiefs
 
−
chieftess
 
−
chieftesses
 
−
captain
 
−
captains
 
−
master
 
−
masters
 
−
commander
 
−
commanders
 
−
ringleader
 
−
ringleaders
 
−
overlord
 
−
overlords
 
−
warlord
 
−
warlords
 
−
chieftain
 
−
chieftains
 
−
Murder-target mismatch: year
 
−
CUSTOM_LAW_MAKER
 
−
law-giver
 
−
law-givers
 
−
CUSTOM_MILITARY_GOALS
 
−
war leader
 
−
war leaders
 
−
CUSTOM_MILITARY_STRATEGY
 
−
general
 
−
generals
 
−
HIGH_PRIEST
 
−
high
 
−
first
 
−
exalted
 
−
holy
 
−
sacred
 
−
high priest
 
−
high priests
 
−
PRIEST
 
−
priest
 
−
priests
 
−
CUSTOM_CASTLE_HOLDER
 
−
lord
 
−
lords
 
−
lady
 
−
ladies
 
−
lord consort
 
−
lords consort
 
−
lady consort
 
−
ladies consort
 
−
WORSHIP_HF
 
−
failure to get start square construction for transport link
 
−
failure to get end square construction for transport link
 
−
midmap construction path build failure
 
−
Entity
 
−
TITLE:
 
−
FORCED_ADMINISTRATOR
 
−
administrator
 
−
administrators
 
−
Leather armor
 
−
Metal armor
 
−
Miner destination wiped
 
−
body
 
−
Merchants have arrived and are unloading their goods.
 
−
The merchants need a trade depot to unload their goods.
 
−
Something has pulled a lever!
 
−
Something has triggered a pressure plate!
 
−
Something has emptied a cage!
 
−
Something has unchained a creature!
 
−
improvable
 
−
butcherable
 
−
millable
 
−
possibly buryable
 
−
unrotten
 
−
undisturbed
 
−
collected
 
−
sharpenable
 
−
distillable
 
−
empty
 
−
processable
 
−
cookable
 
−
solid
 
−
extract-bearing plant
 
−
extract-bearing fish
 
−
extract-bearing small creature
 
−
processable (to vial)
 
−
processable (to bag)
 
−
processable (to barrel)
 
−
tameable small creature
 
−
nearby
 
−
sand-bearing
 
−
glass
 
−
lye-bearing
 
−
milk
 
−
milkable
 
−
finished good
 
−
ammo
 
−
furniture
 
−
dye
 
−
dyeable
 
−
totemable
 
−
glass-making
 
−
dyed
 
−
melt-designated
 
−
deep material
 
−
sewn-imageless
 
−
screw
 
−
fire-safe
 
−
magma-safe
 
−
building material
 
−
non-economic
 
−
plant
 
−
silk
 
−
yarn
 
−
leather
 
−
bone
 
−
hair/wool
 
−
shell
 
−
horn
 
−
pearl
 
−
plaster-containing
 
−
soap
 
−
ivory/tooth
 
−
lye/milk-free
 
−
blunt
 
−
unengraved
 
−
unimproved
 
−
non-absorbent
 
−
food storage
 
−
non-pressed
 
−
hard
 
−
liquid cooking
 
−
liquid scoop
 
−
powder grinding receptacle
 
−
powder grinding
 
−
meat carving
 
−
meat boning
 
−
meat slicing
 
−
meat cleaving
 
−
meat-carving holder
 
−
meal container
 
−
liquid container
 
−
food storage
 
−
hive
 
−
nest box
 
−
small object container
 
−
body part
 
−
Short Pathing Flood Overflow
 
−
eats
 
−
burned
 
−
flown
 
−
rough
 
−
the river
 
−
the cave
 
−
the pit
 
−
the magma pool
 
−
the volcano
 
−
the underworld portal
 
−
the subterranean water
 
−
the underworld
 
−
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
 
−
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
−
The glowing barrier has disappeared!
 
−
Horrifying screams come from the darkness below!
 
−
Seed text
 
−
Year
 
−
One of the most significant causes of the conflict was
 
−
The most significant cause of the conflict was
 
−
the treatment of animals
 
−
the treatment of plants
 
−
truthfulness
 
−
the devouring of the bodies of sapient beings
 
−
the display of war and hunting trophies
 
−
the adversary's inability to communicate and form treaties
 
−
prior aggression by the adversary
 
−
the adversary's refusal to form treaties
 
−
the adversary's abuse of the aggressor's fallen
 
−
general ill feelings over past historical events
 
−
The causes of the conflict are debated by scholars and very little is truly known.
 
−
Attacker was uncontested.
 
−
Attacker was victorious.
 
−
Defender was victorious.
 
−
beast
 
−
yet
 
−
again
 
−
living gods and mighty beasts
 
−
still
 
−
held sway.
 
−
the powers of the world were fading
 
−
great powers had returned to the world
 
−
there were still great powers in the world
 
−
fantastic creatures no longer lived in great numbers.
 
−
fantastic creatures were few and far between, and some even doubted their existence.
 
−
the last of the
 
−
ancient
 
−
powers fought their final battles.
 
−
various civilized races peopled the world.
 
−
fantastic creatures were but mere stories told by travelers.
 
−
only simple creatures inhabited
 
−
Part of
 
−
ended.
 
−
occurred.
 
−
began.
 
−
Legends
 
−
Sorting
 
−
Initialization complete...
 
−
Historical events
 
−
Check for culled historical figures
 
−
Historical figures
 
−
Artifacts completed
 
−
Structures completed
 
−
Historical events left to discover:
 
−
Historical Figures
 
−
Sites
 
−
Artifacts
 
−
Regions
 
−
Civilizations and other entities
 
−
Structures
 
−
Historical Maps
 
−
Underground Regions
 
−
Unnamed
 
−
Unnamed
 
−
goddess
 
−
deity
 
−
Civilizations and Other Entities
 
−
Keep
 
−
Hovel
 
−
Apartment Complex
 
−
Apartment Room
 
−
Dark Tower
 
−
Market
 
−
Dungeon
 
−
Sewers
 
−
Catacombs
 
−
Slain
 
−
Received
 
−
fled
 
−
Fled
 
−
victorious
 
−
Victorious
 
−
drove forward
 
−
Drove forward
 
−
repelled
 
−
Repelled
 
−
stood fast
 
−
Stood fast
 
−
beaten back
 
−
Beaten back
 
−
Unnamed underground area
 
−
Unnamed magma sea area
 
−
Unnamed Underworld area
 
−
Populations
 
−
Movement keys to view.
 
−
Standard biome+site map
 
−
Elevations including lake and ocean floors
 
−
Elevations respecting water level
 
−
Current vegetation
 
−
Evil
 
−
Salinity
 
−
Biome
 
−
Structures/fields/roads/etc.
 
−
Hydrosphere
 
−
Export of column
 
−
data/save/current/world.dat
 
−
Command Line: World exported.
 
−
Saving world...
 
−
Offloading units...
 
−
Offloading art images...
 
−
Sorting historical figures...
 
−
Saving world information...
 
−
Synchronizing folders...
 
−
data/init/world_gen.txt
 
−
WORLD_GEN
 
−
TITLE
 
−
SEED
 
−
HISTORY_SEED
 
−
NAME_SEED
 
−
CREATURE_SEED
 
−
CUSTOM_NAME
 
−
EMBARK_POINTS
 
−
PEAK_NUMBER_MIN
 
−
PARTIAL_OCEAN_EDGE_MIN
 
−
OCEAN_EDGE_MIN
 
−
COMPLETE_OCEAN_EDGE_MIN
 
−
REVEAL_ALL_HISTORY
 
−
CULL_HISTORICAL_FIGURES
 
−
EROSION_CYCLE_COUNT
 
−
PERIODICALLY_ERODE_EXTREMES
 
−
OROGRAPHIC_PRECIPITATION
 
−
ALL_CAVES_VISIBLE
 
−
PLAYABLE_CIVILIZATION_REQUIRED
 
−
VOLCANO_MIN
 
−
END_YEAR
 
−
BEAST_END_YEAR
 
−
ELEVATION
 
−
RAINFALL
 
−
DRAINAGE
 
−
VOLCANISM
 
−
SAVAGERY
 
−
Attempted to set world gen presets prior to dimensions
 
−
ELEVATION_FREQUENCY
 
−
RAIN_FREQUENCY
 
−
DRAINAGE_FREQUENCY
 
−
TEMPERATURE_FREQUENCY
 
−
SAVAGERY_FREQUENCY
 
−
VOLCANISM_FREQUENCY
 
−
MINERAL_SCARCITY
 
−
MEGABEAST_CAP
 
−
SEMIMEGABEAST_CAP
 
−
TITAN_NUMBER
 
−
TITAN_ATTACK_TRIGGER
 
−
DEMON_NUMBER
 
−
NIGHT_TROLL_NUMBER
 
−
BOGEYMAN_NUMBER
 
−
VAMPIRE_NUMBER
 
−
WEREBEAST_NUMBER
 
−
SECRET_NUMBER
 
−
REGIONAL_INTERACTION_NUMBER
 
−
DISTURBANCE_INTERACTION_NUMBER
 
−
EVIL_CLOUD_NUMBER
 
−
EVIL_RAIN_NUMBER
 
−
GOOD_SQ_COUNTS
 
−
EVIL_SQ_COUNTS
 
−
REGION_COUNTS
 
−
RIVER_MINS
 
−
SUBREGION_MAX
 
−
CAVERN_LAYER_COUNT
 
−
CAVERN_LAYER_OPENNESS_MIN
 
−
CAVERN_LAYER_OPENNESS_MAX
 
−
CAVERN_LAYER_PASSAGE_DENSITY_MIN
 
−
CAVERN_LAYER_PASSAGE_DENSITY_MAX
 
−
CAVERN_LAYER_WATER_MIN
 
−
CAVERN_LAYER_WATER_MAX
 
−
HAVE_BOTTOM_LAYER_1
 
−
HAVE_BOTTOM_LAYER_2
 
−
LEVELS_ABOVE_GROUND
 
−
LEVELS_ABOVE_LAYER_1
 
−
LEVELS_ABOVE_LAYER_2
 
−
LEVELS_ABOVE_LAYER_3
 
−
LEVELS_ABOVE_LAYER_4
 
−
LEVELS_ABOVE_LAYER_5
 
−
LEVELS_AT_BOTTOM
 
−
CAVE_MIN_SIZE
 
−
CAVE_MAX_SIZE
 
−
MOUNTAIN_CAVE_MIN
 
−
NON_MOUNTAIN_CAVE_MIN
 
−
TOTAL_CIV_NUMBER
 
−
TOTAL_CIV_POPULATION
 
−
SITE_CAP
 
−
ELEVATION_RANGES
 
−
RAIN_RANGES
 
−
DRAINAGE_RANGES
 
−
SAVAGERY_RANGES
 
−
VOLCANISM_RANGES
 
−
Unrecognized World Gen Token:
 
−
LARGE ISLAND
 
−
LARGE REGION
 
−
MEDIUM ISLAND
 
−
MEDIUM REGION
 
−
SMALL ISLAND
 
−
SMALL REGION
 
−
SMALLER ISLAND
 
−
SMALLER REGION
 
−
POCKET ISLAND
 
−
POCKET REGION
 
−
Command Line: World generation manually aborted.
 
−
The world generator is having trouble placing enough mountain peaks. 
 
−
You might want to check your maximum elevation value and other elevation parameters. 
 
−
Can the elevation 400 be placed enough times to provide space for your peaks? 
 
−
You might want to check your preset elevations for the elevation 400. 
 
−
You must have at least as many of these highest elevation points as you are requiring peaks. 
 
−
Alternatively, you can reduce the number of peaks required by the parameters.
 
−
The world generator is having trouble placing enough mid-level elevations. 
 
−
Can your parameters achieve elevations between 100 and 299? 
 
−
You might want to adjust the parameters governing elevation frequencies. 
 
−
Alternatively, you can reduce the number of mid-level elevation squares required.
 
−
The world generator is having trouble placing enough low elevations. 
 
−
Can your parameters achieve elevations between 0 and 99? 
 
−
The world generator is having trouble placing enough high elevations. 
 
−
Can your parameters achieve elevations between 300 and 400? 
 
−
The world generator is having trouble placing enough ocean squares along the edges. 
 
−
Can your parameters achieve elevations between 0 and 99 frequently? 
 
−
You might want to adjust the parameters governing elevation. 
 
−
Alternatively, you can reduce the number of edge oceans required.
 
−
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
 
−
You might want to adjust the parameters governing rainfall. 
 
−
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
 
−
The world generator is having trouble setting drainage in the manner specified by the parameters. 
 
−
You might want to adjust the parameters governing drainage. 
 
−
Alternatively, you can reduce the number of high, medium or low drainage squares required.
 
−
The world generator is having trouble placing savagery in the manner specified by the parameters. 
 
−
You might want to adjust the parameters governing savagery. 
 
−
Alternatively, you can reduce the number of high, medium or low savagery squares required.
 
−
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
 
−
You might want to adjust the parameters governing volcanism. 
 
−
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
 
−
The world generator is having trouble placing enough volcanos. 
 
−
You might want to check your maximum volcanism value. 
 
−
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
 
−
You might want to check your preset volcanism for the value 100. 
 
−
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
 
−
Alternatively, you can reduce the number of volcanos required by the parameters.
 
−
The world generator is having trouble placing swamps and marshes. 
 
−
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
 
−
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
 
−
The world generator is having trouble placing deserts and badlands. 
 
−
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
 
−
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
 
−
The world generator is having trouble placing forests. 
 
−
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
 
−
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
 
−
The world generator is having trouble placing mountains. 
 
−
Make sure your parameters and presets can support high elevation areas. 
 
−
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
 
−
The world generator is having trouble placing oceans. 
 
−
Make sure your parameters and presets can support low elevation areas. 
 
−
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
 
−
The world generator is having trouble placing glaciers. 
 
−
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
 
−
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
 
−
The world generator is having trouble placing tundra regions. 
 
−
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
 
−
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
 
−
The world generator is having trouble placing grasslands. 
 
−
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. 
 
−
The world generator is having trouble placing hills. 
 
−
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
 
−
The world generator is having trouble placing rivers. 
 
−
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
 
−
Alternatively, you can reduce the number of rivers required by the parameters.
 
−
The world generator is placing too many subregions. 
 
−
Make sure your parameters and presets aren't so variable that biomes change frequently. 
 
−
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
 
−
The world generator is having trouble placing mountain caves. 
 
−
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
 
−
Alternatively, you can reduce the number of mountain caves required by the parameters.
 
−
The world generator is having trouble placing low-lying caves. 
 
−
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. 
 
−
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
 
−
The world generator is having trouble placing enough civilizations. 
 
−
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
 
−
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
 
−
Alternatively, you can reduce the number of civilizations required by the parameters.
 
−
The world generator couldn't find any civilization definitions. 
 
−
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
 
−
The world generator is having trouble placing a controllable civilization. 
 
−
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
 
−
Make sure your parameters and presets have adequate squares of this kind. 
 
−
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
 
−
The world generator is having trouble placing farming civilizations. 
 
−
Civilizations use available plants in their surroundings as their initial crops. 
 
−
Make sure your parameters and raw objects have adequate vegetation. 
 
−
Create A World
 
−
World Size
 
−
Pocket
 
−
Smaller
 
−
Medium
 
−
History
 
−
Very Short
 
−
Short
 
−
Long
 
−
Very Long
 
−
Very High
 
−
Maximum Number of Sites
 
−
Number of Beasts
 
−
Natural Savagery
 
−
Mineral Occurrence
 
−
Very Rare
 
−
Rare
 
−
Sparse
 
−
Frequent
 
−
Everywhere
 
−
This controls the size of the world map.  Current:
 
−
This is the length of pre-generated history.  Current:
 
−
This controls how many distinct races/cultures there are.
 
−
This is how many distinct places can exist after world generation.
 
−
Increasing this setting makes large beasts more prevalent.
 
−
Increasing savagery makes the world more difficult to settle.
 
−
Increasing mineral occurrence makes more embark sites have more minerals.
 
−
Title:
 
−
Seed:
 
−
Various
 
−
Dimensions:
 
−
Custom Name:
 
−
Random Name
 
−
Last Param Set:
 
−
Really delete this parameter set?
 
−
Really change the dimensions?
 
−
This parameter set will be reset.
 
−
Are you sure you want to abort?
 
−
You haven't saved your changes.
 
−
Are you sure you want to go on?
 
−
Creating New Region
 
−
Preparing elevation...
 
−
Setting temperature...
 
−
Running rivers...
 
−
Forming lakes
 
−
Growing vegetation...
 
−
Verifying terrain...
 
−
Importing wildlife...
 
−
Recounting legends...
 
−
Finished prehistory...
 
−
Placing civilizations... (
 
−
Making cave civilizations...
 
−
Making cave pops...
 
−
Placing other beasts...
 
−
Placing megabeasts...
 
−
Placing good/evil...
 
−
Placing caves... (
 
−
Prehistory init...
 
−
Hist Figs:
 
−
Finalizing civ mats... (
 
−
Finalizing art... (
 
−
Finalizing uniforms... (
 
−
Finalizing sites... (
 
−
LACK OF PEAKS
 
−
MEDIUM ELEVATION REJECTION
 
−
LOW ELEVATION REJECTION
 
−
HIGH ELEVATION REJECTION
 
−
LACK OF EDGE OCEANS
 
−
RAINFALL REJECTION
 
−
DRAINAGE REJECTION
 
−
SAVAGERY REJECTION
 
−
VOLCANISM REJECTION
 
−
LACK OF VOLCANOS
 
−
SWAMP REJECTION
 
−
DESERT REJECTION
 
−
FOREST REJECTION
 
−
MOUNTAIN REJECTION
 
−
OCEAN REJECTION
 
−
GLACIER REJECTION
 
−
TUNDRA REJECTION
 
−
GRASSLAND REJECTION
 
−
HILLS REJECTION
 
−
LACK OF RIVERS
 
−
TOO MANY REGIONS
 
−
LACK OF MOUNTAIN CAVES
 
−
LACK OF LOW-LYING CAVES
 
−
UNABLE TO PLACE ENOUGH CIVILIZATIONS
 
−
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
 
−
FARMING CIVILIZATION PLACED WITHOUT CROPS
 
−
Note: If you are using the default parameters in unmodded DF,
 
−
and it doesn't work after continuing a few times, please report
 
−
the issue at the B12 forum.
 
−
CREATE WORLD NOW =
 
−
LARGE
 
−
Command Line: World image, detailed image and info exported.
 
−
Cleaning game objects...
 
−
Cleaning stranded objects...
 
−
Cleaning play objects...
 
−
raw/
 
−
Preparing Arena...
 
−
Importing world...
 
−
Continue Playing
 
−
Start Playing
 
−
Create New World!
 
−
Design New World with Advanced Parameters
 
−
Object Testing Arena
 
−
About DF
 
−
Quit
 
−
Select a source for your arena objects:
 
−
raw (Default)
 
−
This Version of DF used the FMOD Sound System
 
−
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
 
−
This version of DF uses SDL: Simple DirectMedia Layer,
 
−
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
 
−
See the SDL folder for license information.
 
−
Portions of this version are Copyright(C)2008
 
−
The FreeType Project (www.freetype.org).
 
−
All rights reserved.
 
−
world_graphic-
 
−
elw-
 
−
tmp-
 
−
rain-
 
−
drn-
 
−
sav-
 
−
vol-
 
−
veg-
 
−
evil-
 
−
sal-
 
−
trd-
 
−
str-
 
−
hyd-
 
−
biome_color_key.txt
 
−
mountain (128,128,128)
 
−
temperate freshwater lake (0,224,255)
 
−
temperate brackish lake (0,192,255)
 
−
temperate saltwater lake  (0,160,255)
 
−
tropical freshwater lake (0,96,255)
 
−
tropical brackish lake (0,64,255)
 
−
tropical saltwater lake  (0,32,255)
 
−
arctic ocean (0,255,255)
 
−
tropical ocean (0,0,255)
 
−
temperate ocean (0,128,255)
 
−
glacier (64,255,255)
 
−
tundra (128,255,255)
 
−
temperate freshwater swamp (96,192,128)
 
−
temperate saltwater swamp (64,192,128)
 
−
temperate freshwater marsh (96,255,128)
 
−
temperate saltwater marsh (64,255,128)
 
−
tropical freshwater swamp (96,192,64)
 
−
tropical saltwater swamp (64,192,64)
 
−
mangrove swamp (64,255,96)
 
−
tropical freshwater marsh (96,255,64)
 
−
tropical saltwater marsh (64,255,64)
 
−
taiga forest (0,96,64)
 
−
temperate conifer forest (0,96,32)
 
−
temperate broadleaf forest (0,160,32)
 
−
tropical conifer forest (0,96,0)
 
−
tropical dry broadleaf forest (0,128,0)
 
−
tropical moist broadleaf forest (0,160,0)
 
−
temperate grassland (0,255,32)
 
−
temperate savanna (0,224,32)
 
−
temperate shrubland (0,192,32)
 
−
tropical grassland (255,160,0)
 
−
tropical savanna (255,176)
 
−
tropical shrubland (255,192,0)
 
−
badland desert (255,96,32)
 
−
sand desert (255,255,0)
 
−
rock desert (255,128,64)
 
−
structure_color_key.txt
 
−
castle (128,128,128)
 
−
village (255,255,255)
 
−
crops (255,128,0)(255,160,0)(255,192,0)
 
−
pasture (0,255,0)
 
−
meadow (64,255,0)
 
−
woodland (0,128,0)
 
−
orchard (0,160,0)
 
−
tunnel (20,20,20)
 
−
stone bridge (224,224,224)
 
−
other bridge (180,167,20)
 
−
stone road (192,192,192)
 
−
other road (150,127,20)
 
−
stone wall (96,96,96)
 
−
other wall (160,127,20)
 
−
mountain (255,255,192)
 
−
lake (0,96,255)
 
−
land (128,64,32)
 
−
ocean (0,64,255)
 
−
hydro_color_key.txt
 
−
brook (0,255,255)
 
−
stream (0,224,255)
 
−
minor river (0,192,255)
 
−
river (0,160,255)
 
−
major river (0,128,255)
 
−
river/ocean (0,112,255)
 
−
Histories of
 
−
Greed
 
−
Avarice
 
−
Jealousy
 
−
Cupidity
 
−
Gluttony
 
−
Industry
 
−
Enterprise
 
−
Resourcefulness
 
−
Determination
 
−
Mettle
 
−
Dynamism
 
−
Labor
 
−
Toil
 
−
Diligence
 
−
Exertion
 
−
Tenacity
 
−
Perseverance
 
−
Command Line:
 
−
data/init/announcements.txt
 
−
PAUSE
 
−
RECENTER
 
−
UNIT_COMBAT_REPORT
 
−
UNIT_COMBAT_REPORT_ALL_ACTIVE
 
−
UCR_A
 
−
data/sound/song_title.ogg
 
−
data/sound/song_game.ogg
 
−
data/art/mouse.png
 
−
data/movies
 
−
text
 
−
data/dipscript/*.*
 
−
data/dipscript/
 
−
region
 
−
Command Line: World generation initiated.
 
−
Command Line: World generation aborted because world exists.
 
−
data/speech/general.txt
 
−
data/speech/slayer.txt
 
−
data/speech/threat.txt
 
−
data/speech/greet.txt
 
−
data/speech/greet_reply.txt
 
−
data/speech/greet_reply_diff_language.txt
 
−
data/speech/greet_reply_unusual_first.txt
 
−
data/speech/greet_reply_after_hero.txt
 
−
data/speech/greet_worship.txt
 
−
data/speech/greet_baby.txt
 
−
data/speech/goodbye_worship_1.txt
 
−
data/speech/goodbye_worship_2.txt
 
−
data/speech/goodbye_worship_3.txt
 
−
data/speech/temple_already_member.txt
 
−
data/speech/temple_become_member.txt
 
−
data/speech/positive.txt
 
−
data/speech/task_recommendation.txt
 
−
data/speech/unknown_hf_seeker.txt
 
−
data/speech/ab_specific_hf_seeker.txt
 
−
data/speech/site_specific_hf_seeker.txt
 
−
data/speech/same_site_ab_specific_hf_seeker.txt
 
−
data/speech/same_site_specific_hf_seeker.txt
 
−
data/speech/arch_info_justification.txt
 
−
data/speech/justification_representation.txt
 
−
data/speech/justification_proximity.txt
 
−
data/speech/justification_experience.txt
 
−
data/speech/justification_reminder.txt
 
−
data/speech/justification_antithetical.txt
 
−
data/speech/no_family.txt
 
−
data/speech/family_relationship_spec.txt
 
−
data/speech/family_relationship_no_spec.txt
 
−
data/speech/family_relationship_additional.txt
 
−
data/speech/family_relationship_spec_dead.txt
 
−
data/speech/family_relationship_no_spec_dead.txt
 
−
data/speech/family_relationship_additional_dead.txt
 
−
data/speech/child_age_proclamation.txt
 
−
data/speech/wandering_profession.txt
 
−
data/speech/scouting_profession.txt
 
−
data/speech/hunting_profession.txt
 
−
data/speech/snatcher_profession.txt
 
−
data/speech/thief_profession.txt
 
−
data/speech/wandering_profession_year.txt
 
−
data/speech/scouting_profession_year.txt
 
−
data/speech/hunting_profession_year.txt
 
−
data/speech/snatcher_profession_year.txt
 
−
data/speech/thief_profession_year.txt
 
−
data/speech/past_wandering_profession.txt
 
−
data/speech/past_scouting_profession.txt
 
−
data/speech/past_hunting_profession.txt
 
−
data/speech/past_snatcher_profession.txt
 
−
data/speech/past_thief_profession.txt
 
−
data/speech/guard_profession.txt
 
−
data/speech/guard_warning.txt
 
−
data/speech/soldier_profession.txt
 
−
data/speech/past_profession_no_year.txt
 
−
data/speech/past_profession_year.txt
 
−
data/speech/current_profession_no_year.txt
 
−
data/speech/current_profession_year.txt
 
−
data/speech/hist_fig_slayer.txt
 
−
data/speech/animal_slayer.txt
 
−
Jobs removed from unpowered
 
−
small
 
−
large
 
−
logs
 
−
rough gems
 
−
raw green glass
 
−
raw clear glass
 
−
raw crystal glass
 
−
small
 
−
rock
 
−
stones
 
−
charcoal
 
−
coke
 
−
refined coal
 
−
bars
 
−
cut gems
 
−
cut green glass gems
 
−
cut clear glass gems
 
−
cut crystal glass gems
 
−
gems
 
−
blocks
 
−
portal
 
−
door
 
−
floodgate
 
−
hatch cover
 
−
grate
 
−
table
 
−
cabinet
 
−
weapon rack
 
−
armor stand
 
−
coffer
 
−
chest
 
−
boxes and bag
 
−
backpack
 
−
limb/body
 
−
cast
 
−
splint
 
−
crutch
 
−
quiver
 
−
casket
 
−
sarcophag
 
−
coffin
 
−
rope
 
−
chain
 
−
waterskin
 
−
vial
 
−
flask
 
−
musical instrument
 
−
unglazed
 
−
tool
 
−
goblet
 
−
window
 
−
terrarium
 
−
cage
 
−
barrel
 
−
bucket
 
−
animal trap
 
−
chair
 
−
throne
 
−
strands
 
−
yarn
 
−
thread
 
−
cloth
 
−
tanned hide
 
−
totem
 
−
book
 
−
figurine
 
−
rotten
 
−
drink
 
−
filthy
 
−
sticky
 
−
vomitous
 
−
slimy
 
−
dirty
 
−
gooey
 
−
purulent
 
−
ichorous
 
−
bloody
 
−
liquid
 
−
glob
 
−
powder
 
−
cheese
 
−
catapult parts
 
−
mechanisms
 
−
tube
 
−
pipe section
 
−
trap component
 
−
ballista parts
 
−
anvil
 
−
amulet
 
−
ballista arrow head
 
−
siege ammo
 
−
ammunition
 
−
scepter
 
−
crown
 
−
coin
 
−
perfect
 
−
large
 
−
green glass
 
−
clear glass
 
−
crystal glass
 
−
ring
 
−
earring
 
−
bracelet
 
−
traction bench
 
−
quern
 
−
millstone
 
−
statue
 
−
memorial
 
−
craft shop sign
 
−
weaponsmith's shop sign
 
−
armorsmith's shop sign
 
−
general store sign
 
−
food shop sign
 
−
food imports sign
 
−
clothing imports sign
 
−
general imports sign
 
−
cloth shop sign
 
−
leather shop sign
 
−
woven clothing shop sign
 
−
leather clothing shop sign
 
−
bone carver's shop sign
 
−
gem cutter's shop sign
 
−
bowyer's shop sign
 
−
blacksmith's shop sign
 
−
metal craft shop sign
 
−
leather goods shop sign
 
−
carpenter's shop sign
 
−
stone furniture shop sign
 
−
metal furniture shop sign
 
−
slab
 
−
corpse
 
−
Rotten
 
−
seeds
 
−
withered
 
−
leaves
 
−
raw
 
−
live
 
−
small live animal
 
−
tame
 
−
small tame animal
 
−
prepared meal
 
−
preserved
 
−
meat
 
−
weapon
 
−
chain
 
−
suits of
 
−
armor
 
−
right
 
−
left
 
−
handwear
 
−
shield
 
−
footwear
 
−
headwear
 
−
legwear
 
−
Page
 
−
fighting!
 
−
hunting.
 
−
sparring.
 
−
Last Report Date:
 
−
Announcement Date:
 
−
Ingredient Type
 
−
Number
 
−
Permissions
 
−
Brew
 
−
You have no appropriate ingredients.
 
−
Price
 
−
Uninterested
 
−
For Sale
 
−
Available
 
−
Ready for Slaughter
 
−
Work Animal
 
−
Not For Sale
 
−
Unavailable
 
−
Being Traded
 
−
Not Tame
 
−
You have no appropriate creatures.
 
−
Violation of Production Order
 
−
Violation of Export Prohibition
 
−
Violation of Job Order
 
−
Conspiracy to Slow Labor
 
−
Murder
 
−
Disorderly Conduct
 
−
Building Destruction
 
−
Vandalism
 
−
There are no criminals.
 
−
Injured Party:
 
−
Convicted:
 
−
Witness:
 
−
Accuses:
 
−
Found the body.
 
−
Date:
 
−
Reported:
 
−
Beating.
 
−
Officer:
 
−
None Assigned
 
−
Violation of Production Order.
 
−
Violation of Export Prohibition.
 
−
Violation of Job Order.
 
−
Conspiracy to Slow Labor.
 
−
Murder.
 
−
Disorderly Conduct.
 
−
Building Destruction.
 
−
Vandalism.
 
−
General Items
 
−
Thread/Cloth
 
−
Stone/Gems/Metals
 
−
Anml Extracts
 
−
Plnt Extracts
 
−
Anml Cheeses
 
−
Plnt Cheeses
 
−
Milled Animal
 
−
Milled Plants
 
−
Item Type
 
−
Setter
 
−
Unknown
 
−
Wage
 
−
Cleaning
 
−
Place Item in Tomb
 
−
Store Item in Stockpile
 
−
Store Item in Bag
 
−
Store Item in Chest
 
−
Store Item in Cabinet
 
−
Store Weapon
 
−
Store Armor
 
−
Store Item in Barrel
 
−
Store Item in Bin
 
−
Store Item in Hospital
 
−
Dump Item
 
−
Building Construction
 
−
Building Removal
 
−
Door Construction
 
−
Floodgate Construction
 
−
Hatch Cover Construction
 
−
Grate Construction
 
−
Bed Construction
 
−
Chair Construction
 
−
Coffin Construction
 
−
Table Construction
 
−
Bin Construction
 
−
Chest Construction
 
−
Cabinet Construction
 
−
Statue Construction
 
−
Slab Construction
 
−
Block Construction
 
−
Anvil Construction
 
−
Window Construction
 
−
Pipe Section Construction
 
−
Sand Collection
 
−
Clay Collection
 
−
Gem Encrusting
 
−
Glass Cutting
 
−
Glass Encrusting
 
−
Basic Ore Smelting
 
−
Object Melting
 
−
Craft Making
 
−
Coin Minting
 
−
Metal Studding
 
−
Metal Strand Extraction
 
−
Weapon Construction
 
−
Ammo Construction
 
−
Quiver Construction
 
−
Armor Stand Construction
 
−
Weapon Rack Construction
 
−
Tool Construction
 
−
Totem Construction
 
−
Flask Construction
 
−
Goblet Construction
 
−
Bone/Shell Decoration
 
−
Instrument Construction
 
−
Toy Construction
 
−
Armor Construction
 
−
Glove Construction
 
−
Helm Construction
 
−
Shield Construction
 
−
Pants Construction
 
−
Shoe Construction
 
−
Backpack Construction
 
−
Animal Trap Construction
 
−
Trap Baiting
 
−
Install Colony In Hive
 
−
Collect Hive Products
 
−
Mechanism Construction
 
−
Trap Component Construction
 
−
Trap Cleaning
 
−
Trigger Linking
 
−
Cage Trap Loading
 
−
Stone Trap Loading
 
−
Weapon Trap Loading
 
−
Lever Pulling
 
−
Operate Pump
 
−
Construct Quern
 
−
Construct Millstone
 
−
Catapult Loading
 
−
Ballista Loading
 
−
Catapult Firing
 
−
Ballista Firing
 
−
Ballista Arrow Head Construction
 
−
Siege Ammo Construction
 
−
Catapult Part Construction
 
−
Ballista Part Construction
 
−
Fortification Carving
 
−
Wall Detailing
 
−
Floor Detailing
 
−
Stair/Ramp Removal
 
−
Carving Upward Staircase
 
−
Carving Downward Staircase
 
−
Carving Up/Down Staircase
 
−
Carving Ramp
 
−
Digging Channel
 
−
Tree Felling
 
−
Plant Gathering
 
−
Construction Removal
 
−
Hunting
 
−
Returning Kill
 
−
Capturing Land Animals
 
−
Capturing Fish
 
−
Hunting Animal Training
 
−
War Animal Training
 
−
Web Collection
 
−
Cage Construction
 
−
Chain Construction
 
−
Bucket Construction
 
−
Planting
 
−
Harvesting
 
−
Fertilizing
 
−
Thread Dyeing
 
−
Cloth Dyeing
 
−
Image Sewing
 
−
Plant Extraction
 
−
Plant Processing
 
−
Plant Processing/Bag
 
−
Plant Processing/Vial
 
−
Plant Processing/Barrel
 
−
Fish Extraction
 
−
Land Animal Extraction
 
−
Small Creature Taming
 
−
Large Creature Taming
 
−
Butchering
 
−
Slaughtering
 
−
Fish Processing
 
−
Barrel Construction
 
−
Other Jobs
 
−
Animal Chaining
 
−
Animal Unchaining
 
−
Releasing Large Creature
 
−
Releasing Small Creature
 
−
Handling Large Creature
 
−
Handling Small Creature
 
−
Large Creature Caging
 
−
Small Creature Caging
 
−
Aquarium Draining
 
−
Aquarium Filling
 
−
Pond Filling
 
−
Large Creature Pit/Ponding
 
−
Small Creature Pit/Ponding
 
−
Large Creature Pen/Pasturing
 
−
Small Creature Pen/Pasturing
 
−
Charcoal Making
 
−
Ash Making
 
−
Potash Making (Lye)
 
−
Potash Making (Ash)
 
−
Managing Work Orders
 
−
Updating Stockpile Records
 
−
Trading at Depot
 
−
Beat Criminal
 
−
Execute Criminal
 
−
Give Water
 
−
Give Food
 
−
Recover Wounded
 
−
Diagnose Patient
 
−
Immobilize Break
 
−
Apply Cast
 
−
Bring Crutch
 
−
Dress Wound
 
−
Clean Patient
 
−
Suture
 
−
Set Bone
 
−
Place In Traction
 
−
Splint Construction
 
−
Crutch Construction
 
−
Traction Bench Construction
 
−
Work Orders
 
−
Left
 
−
Validated
 
−
All work orders must be validated by the manager before they become active.
 
−
Quantity:
 
−
Type in parts of the name to narrow your search. 
 
−
Suspended
 
−
Inactive
 
−
Missing
 
−
Independent
 
−
Wild Animal
 
−
Undead
 
−
Opposed to life
 
−
Berserk
 
−
Caged Prisoner
 
−
Chained Prisoner
 
−
Invader
 
−
Diplomat
 
−
Merchant
 
−
Visitor
 
−
Friendly
 
−
Underworld
 
−
Caged Guest
 
−
Chained Guest
 
−
Uninvited Guest
 
−
Current Resident
 
−
Hostile
 
−
Tame
 
−
You have not created any creatures yet.
 
−
There are no idle
 
−
Citizens
 
−
Pets/Livestock
 
−
Others
 
−
Dead/Missing
 
−
There are no
 
−
There are no pets or livestock here.
 
−
There are no other creatures nearby.
 
−
The year is still young.
 
−
This land has no important leaders.
 
−
Exports to
 
−
Petty Annoyance
 
−
Terror
 
−
Imports from
 
−
Offerings from
 
−
Death
 
−
Vengeance
 
−
You can look at trade information once you have a broker
 
−
with appraisal skill.
 
−
Trade Agreement (Exports to
 
−
Trade Agreement (Imports from
 
−
You have no agreements with this land.
 
−
himself
 
−
herself
 
−
itself
 
−
The item sparkles with a supernatural brillance.
 
−
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
 
−
The object looks oddly square.
 
−
The item constantly emits a nearly inaudible high-pitched whistle.
 
−
The item is covered with small bumps.
 
−
The item smells like wet earth.
 
−
Tiny streaks of lightning streak quickly over the object's surface.
 
−
Creatures that look at the item cannot think negative thoughts.
 
−
The item is covered with minute gray hairs.
 
−
The item sounds like rustling leaves when moved.
 
−
Needs
 
−
Disconnected
 
−
Need trigger type
 
−
Needs walkable perimeter
 
−
Hidden
 
−
Needs to be anchored on edge
 
−
Blocked
 
−
Surrounded by empty space
 
−
Needs adjacent wall
 
−
Needs open space
 
−
Off map
 
−
Water
 
−
Lava/Magma
 
−
Building present
 
−
Construction present
 
−
Must be inside
 
−
Too close to edge
 
−
Must be outside
 
−
Cannot build at highest level
 
−
Needs soil or mud
 
−
Needs soil
 
−
Needs ground or near machine
 
−
Mud is left by water
 
−
Null site on overall status
 
−
Early
 
−
Mid-
 
−
Late
 
−
Spring
 
−
Summer
 
−
Autumn
 
−
Winter
 
−
Stocks
 
−
Health
 
−
Prices
 
−
Currency
 
−
Justice
 
−
Created Wealth:
 
−
Weapons:
 
−
Armor and Garb:
 
−
Furniture:
 
−
Other Objects:
 
−
Architecture:
 
−
Displayed:
 
−
Held/Worn:
 
−
You need a broker with
 
−
the appraisal skill.
 
−
Imported Wealth:
 
−
Exported Wealth:
 
−
Trade Information:
 
−
Population:
 
−
Nobles/Admins
 
−
Peasants
 
−
Recruit/Others
 
−
Trained Animals
 
−
Other Animals
 
−
Food Stores:
 
−
Plant
 
−
Drink
 
−
Other
 
−
Mountainhome
 
−
Metropolis
 
−
City
 
−
Town
 
−
Village
 
−
Hamlet
 
−
Outpost
 
−
Evaluate Depot Access Overflow
 
−
Evaluate Depot Caravan Access Overflow
 
−
You don't have any buildings.
 
−
Evaluation:
 
−
Severe Blood Loss
 
−
Moderate Blood Loss
 
−
Serious Fever
 
−
Moderate Fever
 
−
Slight Fever
 
−
Moderate Pain
 
−
Slight Pain
 
−
Cannot breathe
 
−
Trouble breathing
 
−
Vision lost
 
−
Vision impaired
 
−
Vision somewhat impaired
 
−
Ability to stand lost
 
−
Ability to stand somewhat impaired
 
−
Ability to grasp lost
 
−
Ability to grasp somewhat impaired
 
−
Ability to fly lost
 
−
Ability to fly somewhat impaired
 
−
Motor nerve damage
 
−
Sensory nerve damage
 
−
Has been sutured
 
−
Infection
 
−
Diagnosis required
 
−
Crutch required
 
−
Diagnosed with
 
−
Bleeding stopped
 
−
Compound fracture of
 
−
Rotten tissue excised from
 
−
Had
 
−
Placed in traction
 
−
Evaluated
 
−
Brought to rest
 
−
Cleaned
 
−
Economic stones
 
−
Requires fuel
 
−
Takes place at
 
−
REAGENTS
 
−
PRODUCTS
 
−
The broker recommends keeping
 
−
Select a tool.
 
−
nothing.
 
−
not consumed
 
−
consumed
 
−
You are not that hungry.
 
−
Butcher this object.
 
−
You must unretract to use this ability.
 
−
You must wait to use this ability.
 
−
You cannot speak.
 
−
You are missing a body part.
 
−
Use this ability.
 
−
You must unretract to use this power.
 
−
You must wait to use this power.
 
−
Use this power.
 
−
Select an action.
 
−
Unknown interaction
 
−
You make
 
−
You practice your
 
−
You make nothing.
 
−
You butcher
 
−
Status
 
−
Wounds
 
−
Treatment
 
−
Ghostly
 
−
Early Wet Season
 
−
Late Wet Season
 
−
Early Dry Season
 
−
Late Dry Season
 
−
First Quarter
 
−
Second Quarter
 
−
Third Quarter
 
−
Fourth Quarter
 
−
Alert State
 
−
Squads 
 
−
Months 
 
−
Inactive = Uniformed
 
−
Inactive = Civ clothes
 
−
Burrow
 
−
Route
 
−
Point
 
−
Position
 
−
Architecture
 
−
Desired:
 
−
Current:
 
−
Offerings
 
−
Royal Throne Room
 
−
Opulent Throne Room
 
−
Throne Room
 
−
Splendid Office
 
−
Decent Office
 
−
Office
 
−
Modest Office
 
−
Meager Office
 
−
Royal Bedroom
 
−
Grand Bedroom
 
−
Great Bedroom
 
−
Fine Quarters
 
−
Decent Quarters
 
−
Quarters
 
−
Modest Quarters
 
−
Meager Quarters
 
−
Royal Dining Room
 
−
Grand Dining Room
 
−
Great Dining Room
 
−
Fine Dining Room
 
−
Decent Dining Room
 
−
Modest Dining Room
 
−
Meager Dining Room
 
−
Royal Mausoleum
 
−
Grand Mausoleum
 
−
Mausoleum
 
−
Fine Tomb
 
−
Burial Chamber
 
−
Servant's Burial Chamber
 
−
Grave
 
−
group of
 
−
Many
 
−
swarm of
 
−
lumber limits
 
−
ROOM SHARING INDEX OUT OF BOUNDS:
 
−
Basic Value:
 
−
Weight:
 
−
Price:
 
−
Owner:
 
−
Uses and Contents:
 
−
Uses:
 
−
Contents:
 
−
This building
 
−
was designed by
 
−
was well-designed by
 
−
was finely-designed by
 
−
was superiorly designed by
 
−
bears the exceptional design of
 
−
was masterfully designed by
 
−
The structure
 
−
was built by
 
−
was solidly built by
 
−
was finely-built by
 
−
was superiorly built by
 
−
was exceptionally built by
 
−
was masterfully built by
 
−
Worker:
 
−
Location:
 
−
Repeating
 
−
Items:
 
−
Stone Hauling
 
−
Wood Hauling
 
−
Burial
 
−
Food Hauling
 
−
Refuse Hauling
 
−
Item Hauling
 
−
Furniture Hauling
 
−
Animal Hauling
 
−
Stone Detailing
 
−
Animal Care
 
−
Diagnosis
 
−
Setting Bones
 
−
Dressing Wounds
 
−
Feed Patients/Prisoners
 
−
Recovering Wounded
 
−
Small Animal Dissection
 
−
Leatherworking
 
−
Clothesmaking
 
−
Farming (Fields)
 
−
Furnace Operating
 
−
Armoring
 
−
Blacksmithing
 
−
Metalcrafting
 
−
Woodcrafting
 
−
Stonecrafting
 
−
Siege Operating
 
−
Crossbow-making
 
−
Mechanics
 
−
Pump Operating
 
−
Woodworking
 
−
Stoneworking
 
−
Hunting/Related
 
−
Healthcare
 
−
Farming/Related
 
−
Fishing/Related
 
−
Jewelry
 
−
Engineering
 
−
Hauling
 
−
LANGUAGE
 
−
MATERIAL_TEMPLATE
 
−
BUILDING
 
−
DESCRIPTOR_SHAPE
 
−
DESCRIPTOR_PATTERN
 
−
DESCRIPTOR_COLOR
 
−
GRAPHICS
 
−
REACTION
 
−
INTERACTION
 
−
data/save/current/*.dat
 
−
data/save/current/*.sav
 
−
world.dat
 
−
world.sav
 
−
Unknown error
 
−
GLX 1.2 and up are not supported
 
−
Missing GL version
 
−
shadow
 
−
graphics/graphics_*
 
−
graphics/
 
−
PLAY
 
−
FPS:
 
−
TTF error
 
−
data/art/font.ttf
 
−
Picked font at
 
−
added a masterful image
 
−
added a masterful covering
 
−
added masterful rings
 
−
added masterful bands
 
−
added masterful spikes
 
−
added a masterful handle
 
−
added masterful thread
 
−
added masterful cloth
 
−
wove a masterful sewn image
 
−
masterfully wrote
 
−
created a masterful illustration
 
−
the masterful
 
−
addition of a masterful image
 
−
addition of a masterful covering
 
−
addition of masterful rings
 
−
addition of masterful bands
 
−
addition of masterful spikes
 
−
addition of a masterful handle
 
−
addition of masterful thread
 
−
addition of masterful cloth
 
−
weaving of a masterful sewn image
 
−
writing of a masterpiece
 
−
creation of a masterful illustration
 
−
the masterful engraving
 
−
the destruction of
 
−
the attack by
 
−
the attack on
 
−
the defeat of
 
−
The new government was called
 
−
the rout of
 
−
their
 
−
the withering of
 
−
the formation of
 
−
ascendency of the criminal organization
 
−
relocation of
 
−
the incorporation of
 
−
the abandonment of the settlement of
 
−
the proclamation of a series of oppressive edicts upon
 
−
the lifting of numerous oppressive laws from
 
−
the enactment of a series of oppressive laws
 
−
the repeal of numerous oppressive laws
 
−
the completion of
 
−
the foundation of
 
−
the construction of
 
−
the replacement of
 
−
the razing of
 
−
profaning
 
−
disturbing
 
−
the reclamation of
 
−
the devouring of
 
−
broken away
 
−
slashed out
 
−
slashed off
 
−
torn out
 
−
torn off
 
−
stabbed out
 
−
ripped off
 
−
burned out
 
−
burned away
 
−
smashed
 
−
slashed
 
−
ripped
 
−
stabbed
 
−
slashing out
 
−
slashing off
 
−
tearing out
 
−
tearing off
 
−
stabbing out
 
−
ripping off
 
−
burning out
 
−
burning away
 
−
smashing
 
−
slashing
 
−
ripping
 
−
stabbing
 
−
burning
 
−
the climbing of
 
−
unknown lands
 
−
the escape from
 
−
the return of
 
−
the journey of
 
−
wild beasts
 
−
the taming of the
 
−
the escape of
 
−
attack on
 
−
surprising of
 
−
ambush of
 
−
happening upon
 
−
cornering of
 
−
confrontation of
 
−
became obsessed with
 
−
became obsessed with an inscrutable goal
 
−
boiled
 
−
melted
 
−
condensed
 
−
solidified
 
−
died in the heat
 
−
was encased in cooling lava
 
−
was encased in cooling magma
 
−
was encased in ice
 
−
froze to death
 
−
died in a cage
 
−
fell into a deep chasm
 
−
died of old age
 
−
died in the dark
 
−
starved to death
 
−
died of thirst
 
−
drowned
 
−
burned up in magma
 
−
burned up in
 
−
dragon fire
 
−
was burned to death by
 
−
was burned to death by a
 
−
burned to death
 
−
was scalded to death
 
−
burned up in a magma mist
 
−
was crushed by a drawbridge
 
−
was crushed under a collapsing ceiling
 
−
was killed by falling rocks
 
−
was shot and killed
 
−
bled to death
 
−
succumbed to infection
 
−
suffocated
 
−
was hacked to pieces
 
−
was beheaded
 
−
was crucified
 
−
was buried alive
 
−
was left out in the air
 
−
was drowned
 
−
was burned alive
 
−
was fed to beasts
 
−
was struck down
 
−
was slaughtered
 
−
was scuttled
 
−
was drained of blood
 
−
was murdered
 
−
was killed by a trap
 
−
vanished
 
−
collapsed
 
−
was put to rest
 
−
died after colliding with an obstacle
 
−
was impaled on spikes
 
−
was scared to death
 
−
the new obsession of
 
−
with extending
 
−
with an inscrutable goal
 
−
the death of
 
−
the fall of
 
−
the passing of
 
−
the death in the dark of
 
−
the starvation of
 
−
the dehydration of
 
−
the drowning of
 
−
the burning of
 
−
the boiling of
 
−
the melting of
 
−
the condensation of
 
−
the freezing of
 
−
the heat-induced death of
 
−
the encasement of
 
−
the scalding of
 
−
the crushing of
 
−
the shooting of
 
−
the mortal wounding of
 
−
the fatal illness of
 
−
the hacking of
 
−
the beheading of
 
−
the crucifixion of
 
−
the burial of
 
−
the leaving of
 
−
the feeding of
 
−
the killing of
 
−
the slaughter of
 
−
the scuttling of
 
−
the draining of
 
−
the murder of
 
−
the collapse of
 
−
the vanishment of
 
−
the putting to rest of
 
−
the collision of
 
−
the impalement of
 
−
the scaring of
 
−
were
 
−
the reunion of
 
−
the abduction of
 
−
gave up being a
 
−
became a
 
−
stopped being a
 
−
lost a hist fig entry
 
−
the career change from
 
−
the start as a
 
−
the giving up on being a
 
−
the loss of a hist fig entry
 
−
arose from
 
−
was discarded in
 
−
was buried in
 
−
was entombed in
 
−
raising
 
−
discarding
 
−
burial
 
−
entombment
 
−
aroused general suspicion
 
−
appearing not to age
 
−
general suspicion
 
−
fled to
 
−
began wandering
 
−
began scouting
 
−
began hunting great beasts in
 
−
settled in
 
−
decided to become a baby-snatcher, operating out of
 
−
decided to become a thief, operating out of
 
−
fled into
 
−
the area around
 
−
flight
 
−
wandering
 
−
scouting
 
−
hunting of great beasts
 
−
settling
 
−
baby-snatching
 
−
thievery
 
−
gave birth to
 
−
sired
 
−
married
 
−
was born to
 
−
received the worship of
 
−
became romantically involved with
 
−
was imprisoned by
 
−
imprisoned
 
−
became the master of
 
−
began an apprenticeship under
 
−
was sired by
 
−
became the parent of
 
−
began worshipping
 
−
stopped being the mother of
 
−
stopped being the father of
 
−
divorced
 
−
stopped being the child of
 
−
lost the worship of
 
−
ended the romantic relationship with
 
−
was no longer imprisoned by
 
−
stopped being the master of
 
−
stopped being the apprentice of
 
−
stopped being the parent of
 
−
lost faith in
 
−
became a shopkeeper at
 
−
ruled from
 
−
started hanging out at
 
−
took up residence in
 
−
took up residence
 
−
laired within
 
−
stopped shopkeeping at
 
−
stopped ruling from
 
−
stopped hanging out at
 
−
moved out of
 
−
the learning of
 
−
the moment when
 
−
the transformation of
 
−
the impersonation of
 
−
members of
 
−
created
 
−
compelled the creation of
 
−
collaborated to create
 
−
audacious creation
 
−
forcible creation
 
−
collaborative creation
 
−
popularly-supported creation
 
−
ceased to be
 
−
left the service of
 
−
made peace with
 
−
was brought to the justice of
 
−
was no longer considered a hero of
 
−
left
 
−
escaped from the slavery of
 
−
escaped from the prisons of
 
−
the status of
 
−
the marriage of
 
−
the belief of
 
−
the romantic relationship between
 
−
the imprisonment by
 
−
the imprisonment of
 
−
the apprenticeship of
 
−
the master-apprentice relationship of
 
−
under
 
−
over
 
−
the termination of
 
−
the divorce of
 
−
the loss of faith of
 
−
the end of the romantic relationship between
 
−
the end of the imprisonment by
 
−
the end of the imprisonment of
 
−
the end of the apprenticeship of
 
−
the end of the master-apprentice of
 
−
the shopkeeping of
 
−
the seat of power of
 
−
the hanging-out of
 
−
the residence of
 
−
the lair of
 
−
the close of business of
 
−
the removal of the seat of power of
 
−
the stoppage of hanging-out of
 
−
the moving out of
 
−
from
 
−
the ascension
 
−
the appointment
 
−
the election
 
−
the selection
 
−
the entry
 
−
the rise
 
−
the crimes
 
−
the heroism
 
−
the acceptance
 
−
the status
 
−
the enslavement
 
−
the imprisonment
 
−
into the mercenary service of
 
−
the fall of
 
−
the removal of
 
−
the departure of
 
−
the peace-making of
 
−
the loss of heroic status of
 
−
the resolution of criminal matters between
 
−
the end of the membership of
 
−
the end of the former membership of
 
−
the end of the former mercenary status of
 
−
the end of the former enslavement of
 
−
the end of the former imprisonment of
 
−
the escape of
 
−
from the position of
 
−
from the mercenary service of
 
−
with
 
−
from the slavery of
 
−
from the prisons of
 
−
the first contact of
 
−
the rejection of contact by
 
−
the brilliant
 
−
the positive
 
−
the fair conclusion
 
−
the unsatisfactory conclusion
 
−
the failure
 
−
the miserable failure
 
−
the rejection of
 
−
the acceptance of
 
−
the acceptance of an offer of peace from
 
−
the rejection of an offer of peace from
 
−
the bodies
 
−
the body
 
−
impaled on
 
−
added to a grisly mound
 
−
added to a grotesque pillar
 
−
added to a gruesome sculpture
 
−
flayed and the skin stretched over
 
−
animated
 
−
hung from a
 
−
horribly mutilated
 
−
impalement on
 
−
construction of a grisly mound from
 
−
construction of a grotesque pillar from
 
−
construction of a gruesome sculpture from
 
−
display on
 
−
animation of
 
−
hanging from a
 
−
horrible mutilation of
 
−
They suspected the involvement of
 
−
the loss of a diplomat of
 
−
the voiding of agreements with
 
−
ill-fated
 
−
tragic
 
−
terrible
 
−
costly
 
−
unfortunate
 
−
the concealment of
 
−
the storing of
 
−
the acquisition of
 
−
the naming of
 
−
the creation of
 
−
the disappearance of
 
−
the discovery of
 
−
the theft of
 
−
the recovery of
 
−
the discardment of
 
−
This nameless being
 
−
The identity of
 
−
Although accounts vary, it is universally agreed that
 
−
chosen by fate as the vanguard of destiny. 
 
−
guided by forces unknown. 
 
−
associated with
 
−
This
 
−
The pages are blank. 
 
−
object of
 
−
ardent
 
−
faithful
 
−
casual
 
−
dubious
 
−
worship
 
−
lover
 
−
imprisoner
 
−
apprenticeship
 
−
former mercenary
 
−
enemy
 
−
criminal
 
−
legendary hero
 
−
famous hero
 
−
hero
 
−
greatly respected for heroic acts
 
−
respected for heroic acts
 
−
former member
 
−
former slave
 
−
former prisoner
 
−
shopkeeper
 
−
seat of power
 
−
hangout
 
−
home
 
−
lair
 
−
late
 
−
early
 
−
spring
 
−
summer
 
−
autumn
 
−
winter
 
−
myself
 
−
the establishment of landed nobility
 
−
the elevation of the landed nobility
 
−
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times. 
 
−
Its nature is still an intriguing puzzle to the learned. 
 
−
Many facts are still unclear to historians. 
 
−
RANDOM_DEF_SPHERE
 
−
some vague concept
 
−
Age of Three Powers
 
−
Age of
 
−
Two
 
−
Two Powers
 
−
Age of the
 
−
Age of One Power
 
−
Age of Myth
 
−
Age of Legends
 
−
Twilight Age
 
−
Age of Fairy Tales
 
−
Age of Heroes
 
−
Golden Age
 
−
Age of Death
 
−
Age of Civilization
 
−
Age of Emptiness
 
−
The world has passed into
 
−
Unknown Age
 
−
Unknown creature in
 
−
Unknown creature[R]
 
−
Duel of
 
−
Pillaging
 
−
Conquest
 
−
Destruction
 
−
Attempted
 
−
Abduction
 
−
Theft
 
−
Monster
 
−
Rampage
 
−
the Wilds
 
−
Journey
 
−
scuffle
 
−
attacked
 
−
surprised
 
−
ambushed
 
−
happen upon
 
−
corner
 
−
confront
 
−
immortality
 
−
murderous ghost
 
−
sadistic ghost
 
−
violent ghost
 
−
angry ghost
 
−
moaning spirit
 
−
howling spirit
 
−
secretive poltergeist
 
−
energetic poltergeist
 
−
troublesome poltergeist
 
−
restless haunt
 
−
forlorn haunt
 
−
old age
 
−
hunger
 
−
thirst
 
−
shot
 
−
blood
 
−
drown
 
−
struck
 
−
slaughtered
 
−
scuttled
 
−
obstacle
 
−
lava
 
−
lava mist
 
−
dragonfire
 
−
steam
 
−
crushed
 
−
crushed bridge
 
−
chasm
 
−
cage blasted
 
−
murdered
 
−
blood drained
 
−
trap
 
−
vanish
 
−
put to rest
 
−
quitdead
 
−
abandon
 
−
heat
 
−
cold
 
−
spikes
 
−
cooling lava
 
−
cooling magma
 
−
freezing water
 
−
exec beheaded
 
−
exec crucified
 
−
exec buried alive
 
−
exec drowned
 
−
exec burned alive
 
−
exec fed to beasts
 
−
exec hacked to pieces
 
−
exec left out in air
 
−
boil
 
−
melt
 
−
condense
 
−
solid
 
−
infection
 
−
scared to death
 
−
active
 
−
buried at site
 
−
unburied at site
 
−
unburied at battlefield
 
−
unburied at subregion
 
−
unburied at feature layer
 
−
entombed at site
 
−
settled
 
−
snatcher
 
−
thief
 
−
refugee
 
−
attacker won
 
−
defender won
 
−
data/art/curses_640x300.png
 
−
data/init/init.txt
 
−
TRUETYPE
 
−
FONT
 
−
data/art/
 
−
FULLFONT
 
−
WINDOWEDX
 
−
WINDOWEDY
 
−
RESIZABLE
 
−
FULLSCREENX
 
−
FULLSCREENY
 
−
PARTIAL
 
−
PROMPT
 
−
Use OpenGL?
 
−
Using only 2D (Click no) is more reliable, but means you lose features and, often, speed. Edit data/init/init.txt PRINT_MODE to avoid this dialog box.
 
−
TEXT
 
−
Text mode not supported on your platform, using 2D
 
−
FRAME_BUFFER
 
−
ACCUM_BUFFER
 
−
SHADER
 
−
SINGLE_BUFFER
 
−
GRAPHICS_FONT
 
−
GRAPHICS_FULLFONT
 
−
GRAPHICS_WINDOWEDX
 
−
GRAPHICS_WINDOWEDY
 
−
GRAPHICS_FULLSCREENX
 
−
GRAPHICS_FULLSCREENY
 
−
GRAPHICS_BLACK_SPACE
 
−
BLACK_SPACE
 
−
ZOOM_SPEED
 
−
MOUSE
 
−
VSYNC
 
−
ARB_SYNC
 
−
PRIORITY
 
−
REALTIME
 
−
HIGH
 
−
ABOVE_NORMAL
 
−
BELOW_NORMAL
 
−
IDLE
 
−
TEXTURE_PARAM
 
−
LINEAR
 
−
TOPMOST
 
−
MOUSE_PICTURE
 
−
FPS_CAP
 
−
WINDOWED
 
−
INTRO
 
−
VOLUME
 
−
KEY_HOLD_MS
 
−
KEY_REPEAT_MS
 
−
KEY_REPEAT_ACCEL_LIMIT
 
−
KEY_REPEAT_ACCEL_START
 
−
MACRO_MS
 
−
RECENTER_INTERFACE_SHUTDOWN_MS
 
−
COMPRESSED_SAVES
 
−
data/init/colors.txt
 
−
BLACK_R
 
−
BLACK_G
 
−
BLACK_B
 
−
BLUE_R
 
−
BLUE_G
 
−
BLUE_B
 
−
GREEN_R
 
−
GREEN_G
 
−
GREEN_B
 
−
CYAN_R
 
−
CYAN_G
 
−
CYAN_B
 
−
RED_R
 
−
RED_G
 
−
RED_B
 
−
MAGENTA_R
 
−
MAGENTA_G
 
−
MAGENTA_B
 
−
BROWN_R
 
−
BROWN_G
 
−
BROWN_B
 
−
LGRAY_R
 
−
LGRAY_G
 
−
LGRAY_B
 
−
DGRAY_R
 
−
DGRAY_G
 
−
DGRAY_B
 
−
LBLUE_R
 
−
LBLUE_G
 
−
LBLUE_B
 
−
LGREEN_R
 
−
LGREEN_G
 
−
LGREEN_B
 
−
LCYAN_R
 
−
LCYAN_G
 
−
LCYAN_B
 
−
LRED_R
 
−
LRED_G
 
−
LRED_B
 
−
LMAGENTA_R
 
−
LMAGENTA_G
 
−
LMAGENTA_B
 
−
YELLOW_R
 
−
YELLOW_G
 
−
YELLOW_B
 
−
WHITE_R
 
−
WHITE_G
 
−
WHITE_B
 
−
Start FullScreen?
 
−
Run in Fullscreen Mode?  You can set your preferences in data\init\init.txt.
 
−
Unless you've changed your bindings, you can press F11 to toggle this setting any time.
 
−
data/movies/
 
−
data/movies/*.cmv
 
−
data/movies/last_record.cmv
 
−
data/sound/
 
−
force
 
−
Woodworker
 
−
Woodcutter
 
−
Stoneworker
 
−
Ranger
 
−
Hunter
 
−
Armorer
 
−
Blacksmith
 
−
Metalcrafter
 
−
Jeweler
 
−
Woodcrafter
 
−
Stonecrafter
 
−
Fishery Worker
 
−
Farmer
 
−
Planter
 
−
Soap Maker
 
−
Engineer
 
−
Clerk
 
−
Administrator
 
−
Trader
 
−
Architect
 
−
Doctor
 
−
Diagnoser
 
−
Drunk
 
−
Hammer Lord
 
−
Spearmaster
 
−
Elite Crossbowman
 
−
Elite Wrestler
 
−
Axe Lord
 
−
Swordmaster
 
−
Mace Lord
 
−
Pikemaster
 
−
Elite Bowman
 
−
Master Blowgunner
 
−
Master Lasher
 
−
Recruit
 
−
Master Thief
 
−
Thief
 
−
Baby
 
−
SYN_INJECTED
 
−
SYN_CONTACT
 
−
SYN_INHALED
 
−
SYN_INGESTED
 
−
interaction_layer
 
−
REGION
 
−
UNDERGROUND_SPECIAL
 
−
SECRET
 
−
DISTURBANCE
 
−
INGESTION
 
−
CREATURE_ACTION
 
−
Unrecognized Interaction Source Type:
 
−
LOCATION
 
−
Unrecognized Interaction Target Type:
 
−
ANIMATE
 
−
RESURRECT
 
−
ADD_SYNDROME
 
−
HIDE
 
−
CONTACT
 
−
MATERIAL_EMISSION
 
−
Unrecognized Interaction Effect Type:
 
−
Unrecognized Interaction Token:
 
−
ANY_TERRAIN
 
−
NORMAL_ALLOWED
 
−
EVIL_ALLOWED
 
−
GOOD_ALLOWED
 
−
SAVAGE_ALLOWED
 
−
EVIL_ONLY
 
−
GOOD_ONLY
 
−
SAVAGE_ONLY
 
−
SUPERNATURAL_LEARNING_POSSIBLE
 
−
MUNDANE_RESEARCH_POSSIBLE
 
−
MUNDANE_TEACHING_POSSIBLE
 
−
MUNDANE_RECORDING_POSSIBLE
 
−
Interaction Source IS_SECRET token not found
 
−
CONTEXT_REGION
 
−
CONTEXT_CREATURE
 
−
CONTEXT_ITEM
 
−
CONTEXT_BP
 
−
CONTEXT_LOCATION
 
−
FLOW
 
−
CONTEXT_MATERIAL
 
−
Target Token not found
 
−
HAS_BLOOD
 
−
LIKESFIGHTING
 
−
MORTAL
 
−
STERILE
 
−
FIT_FOR_ANIMATION
 
−
FIT_FOR_RESURRECTION
 
−
Unrecognized IT_REQUIRES token:
 
−
Unrecognized IT_FORBIDDEN token:
 
−
Unrecognized corpse target affected caste token:
 
−
Unrecognized corpse target affected creature token:
 
−
Unrecognized corpse target immune caste token:
 
−
Unrecognized corpse target immune creature token:
 
−
You have
 
−
This is
 
−
This is a stack of
 
−
These are
 
−
This is a bundle of
 
−
All
 
−
craftsman
 
−
ship is of the highest quality. 
 
−
The ingredients are
 
−
well-
 
−
finely
 
−
superiorly
 
−
exceptionally
 
−
masterfully
 
−
minced
 
−
cooked
 
−
encrusted with
 
−
studded with
 
−
decorated with
 
−
glazed with
 
−
well-prepared
 
−
finely-prepared
 
−
superior quality
 
−
exceptionally prepared
 
−
masterfully prepared
 
−
well-crafted
 
−
finely-crafted
 
−
exceptionally worked
 
−
masterfully worked
 
−
encircled with bands of
 
−
The handle is made from
 
−
This object
 
−
menaces with spikes of
 
−
You have not read this book.
 
−
There is writing in the book, but you cannot read.
 
−
The thread is
 
−
gray
 
−
superbly
 
−
colored
 
−
The slab reads "
 
−
There is writing on the slab, but you cannot read.
 
−
This object is showing some wear. 
 
−
This object is threadbare. 
 
−
This object is in tatters. 
 
−
This object is heavily worn. 
 
−
This object is mangled. 
 
−
You gain possession of the
 
−
You maintain possession of the
 
−
You've lost possession of the
 
−
TALLOW
 
−
null item load -- type:
 
−
sharp
 
−
material
 
−
partial
 
−
skeleton
 
−
partial remains
 
−
mutilated
 
−
your
 
−
Seed
 
−
Cheese
 
−
Spice
 
−
Mill
 
−
Rendered Fat
 
−
Coin
 
−
Bar/Block
 
−
aquarium
 
−
exceptional
 
−
masterful
 
−
NULL inventory item on load: id #
 
−
NULL inventory pointer on load
 
−
Slayer
 
−
Unknown creature
 
−
Boiled
 
−
Melted
 
−
Condensed
 
−
Solidified
 
−
Died in the heat
 
−
Encased in cooling lava
 
−
Encased in cooling magma
 
−
Encased in ice
 
−
Froze to death
 
−
Died in a cage
 
−
Fell into a deep chasm
 
−
Died peacefully
 
−
Died in the dark
 
−
Starved to death
 
−
Died of thirst
 
−
Drowned
 
−
Burned up in magma
 
−
Burned up in
 
−
Burned to death by
 
−
Burned to death by a
 
−
Burned to death
 
−
Scalded to death
 
−
Burned up in a magma mist
 
−
Crushed by a drawbridge
 
−
Crushed under a collapsing ceiling
 
−
Killed by falling rocks
 
−
Shot and killed
 
−
Bled to death
 
−
Succumbed to infection
 
−
Suffocated
 
−
Hacked to pieces
 
−
Beheaded
 
−
Crucified
 
−
Buried alive
 
−
Left out in the air
 
−
Burned alive
 
−
Fed to beasts
 
−
Struck down
 
−
Slaughtered
 
−
Scuttled
 
−
Drained of blood
 
−
Murdered
 
−
Killed by a trap
 
−
Vanished
 
−
Collapsed
 
−
Put to rest
 
−
Died after colliding with an obstacle
 
−
Impaled on spikes
 
−
Scared to death
 
−
Died
 
−
Creator of
 
−
Slayer of
 
−
Slayer of
 
−
Hunter of
 
−
Loving
 
−
Devoted
 
−
father and husband
 
−
mother and wife
 
−
parent and spouse
 
−
United with
 
−
Lover of
 
−
Admirer of
 
−
Friend of
 
−
The color
 
−
The written portion consists of
 
−
untitled
 
−
manual
 
−
guide
 
−
chronicle
 
−
short story
 
−
novel
 
−
biography
 
−
autobiography
 
−
poem
 
−
play
 
−
letter
 
−
essay
 
−
dialog
 
−
The writing
 
−
hopelessly meanders
 
−
meanders somewhat
 
−
gets off track from time to time
 
−
bubbles over with cheerfulness
 
−
has a touch of melancholy
 
−
has a very serious tone
 
−
skips around a lot
 
−
occasionally changes topic abruptly
 
−
drives forward relentlessly
 
−
has a touch of humor
 
−
could only have been produced by a merciful spirit
 
−
shows a hint of tenderness
 
−
gives a feeling of compassion here and there
 
−
has a hint of viciousness to it
 
−
contains the occasional biting remark
 
−
has its moments of cleverness
 
−
descends to a rant in places
 
−
BOLT
 
−
ITEM_WEAPON
 
−
ITEM_TOY
 
−
ITEM_TOOL
 
−
ITEM_INSTRUMENT
 
−
ITEM_TRAPCOMP
 
−
ITEM_ARMOR
 
−
ITEM_AMMO
 
−
ITEM_SIEGEAMMO
 
−
ITEM_GLOVES
 
−
ITEM_SHOES
 
−
ITEM_SHIELD
 
−
ITEM_HELM
 
−
ITEM_PANTS
 
−
ITEM_FOOD
 
−
Unrecognized Item Definition Type:
 
−
ADJECTIVE
 
−
SIZE
 
−
WEIGHT
 
−
SHOOT_FORCE
 
−
SHOOT_MAXVEL
 
−
SKILL
 
−
RANGED
 
−
TWO_HANDED
 
−
MINIMUM_SIZE
 
−
CAN_STONE
 
−
TRAINING
 
−
MATERIAL_SIZE
 
−
EDGE
 
−
Unrecognized Item Definition (Weapon) Token:
 
−
SOFT_MAT
 
−
HARD_MAT
 
−
METAL_MAT
 
−
METAL_WEAPON_MAT
 
−
UNIMPROVABLE
 
−
VALUE
 
−
TOOL_USE
 
−
CONTAINER_CAPACITY
 
−
Unrecognized Item Definition (Tool) Token:
 
−
Unrecognized Item Definition (Toy) Token:
 
−
Unrecognized Item Definition (Instrument) Token:
 
−
HITS
 
−
Unrecognized Item Definition (Trap Component) Token:
 
−
SOFT
 
−
HARD
 
−
BARRED
 
−
SCALED
 
−
SHAPED
 
−
CHAIN_METAL_TEXT
 
−
STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
−
STRUCTURAL_ELASTICITY_CHAIN_METAL
 
−
STRUCTURAL_ELASTICITY_CHAIN_ALL
 
−
LAYER_SIZE
 
−
LAYER_PERMIT
 
−
OVER
 
−
UNDER
 
−
COVER
 
−
COVERAGE
 
−
PREPLURAL
 
−
MATERIAL_PLACEHOLDER
 
−
ARMORLEVEL
 
−
UBSTEP
 
−
LBSTEP
 
−
METAL_ARMOR_LEVELS
 
−
Unrecognized Item Definition (Armor) Token:
 
−
CLASS
 
−
Unrecognized Item Definition (Ammo) Token:
 
−
Unrecognized Item Definition (Siege Ammo) Token:
 
−
UPSTEP
 
−
Unrecognized Item Definition (Gloves) Token:
 
−
Unrecognized Item Definition (Shoes) Token:
 
−
BLOCKCHANCE
 
−
Unrecognized Item Definition (Shield) Token:
 
−
Unrecognized Item Definition (Helm) Token:
 
−
Unrecognized Item Definition (Pants) Token:
 
−
LEVEL
 
−
Unrecognized Item Definition (Food) Token:
 
−
DOUBLE TAGGED ITEM:
 
−
Stop Bleeding
 
−
Repair Compound Fracture
 
−
Remove Rotten Tissue
 
−
Construct Building
 
−
Destroy Building
 
−
Butcher an Animal
 
−
Catch Live Fish
 
−
Catch Live Land Animal
 
−
Prepare a Raw Fish
 
−
Mill Plants
 
−
Process Plants
 
−
Milk Creature
 
−
Shear Creature
 
−
Spin Thread
 
−
Make Cheese
 
−
Process Plants (Vial)
 
−
Process Plants (Bag)
 
−
Process Plants (Barrel)
 
−
Make Lye
 
−
Make Potash From Lye
 
−
Make Potash From Ash
 
−
Prepare Easy Meal
 
−
Prepare Fine Meal
 
−
Prepare Lavish Meal
 
−
Brew Drink
 
−
Extract from Plants
 
−
Extract from Raw Fish
 
−
Extract from Land Animal
 
−
Handle Large Creature
 
−
Unchain Pet
 
−
Release Large Creature
 
−
Release Pet
 
−
Release Small Creature
 
−
Handle Small Creature
 
−
Recover Pet
 
−
Cage Large Creature
 
−
Cage Small Creature
 
−
Pit/Pond Large Animal
 
−
Pit/Pond Small Animal
 
−
Pen/Pasture Large Animal
 
−
Pen/Pasture Small Animal
 
−
Drain Aquarium
 
−
Fill Aquarium
 
−
Fill Pond
 
−
Trade at Depot
 
−
Chain Animal
 
−
Slaughter Animal
 
−
Unchain Animal
 
−
Tame
 
−
Tame a Small Animal
 
−
Mint
 
−
Cut
 
−
Decorate With
 
−
Stud With
 
−
Encrust
 
−
Collect Sand
 
−
Collect Clay
 
−
Construct
 
−
Make Raw
 
−
Construct Traction Bench
 
−
Forge
 
−
Make Totem
 
−
Bait Trap with
 
−
Assemble
 
−
Construct
 
−
Train Hunting Animal
 
−
Train War Animal
 
−
Make Charcoal
 
−
Make Ash
 
−
Reaction
 
−
Smelt
 
−
Melt a Metal Object
 
−
Extract Metal Strands
 
−
Dye Thread
 
−
Dye Cloth
 
−
Sew
 
−
Collect Webs
 
−
Weave Metal Cloth
 
−
Weave Thread into Silk
 
−
Weave Yarn into Cloth
 
−
Weave Thread into Cloth
 
−
Harvest Plants
 
−
Plant Seeds
 
−
Fertilize Field
 
−
Pull the Lever
 
−
Link a Building to Trigger
 
−
Carve Fortification
 
−
Detail Wall
 
−
Detail Floor
 
−
Remove Stairs/Ramps
 
−
Carve Upward Staircase
 
−
Carve Downward Staircase
 
−
Carve Up/Down Staircase
 
−
Carve Ramp
 
−
Dig Channel
 
−
Fell Tree
 
−
Bring Item to Shop
 
−
Bring Item to Depot
 
−
Get Provisions
 
−
Clean Self
 
−
Fill Waterskin
 
−
Sleep
 
−
Kidnap
 
−
Cause Trouble
 
−
Report Crime
 
−
Hunt
 
−
Starting Fist Fight
 
−
Hunt for Small Creature
 
−
Collect Taxes
 
−
Guard Tax Collector
 
−
Return Kill
 
−
Store Owned Item
 
−
Pickup Equipment
 
−
Strange Mood
 
−
Clean Trap
 
−
Load Catapult
 
−
Load Ballista
 
−
Fire Catapult
 
−
Fire Ballista
 
−
Load Cage Trap
 
−
Load Stone Trap
 
−
Load Weapon Trap
 
−
Cast Spell
 
−
SELECT
 
−
SEC_SELECT
 
−
DESELECT
 
−
SELECT_ALL
 
−
DESELECT_ALL
 
−
LEAVESCREEN
 
−
LEAVESCREEN_ALL
 
−
CLOSE_MEGA_ANNOUNCEMENT
 
−
TOGGLE_FULLSCREEN
 
−
WORLD_PARAM_ADD
 
−
WORLD_PARAM_COPY
 
−
WORLD_PARAM_DELETE
 
−
WORLD_PARAM_TITLE
 
−
WORLD_PARAM_NAME_RANDOM
 
−
WORLD_PARAM_NAME_ENTER
 
−
WORLD_PARAM_SEED_RANDOM
 
−
WORLD_PARAM_SEED_ENTER
 
−
WORLD_PARAM_LOAD
 
−
WORLD_PARAM_SAVE
 
−
WORLD_PARAM_DIM_X_UP
 
−
WORLD_PARAM_DIM_X_DOWN
 
−
WORLD_PARAM_DIM_Y_UP
 
−
WORLD_PARAM_DIM_Y_DOWN
 
−
WORLD_PARAM_SET
 
−
WORLD_PARAM_INCREASE
 
−
WORLD_PARAM_DECREASE
 
−
WORLD_PARAM_ENTER_VALUE
 
−
WORLD_PARAM_NULLIFY
 
−
WORLD_PARAM_PRESET
 
−
WORLD_PARAM_REJECT_CONTINUE
 
−
WORLD_PARAM_REJECT_ABORT
 
−
WORLD_PARAM_REJECT_ALLOW_THIS
 
−
WORLD_PARAM_REJECT_ALLOW_ALL
 
−
WORLD_GEN_CONTINUE
 
−
WORLD_GEN_USE
 
−
WORLD_GEN_ABORT
 
−
SETUP_EMBARK
 
−
SETUP_NAME_FORT
 
−
SETUP_NAME_GROUP
 
−
SETUP_RECLAIM
 
−
SETUP_FIND
 
−
SETUP_NOTES
 
−
SETUP_NOTES_TAKE_NOTES
 
−
SETUP_NOTES_DELETE_NOTE
 
−
SETUP_NOTES_CHANGE_SYMBOL_SELECTION
 
−
SETUP_NOTES_ADOPT_SYMBOL
 
−
SETUP_LOCAL_Y_UP
 
−
SETUP_LOCAL_Y_DOWN
 
−
SETUP_LOCAL_X_UP
 
−
SETUP_LOCAL_X_DOWN
 
−
SETUP_LOCAL_Y_MUP
 
−
SETUP_LOCAL_Y_MDOWN
 
−
SETUP_LOCAL_X_MUP
 
−
SETUP_LOCAL_X_MDOWN
 
−
SETUP_BIOME_1
 
−
SETUP_BIOME_2
 
−
SETUP_BIOME_3
 
−
SETUP_BIOME_4
 
−
SETUP_BIOME_5
 
−
SETUP_BIOME_6
 
−
SETUP_BIOME_7
 
−
SETUP_BIOME_8
 
−
SETUP_BIOME_9
 
−
CHOOSE_NAME_RANDOM
 
−
CHOOSE_NAME_CLEAR
 
−
CHOOSE_NAME_TYPE
 
−
ITEM_DESCRIPTION
 
−
ITEM_FORBID
 
−
ITEM_MELT
 
−
ITEM_DUMP
 
−
ITEM_HIDE
 
−
HELP
 
−
MOVIES
 
−
OPTIONS
 
−
OPTION_EXPORT
 
−
CHANGETAB
 
−
SEC_CHANGETAB
 
−
STANDARDSCROLL_LEFT
 
−
STANDARDSCROLL_RIGHT
 
−
STANDARDSCROLL_UP
 
−
STANDARDSCROLL_DOWN
 
−
STANDARDSCROLL_PAGEUP
 
−
STANDARDSCROLL_PAGEDOWN
 
−
SECONDSCROLL_UP
 
−
SECONDSCROLL_DOWN
 
−
SECONDSCROLL_PAGEUP
 
−
SECONDSCROLL_PAGEDOWN
 
−
CURSOR_UP
 
−
CURSOR_DOWN
 
−
CURSOR_LEFT
 
−
CURSOR_RIGHT
 
−
CURSOR_UPLEFT
 
−
CURSOR_UPRIGHT
 
−
CURSOR_DOWNLEFT
 
−
CURSOR_DOWNRIGHT
 
−
CURSOR_UP_FAST
 
−
CURSOR_DOWN_FAST
 
−
CURSOR_LEFT_FAST
 
−
CURSOR_RIGHT_FAST
 
−
CURSOR_UPLEFT_FAST
 
−
CURSOR_UPRIGHT_FAST
 
−
CURSOR_DOWNLEFT_FAST
 
−
CURSOR_DOWNRIGHT_FAST
 
−
CURSOR_UP_Z
 
−
CURSOR_DOWN_Z
 
−
CURSOR_UP_Z_AUX
 
−
CURSOR_DOWN_Z_AUX
 
−
WORLDGEN_EXPORT_MAP
 
−
LEGENDS_EXPORT_MAP
 
−
LEGENDS_EXPORT_XML
 
−
LEGENDS_EXPORT_DETAILED_MAP
 
−
LEGENDS_TOGGLE_CIVSITE
 
−
LEGENDS_STRING_FILTER
 
−
UNITVIEW_CUSTOMIZE
 
−
UNITVIEW_HEALTH
 
−
UNITVIEW_RELATIONSHIPS
 
−
UNITVIEW_RELATIONSHIPS_ZOOM
 
−
UNITVIEW_RELATIONSHIPS_VIEW
 
−
UNITVIEW_KILLS
 
−
CUSTOMIZE_UNIT_NICKNAME
 
−
CUSTOMIZE_UNIT_PROFNAME
 
−
OPTION1
 
−
OPTION2
 
−
OPTION3
 
−
OPTION4
 
−
OPTION5
 
−
OPTION6
 
−
OPTION7
 
−
OPTION8
 
−
OPTION9
 
−
OPTION10
 
−
OPTION11
 
−
OPTION12
 
−
OPTION13
 
−
OPTION14
 
−
OPTION15
 
−
OPTION16
 
−
OPTION17
 
−
OPTION18
 
−
OPTION19
 
−
OPTION20
 
−
SEC_OPTION1
 
−
SEC_OPTION2
 
−
SEC_OPTION3
 
−
SEC_OPTION4
 
−
SEC_OPTION5
 
−
SEC_OPTION6
 
−
SEC_OPTION7
 
−
SEC_OPTION8
 
−
SEC_OPTION9
 
−
SEC_OPTION10
 
−
SEC_OPTION11
 
−
SEC_OPTION12
 
−
SEC_OPTION13
 
−
SEC_OPTION14
 
−
SEC_OPTION15
 
−
SEC_OPTION16
 
−
SEC_OPTION17
 
−
SEC_OPTION18
 
−
SEC_OPTION19
 
−
SEC_OPTION20
 
−
HOTKEY_MAKE_ASH
 
−
HOTKEY_MAKE_CHARCOAL
 
−
HOTKEY_MELT_OBJECT
 
−
HOTKEY_GLASS_GREEN
 
−
HOTKEY_GLASS_CLEAR
 
−
HOTKEY_GLASS_CRYSTAL
 
−
HOTKEY_COLLECT_SAND
 
−
HOTKEY_COLLECT_CLAY
 
−
HOTKEY_GLASS_ROUGH
 
−
HOTKEY_GLASS_ARMORSTAND
 
−
HOTKEY_GLASS_BOX
 
−
HOTKEY_GLASS_CABINET
 
−
HOTKEY_GLASS_COFFIN
 
−
HOTKEY_GLASS_FLOODGATE
 
−
HOTKEY_GLASS_HATCH_COVER
 
−
HOTKEY_GLASS_GRATE
 
−
HOTKEY_GLASS_GOBLET
 
−
HOTKEY_GLASS_TOY
 
−
HOTKEY_GLASS_INSTRUMENT
 
−
HOTKEY_GLASS_DOOR
 
−
HOTKEY_GLASS_STATUE
 
−
HOTKEY_GLASS_TABLE
 
−
HOTKEY_GLASS_CAGE
 
−
HOTKEY_GLASS_CHAIR
 
−
HOTKEY_GLASS_BLOCKS
 
−
HOTKEY_GLASS_FLASK
 
−
HOTKEY_GLASS_WEAPONRACK
 
−
HOTKEY_GLASS_WINDOW
 
−
HOTKEY_ASHERY_LYE
 
−
HOTKEY_ASHERY_POTASH
 
−
HOTKEY_ASHERY_POTASH_DIRECT
 
−
HOTKEY_CARPENTER_BARREL
 
−
HOTKEY_CARPENTER_BLOCKS
 
−
HOTKEY_CARPENTER_BUCKET
 
−
HOTKEY_CARPENTER_TRAP_ANIMAL
 
−
HOTKEY_CARPENTER_CAGE
 
−
HOTKEY_CARPENTER_ARMORSTAND
 
−
HOTKEY_CARPENTER_BED
 
−
HOTKEY_CARPENTER_CHAIR
 
−
HOTKEY_CARPENTER_COFFIN
 
−
HOTKEY_CARPENTER_DOOR
 
−
HOTKEY_CARPENTER_FLOODGATE
 
−
HOTKEY_CARPENTER_HATCH_COVER
 
−
HOTKEY_CARPENTER_GRATE
 
−
HOTKEY_CARPENTER_CABINET
 
−
HOTKEY_CARPENTER_BIN
 
−
HOTKEY_CARPENTER_BOX
 
−
HOTKEY_CARPENTER_WEAPONRACK
 
−
HOTKEY_CARPENTER_TABLE
 
−
HOTKEY_SIEGE_BALLISTA
 
−
HOTKEY_SIEGE_CATAPULT
 
−
HOTKEY_LEATHER_BOX
 
−
HOTKEY_LEATHER_FLASK
 
−
HOTKEY_LEATHER_SHIRT
 
−
HOTKEY_LEATHER_CLOAK
 
−
HOTKEY_LEATHER_BACKPACK
 
−
HOTKEY_LEATHER_QUIVER
 
−
HOTKEY_LEATHER_IMAGE
 
−
HOTKEY_CLOTHES_MAT_PLANT
 
−
HOTKEY_CLOTHES_MAT_SILK
 
−
HOTKEY_CLOTHES_MAT_YARN
 
−
HOTKEY_CLOTHES_SHIRT
 
−
HOTKEY_CLOTHES_CLOAK
 
−
HOTKEY_CLOTHES_BOX
 
−
HOTKEY_CLOTHES_CHAIN
 
−
HOTKEY_CLOTHES_IMAGE
 
−
HOTKEY_CRAFTS_MAT_STONE
 
−
HOTKEY_CRAFTS_MAT_WOOD
 
−
HOTKEY_CRAFTS_DEC_BONE
 
−
HOTKEY_CRAFTS_DEC_SHELL
 
−
HOTKEY_CRAFTS_DEC_TOOTH
 
−
HOTKEY_CRAFTS_DEC_HORN
 
−
HOTKEY_CRAFTS_DEC_PEARL
 
−
HOTKEY_CRAFTS_TOTEM
 
−
HOTKEY_CRAFTS_CLOTH
 
−
HOTKEY_CRAFTS_SILK
 
−
HOTKEY_CRAFTS_YARN
 
−
HOTKEY_CRAFTS_SEL_WOOD
 
−
HOTKEY_CRAFTS_SEL_BONE
 
−
HOTKEY_CRAFTS_SEL_SHELL
 
−
HOTKEY_CRAFTS_SHELL
 
−
HOTKEY_CRAFTS_TOOTH
 
−
HOTKEY_CRAFTS_HORN
 
−
HOTKEY_CRAFTS_PEARL
 
−
HOTKEY_CRAFTS_BONE
 
−
HOTKEY_CRAFTS_LEATHER
 
−
HOTKEY_CRAFTS_SLAB
 
−
HOTKEY_CRAFTS_MAT_CRAFTS
 
−
HOTKEY_CRAFTS_MAT_GOBLET
 
−
HOTKEY_CRAFTS_MAT_INSTRUMENT
 
−
HOTKEY_CRAFTS_MAT_TOY
 
−
HOTKEY_SMITH_WEAPON
 
−
HOTKEY_SMITH_ARMOR
 
−
HOTKEY_SMITH_FURNITURE
 
−
HOTKEY_SMITH_SIEGE
 
−
HOTKEY_SMITH_TRAP
 
−
HOTKEY_SMITH_OTHER
 
−
HOTKEY_SMITH_METAL
 
−
HOTKEY_BUILDING_ARMORSTAND
 
−
HOTKEY_BUILDING_BED
 
−
HOTKEY_BUILDING_TRACTION_BENCH
 
−
HOTKEY_BUILDING_SLAB
 
−
HOTKEY_BUILDING_NEST_BOX
 
−
HOTKEY_BUILDING_HIVE
 
−
HOTKEY_BUILDING_CHAIR
 
−
HOTKEY_BUILDING_COFFIN
 
−
HOTKEY_BUILDING_DOOR
 
−
HOTKEY_BUILDING_FLOODGATE
 
−
HOTKEY_BUILDING_HATCH
 
−
HOTKEY_BUILDING_GRATE_WALL
 
−
HOTKEY_BUILDING_GRATE_FLOOR
 
−
HOTKEY_BUILDING_BARS_VERTICAL
 
−
HOTKEY_BUILDING_BARS_FLOOR
 
−
HOTKEY_BUILDING_CABINET
 
−
HOTKEY_BUILDING_BOX
 
−
HOTKEY_BUILDING_KENNEL
 
−
HOTKEY_BUILDING_FARMPLOT
 
−
HOTKEY_BUILDING_WEAPONRACK
 
−
HOTKEY_BUILDING_STATUE
 
−
HOTKEY_BUILDING_TABLE
 
−
HOTKEY_BUILDING_ROAD_DIRT
 
−
HOTKEY_BUILDING_ROAD_PAVED
 
−
HOTKEY_BUILDING_BRIDGE
 
−
HOTKEY_BUILDING_WELL
 
−
HOTKEY_BUILDING_SIEGEENGINE
 
−
HOTKEY_BUILDING_WORKSHOP
 
−
HOTKEY_BUILDING_FURNACE
 
−
HOTKEY_BUILDING_WINDOW_GLASS
 
−
HOTKEY_BUILDING_WINDOW_GEM
 
−
HOTKEY_BUILDING_SHOP
 
−
HOTKEY_BUILDING_ANIMALTRAP
 
−
HOTKEY_BUILDING_CHAIN
 
−
HOTKEY_BUILDING_CAGE
 
−
HOTKEY_BUILDING_TRADEDEPOT
 
−
HOTKEY_BUILDING_TRAP
 
−
HOTKEY_BUILDING_MACHINE
 
−
HOTKEY_BUILDING_SUPPORT
 
−
HOTKEY_BUILDING_ARCHERYTARGET
 
−
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
 
−
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
 
−
HOTKEY_BUILDING_MACHINE_WINDMILL
 
−
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
 
−
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
 
−
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
 
−
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
 
−
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
 
−
HOTKEY_BUILDING_TRAP_STONE
 
−
HOTKEY_BUILDING_TRAP_WEAPON
 
−
HOTKEY_BUILDING_TRAP_LEVER
 
−
HOTKEY_BUILDING_TRAP_TRIGGER
 
−
HOTKEY_BUILDING_TRAP_CAGE
 
−
HOTKEY_BUILDING_TRAP_SPIKE
 
−
HOTKEY_BUILDING_CONSTRUCTION
 
−
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
 
−
HOTKEY_BUILDING_CONSTRUCTION_WALL
 
−
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
 
−
HOTKEY_BUILDING_CONSTRUCTION_RAMP
 
−
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP
 
−
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN
 
−
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
 
−
HOTKEY_BUILDING_WORKSHOP_LEATHER
 
−
HOTKEY_BUILDING_WORKSHOP_QUERN
 
−
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
 
−
HOTKEY_BUILDING_WORKSHOP_LOOM
 
−
HOTKEY_BUILDING_WORKSHOP_CLOTHES
 
−
HOTKEY_BUILDING_WORKSHOP_BOWYER
 
−
HOTKEY_BUILDING_WORKSHOP_CARPENTER
 
−
HOTKEY_BUILDING_WORKSHOP_METALSMITH
 
−
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
 
−
HOTKEY_BUILDING_WORKSHOP_JEWELER
 
−
HOTKEY_BUILDING_WORKSHOP_MASON
 
−
HOTKEY_BUILDING_WORKSHOP_BUTCHER
 
−
HOTKEY_BUILDING_WORKSHOP_TANNER
 
−
HOTKEY_BUILDING_WORKSHOP_DYER
 
−
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
 
−
HOTKEY_BUILDING_WORKSHOP_SIEGE
 
−
HOTKEY_BUILDING_WORKSHOP_MECHANIC
 
−
HOTKEY_BUILDING_WORKSHOP_STILL
 
−
HOTKEY_BUILDING_WORKSHOP_FARMER
 
−
HOTKEY_BUILDING_WORKSHOP_KITCHEN
 
−
HOTKEY_BUILDING_WORKSHOP_FISHERY
 
−
HOTKEY_BUILDING_WORKSHOP_ASHERY
 
−
HOTKEY_BUILDING_FURNACE_WOOD
 
−
HOTKEY_BUILDING_FURNACE_SMELTER
 
−
HOTKEY_BUILDING_FURNACE_GLASS
 
−
HOTKEY_BUILDING_FURNACE_KILN
 
−
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
 
−
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
 
−
HOTKEY_BUILDING_FURNACE_KILN_LAVA
 
−
HIVE_INSTALL_COLONY
 
−
HIVE_GATHER_PRODUCTS
 
−
BUILDINGLIST_ZOOM_T
 
−
BUILDINGLIST_ZOOM_Q
 
−
ARENA_CREATURE_SIDE_DOWN
 
−
ARENA_CREATURE_SIDE_UP
 
−
ARENA_CREATURE_NEW_ITEM
 
−
ARENA_CREATURE_BLANK_LIST
 
−
ARENA_CREATURE_REMOVE_ITEM
 
−
ARENA_CREATURE_UNDEAD
 
−
ORDERS_AUTOFORBID
 
−
ORDERS_FORBID_PROJECTILE
 
−
ORDERS_FORBID_YOUR_CORPSE
 
−
ORDERS_FORBID_YOUR_ITEMS
 
−
ORDERS_FORBID_OTHER_CORPSE
 
−
ORDERS_FORBID_OTHER_ITEMS
 
−
ORDERS_REFUSE_GATHER
 
−
ORDERS_REFUSE_OUTSIDE
 
−
ORDERS_REFUSE_OUTSIDE_VERMIN
 
−
ORDERS_REFUSE_DUMP_CORPSE
 
−
ORDERS_REFUSE_DUMP_SKULL
 
−
ORDERS_REFUSE_DUMP_SKIN
 
−
ORDERS_REFUSE_DUMP_BONE
 
−
ORDERS_REFUSE_DUMP_SHELL
 
−
ORDERS_REFUSE_DUMP_OTHER
 
−
ORDERS_REFUSE_DUMP_STRAND_TISSUE
 
−
ORDERS_GATHER_FURNITURE
 
−
ORDERS_GATHER_ANIMALS
 
−
ORDERS_GATHER_FOOD
 
−
ORDERS_GATHER_BODIES
 
−
ORDERS_REFUSE
 
−
ORDERS_GATHER_STONE
 
−
ORDERS_GATHER_WOOD
 
−
ORDERS_ALL_HARVEST
 
−
ORDERS_SAMEPILE
 
−
ORDERS_MIXFOODS
 
−
ORDERS_EXCEPTIONS
 
−
ORDERS_LOOM
 
−
ORDERS_DYED_CLOTH
 
−
ORDERS_WORKSHOP
 
−
ORDERS_COLLECT_WEB
 
−
ORDERS_SLAUGHTER
 
−
ORDERS_BUTCHER
 
−
ORDERS_TAN
 
−
ORDERS_AUTO_FISHERY
 
−
ORDERS_AUTO_KITCHEN
 
−
ORDERS_AUTO_KILN
 
−
ORDERS_AUTO_SMELTER
 
−
ORDERS_AUTO_OTHER
 
−
ORDERS_ZONE
 
−
ORDERS_ZONE_DRINKING
 
−
ORDERS_ZONE_FISHING
 
−
DESTROYBUILDING
 
−
SUSPENDBUILDING
 
−
MENU_CONFIRM
 
−
SAVE_BINDINGS
 
−
LOAD_BINDINGS
 
−
KEYBINDING_COMPLETE
 
−
ZOOM_IN
 
−
ZOOM_OUT
 
−
ZOOM_TOGGLE
 
−
ZOOM_RESET
 
−
MACRO_BREAK
 
−
RECORD_MACRO
 
−
PLAY_MACRO
 
−
SAVE_MACRO
 
−
LOAD_MACRO
 
−
HOTKEY_ALCHEMIST_SOAP
 
−
HOTKEY_STILL_BREW
 
−
HOTKEY_STILL_EXTRACT
 
−
HOTKEY_LOOM_COLLECT_SILK
 
−
HOTKEY_LOOM_WEAVE_CLOTH
 
−
HOTKEY_LOOM_WEAVE_SILK
 
−
HOTKEY_LOOM_WEAVE_YARN
 
−
HOTKEY_LOOM_WEAVE_METAL
 
−
HOTKEY_KITCHEN_COOK_2
 
−
HOTKEY_KITCHEN_COOK_3
 
−
HOTKEY_KITCHEN_COOK_4
 
−
HOTKEY_KITCHEN_RENDER_FAT
 
−
HOTKEY_FARMER_PROCESS
 
−
HOTKEY_FARMER_PROCESS_VIAL
 
−
HOTKEY_FARMER_PROCESS_BAG
 
−
HOTKEY_FARMER_PROCESS_BARREL
 
−
HOTKEY_FARMER_CHEESE
 
−
HOTKEY_FARMER_MILK
 
−
HOTKEY_FARMER_SHEAR_CREATURE
 
−
HOTKEY_FARMER_SPIN_THREAD
 
−
HOTKEY_MILL_MILL
 
−
HOTKEY_KENNEL_TRAIN_HUNT
 
−
HOTKEY_KENNEL_CATCH_VERMIN
 
−
HOTKEY_KENNEL_TAME_VERMIN
 
−
HOTKEY_KENNEL_TAME_UNIT
 
−
HOTKEY_KENNEL_TRAIN_WAR
 
−
HOTKEY_FISHERY_PROCESS
 
−
HOTKEY_FISHERY_EXTRACT
 
−
HOTKEY_FISHERY_CATCH
 
−
HOTKEY_BUTCHER_BUTCHER
 
−
HOTKEY_BUTCHER_EXTRACT
 
−
HOTKEY_BUTCHER_CATCH
 
−
HOTKEY_TANNER_TAN
 
−
HOTKEY_DYER_THREAD
 
−
HOTKEY_DYER_CLOTH
 
−
HOTKEY_JEWELER_FURNITURE
 
−
HOTKEY_JEWELER_FINISHED
 
−
HOTKEY_JEWELER_AMMO
 
−
HOTKEY_JEWELER_CUT
 
−
HOTKEY_JEWELER_ENCRUST
 
−
HOTKEY_MECHANIC_PARTS
 
−
HOTKEY_MECHANIC_TRACTION_BENCH
 
−
HOTKEY_MASON_ARMORSTAND
 
−
HOTKEY_MASON_BLOCKS
 
−
HOTKEY_MASON_CHAIR
 
−
HOTKEY_MASON_COFFIN
 
−
HOTKEY_MASON_DOOR
 
−
HOTKEY_MASON_FLOODGATE
 
−
HOTKEY_MASON_HATCH_COVER
 
−
HOTKEY_MASON_GRATE
 
−
HOTKEY_MASON_CABINET
 
−
HOTKEY_MASON_BOX
 
−
HOTKEY_MASON_STATUE
 
−
HOTKEY_MASON_QUERN
 
−
HOTKEY_MASON_MILLSTONE
 
−
HOTKEY_MASON_TABLE
 
−
HOTKEY_MASON_WEAPONRACK
 
−
HOTKEY_MASON_SLAB
 
−
HOTKEY_TRAP_BRIDGE
 
−
HOTKEY_TRAP_GEAR_ASSEMBLY
 
−
HOTKEY_TRAP_DOOR
 
−
HOTKEY_TRAP_FLOODGATE
 
−
HOTKEY_TRAP_SPIKE
 
−
HOTKEY_TRAP_HATCH
 
−
HOTKEY_TRAP_GRATE_WALL
 
−
HOTKEY_TRAP_GRATE_FLOOR
 
−
HOTKEY_TRAP_BARS_VERTICAL
 
−
HOTKEY_TRAP_BARS_FLOOR
 
−
HOTKEY_TRAP_SUPPORT
 
−
HOTKEY_TRAP_CHAIN
 
−
HOTKEY_TRAP_CAGE
 
−
HOTKEY_TRAP_PULL_LEVER
 
−
BUILDJOB_ADD
 
−
BUILDJOB_CANCEL
 
−
BUILDJOB_PROMOTE
 
−
BUILDJOB_REPEAT
 
−
BUILDJOB_SUSPEND
 
−
BUILDJOB_WORKSHOP_PROFILE
 
−
BUILDJOB_WELL_FREE
 
−
BUILDJOB_WELL_SIZE
 
−
BUILDJOB_TARGET_FREE
 
−
BUILDJOB_TARGET_SIZE
 
−
BUILDJOB_TARGET_DOWN
 
−
BUILDJOB_TARGET_UP
 
−
BUILDJOB_TARGET_RIGHT
 
−
BUILDJOB_TARGET_LEFT
 
−
BUILDJOB_STATUE_ASSIGN
 
−
BUILDJOB_STATUE_FREE
 
−
BUILDJOB_STATUE_SIZE
 
−
BUILDJOB_CAGE_JUSTICE
 
−
BUILDJOB_CAGE_FREE
 
−
BUILDJOB_CAGE_SIZE
 
−
BUILDJOB_CAGE_ASSIGN_OCC
 
−
BUILDJOB_CAGE_WATER
 
−
BUILDJOB_CAGE_ASSIGN
 
−
BUILDJOB_CHAIN_ASSIGN_OCC
 
−
BUILDJOB_CHAIN_JUSTICE
 
−
BUILDJOB_CHAIN_ASSIGN
 
−
BUILDJOB_CHAIN_FREE
 
−
BUILDJOB_CHAIN_SIZE
 
−
BUILDJOB_SIEGE_FIRING
 
−
BUILDJOB_SIEGE_ORIENT
 
−
BUILDJOB_DOOR_INTERNAL
 
−
BUILDJOB_DOOR_LOCK
 
−
BUILDJOB_DOOR_AJAR
 
−
BUILDJOB_COFFIN_ASSIGN
 
−
BUILDJOB_COFFIN_FREE
 
−
BUILDJOB_COFFIN_SIZE
 
−
BUILDJOB_COFFIN_BURIAL
 
−
BUILDJOB_COFFIN_CIV
 
−
BUILDJOB_COFFIN_PET
 
−
BUILDJOB_CHAIR_ASSIGN
 
−
BUILDJOB_CHAIR_FREE
 
−
BUILDJOB_CHAIR_SIZE
 
−
BUILDJOB_TABLE_ASSIGN
 
−
BUILDJOB_TABLE_HALL
 
−
BUILDJOB_TABLE_FREE
 
−
BUILDJOB_TABLE_SIZE
 
−
BUILDJOB_BED_ASSIGN
 
−
BUILDJOB_BED_FREE
 
−
BUILDJOB_BED_BARRACKS
 
−
BUILDJOB_BED_DORMITORY
 
−
BUILDJOB_BED_RENT
 
−
BUILDJOB_BED_SIZE
 
−
BUILDJOB_BED_NAME
 
−
BUILDJOB_BED_SLEEP
 
−
BUILDJOB_BED_TRAIN
 
−
BUILDJOB_BED_INDIV_EQ
 
−
BUILDJOB_BED_SQUAD_EQ
 
−
BUILDJOB_BED_POSITION
 
−
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UNITVIEW_GEN
 
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Move view/cursor up
 
−
Move view/cursor down
 
−
Move view/cursor left
 
−
Move view/cursor right
 
−
Move view/cursor up and left
 
−
Move view/cursor up and right
 
−
Move view/cursor down and left
 
−
Move view/cursor down and right
 
−
Move view/cursor up, fast
 
−
Move view/cursor down, fast
 
−
Move view/cursor left, fast
 
−
Move view/cursor right, fast
 
−
Move view/cursor up and left, fast
 
−
Move view/cursor up and right, fast
 
−
Move view/cursor down and left, fast
 
−
Move view/cursor down and right, fast
 
−
Move view/cursor up (z)
 
−
Move view/cursor down (z)
 
−
Move view/cursor up (z), aux
 
−
Move view/cursor down (z), aux
 
−
Adventure: return to arena
 
−
Adventure: move north
 
−
Adventure: move south
 
−
Adventure: move east
 
−
Adventure: move west
 
−
Adventure: move northwest
 
−
Adventure: move northeast
 
−
Adventure: move southwest
 
−
Adventure: move southeast
 
−
Adventure: move same square
 
−
Adventure: careful move north up/down
 
−
Adventure: careful move south up/down
 
−
Adventure: careful move east up/down
 
−
Adventure: careful move west up/down
 
−
Adventure: careful move northwest up/down
 
−
Adventure: careful move northeast up/down
 
−
Adventure: careful move southwest up/down
 
−
Adventure: careful move southeast up/down
 
−
Adventure: careful move up/down
 
−
Adventure: move north/up
 
−
Adventure: move south/up
 
−
Adventure: move east/up
 
−
Adventure: move west/up
 
−
Adventure: move northwest/up
 
−
Adventure: move northeast/up
 
−
Adventure: move southwest/up
 
−
Adventure: move southeast/up
 
−
Adventure: move up
 
−
Adventure: move north/down
 
−
Adventure: move south/down
 
−
Adventure: move east/down
 
−
Adventure: move west/down
 
−
Adventure: move northwest/down
 
−
Adventure: move northeast/down
 
−
Adventure: move southwest/down
 
−
Adventure: move southeast/down
 
−
Adventure: move down
 
−
Adventure: move up, aux
 
−
Adventure: move down, aux
 
−
World Gen: Export Map
 
−
Legends: Export Map
 
−
Legends: Export XML
 
−
Legends: Export Detailed Map
 
−
Legends: Civ/Site
 
−
Legends: String filter
 
−
Adventure: Combat, Attack Mode
 
−
Adventure: Combat, Dodge Mode
 
−
Adventure: Combat, Charge Defend Mode
 
−
Adventure: Status
 
−
Adventure: Status, Close Combat
 
−
Adventure: Status, Customize
 
−
Adventure: Status, Kills
 
−
Adventure: Status, Health
 
−
Adventure: Status, Att/Skills
 
−
Adventure: Status, Desc
 
−
Unit View, Customize
 
−
Unit View, Health
 
−
Unit View, Relationships
 
−
Unit View, Relationships, Zoom
 
−
Unit View, Relationships, View
 
−
Unit View, Kills
 
−
Customize Unit, Nickname
 
−
Customize Unit, Profession
 
−
Adventure: Clear announcements
 
−
Adventure: Sleep
 
−
Adventure: Sleep, Sleep
 
−
Adventure: Sleep, Wait
 
−
Adventure: Sleep, Dawn
 
−
Adventure: Wait
 
−
Adventure: Attack
 
−
Adventure: Attack, Confirm
 
−
Adventure: Look
 
−
Adventure: Search
 
−
Adventure: Talk
 
−
Adventure: Inv. Interact
 
−
Adventure: Misc. Action
 
−
Adventure: Misc. Action, Create
 
−
Adventure: Misc. Action, Butcher
 
−
Adventure: Misc. Action, Ability
 
−
Adventure: Misc. Action, Power
 
−
Adventure: Inv. Look
 
−
Adventure: Inv. Remove
 
−
Adventure: Inv. Wear
 
−
Adventure: Inv. Eat/Drink
 
−
Adventure: Inv. Put In
 
−
Adventure: Inv. Drop
 
−
Adventure: Get/Ground
 
−
Adventure: Throw
 
−
Adventure: Fire
 
−
Adventure: Announcements
 
−
Adventure: Combat Options
 
−
Adventure: Movement Options
 
−
Adventure: Movement Options, Swim
 
−
Adventure: Sneak
 
−
Adventure: Center
 
−
Adventure: Companions
 
−
Adventure: Building Interact
 
−
Adventure: Travel
 
−
Adventure: Travel, Sleep
 
−
Adventure: Travel, Map
 
−
Adventure: Travel, Hide Instructions
 
−
Adventure: Get Date
 
−
Adventure: Get Weather
 
−
Adventure: Get Temperature
 
−
Adventure: Change Stance
 
−
Option 1
 
−
Option 2
 
−
Option 3
 
−
Option 4
 
−
Option 5
 
−
Option 6
 
−
Option 7
 
−
Option 8
 
−
Option 9
 
−
Option 10
 
−
Option 11
 
−
Option 12
 
−
Option 13
 
−
Option 14
 
−
Option 15
 
−
Option 16
 
−
Option 17
 
−
Option 18
 
−
Option 19
 
−
Option 20
 
−
Secondary Option 1
 
−
Secondary Option 2
 
−
Secondary Option 3
 
−
Secondary Option 4
 
−
Secondary Option 5
 
−
Secondary Option 6
 
−
Secondary Option 7
 
−
Secondary Option 8
 
−
Secondary Option 9
 
−
Secondary Option 10
 
−
Secondary Option 11
 
−
Secondary Option 12
 
−
Secondary Option 13
 
−
Secondary Option 14
 
−
Secondary Option 15
 
−
Secondary Option 16
 
−
Secondary Option 17
 
−
Secondary Option 18
 
−
Secondary Option 19
 
−
Secondary Option 20
 
−
Hotkey: Make Ash
 
−
Hotkey: Make Charcoal
 
−
Hotkey: Melt Object
 
−
Hotkey: Green Glass
 
−
Hotkey: Clear Glass
 
−
Hotkey: Crystal Glass
 
−
Hotkey: Collect Sand
 
−
Hotkey: Collect Clay
 
−
Hotkey: Raw Glass
 
−
Hotkey: Glass Armorstand
 
−
Hotkey: Glass Box
 
−
Hotkey: Glass Cabinet
 
−
Hotkey: Glass Coffin
 
−
Hotkey: Glass Floodgate
 
−
Hotkey: Glass Hatch Cover
 
−
Hotkey: Glass Grate
 
−
Hotkey: Glass Goblet
 
−
Hotkey: Glass Toy
 
−
Hotkey: Glass Instrument
 
−
Hotkey: Glass Portal
 
−
Hotkey: Glass Statue
 
−
Hotkey: Glass Table
 
−
Hotkey: Glass Cage
 
−
Hotkey: Glass Chair
 
−
Hotkey: Glass Blocks
 
−
Hotkey: Glass Vial
 
−
Hotkey: Glass Weaponrack
 
−
Hotkey: Glass Window
 
−
Hotkey: Ashery, Lye
 
−
Hotkey: Ashery, Potash (Lye)
 
−
Hotkey: Ashery, Potash (Ash)
 
−
Hotkey: Carpenter, Barrel
 
−
Hotkey: Carpenter, Blocks
 
−
Hotkey: Carpenter, Bucket
 
−
Hotkey: Carpenter, Animal Trap
 
−
Hotkey: Carpenter, Cage
 
−
Hotkey: Carpenter, Armorstand
 
−
Hotkey: Carpenter, Bed
 
−
Hotkey: Carpenter, Chair
 
−
Hotkey: Carpenter, Coffin
 
−
Hotkey: Carpenter, Door
 
−
Hotkey: Carpenter, Floodgate
 
−
Hotkey: Carpenter, Hatch Cover
 
−
Hotkey: Carpenter, Grate
 
−
Hotkey: Carpenter, Cabinet
 
−
Hotkey: Carpenter, Bin
 
−
Hotkey: Carpenter, Box
 
−
Hotkey: Carpenter, Weaponrack
 
−
Hotkey: Carpenter, Table
 
−
Hotkey: Siege Shop, Ballista
 
−
Hotkey: Siege Shop, Catapult
 
−
Hotkey: Leather, Bag
 
−
Hotkey: Leather, Flask
 
−
Hotkey: Leather, Shirt
 
−
Hotkey: Leather, Cloak
 
−
Hotkey: Leather, Backpack
 
−
Hotkey: Leather, Quiver
 
−
Hotkey: Leather, Image
 
−
Hotkey: Clothes, Cloth
 
−
Hotkey: Clothes, Silk
 
−
Hotkey: Clothes, Yarn
 
−
Hotkey: Clothes, Shirt
 
−
Hotkey: Clothes, Cloak
 
−
Hotkey: Clothes, Box
 
−
Hotkey: Clothes, Rope
 
−
Hotkey: Clothes, Image
 
−
Hotkey: Crafts, Mat Stone
 
−
Hotkey: Crafts, Mat Wood
 
−
Hotkey: Crafts, Dec Bone
 
−
Hotkey: Crafts, Dec Shell
 
−
Hotkey: Crafts, Dec Tooth
 
−
Hotkey: Crafts, Dec Horn
 
−
Hotkey: Crafts, Dec Pearl
 
−
Hotkey: Crafts, Totem
 
−
Hotkey: Crafts, Cloth
 
−
Hotkey: Crafts, Silk
 
−
Hotkey: Crafts, Yarn
 
−
Hotkey: Crafts, Wood Material
 
−
Hotkey: Crafts, Bone Material
 
−
Hotkey: Crafts, Shell Material
 
−
Hotkey: Crafts, Shell
 
−
Hotkey: Crafts, Tooth
 
−
Hotkey: Crafts, Horn
 
−
Hotkey: Crafts, Pearl
 
−
Hotkey: Crafts, Bone
 
−
Hotkey: Crafts, Leather
 
−
Hotkey: Crafts, Slab
 
−
Hotkey: Crafts, Mat Crafts
 
−
Hotkey: Crafts, Mat Goblet
 
−
Hotkey: Crafts, Mat Instrument
 
−
Hotkey: Crafts, Mat Toy
 
−
Hotkey: Forge, Weapon
 
−
Hotkey: Forge, Armor
 
−
Hotkey: Forge, Furniture
 
−
Hotkey: Forge, Siege
 
−
Hotkey: Forge, Trap
 
−
Hotkey: Forge, Other
 
−
Hotkey: Forge, Metal Clothing
 
−
Hotkey: Building, Armorstand
 
−
Hotkey: Building, Bed
 
−
Hotkey: Building, Traction Bench
 
−
Hotkey: Building, Slab
 
−
Hotkey: Building, Nest Box
 
−
Hotkey: Building, Hive
 
−
Hotkey: Building, Chair
 
−
Hotkey: Building, Coffin
 
−
Hotkey: Building, Door
 
−
Hotkey: Building, Floodgate
 
−
Hotkey: Building, Hatch
 
−
Hotkey: Building, Wall Grate
 
−
Hotkey: Building, Floor Grate
 
−
Hotkey: Building, Vertical Bars
 
−
Hotkey: Building, Floor Bars
 
−
Hotkey: Building, Cabinet
 
−
Hotkey: Building, Chest
 
−
Hotkey: Building, Kennel
 
−
Hotkey: Building, Farm Plot
 
−
Hotkey: Building, Weaponrack
 
−
Hotkey: Building, Statue
 
−
Hotkey: Building, Table
 
−
Hotkey: Building, Dirt Road
 
−
Hotkey: Building, Paved Road
 
−
Hotkey: Building, Bridge
 
−
Hotkey: Building, Well
 
−
Hotkey: Building, Siege
 
−
Hotkey: Building, Workshop
 
−
Hotkey: Building, Furnace
 
−
Hotkey: Building, Glass Window
 
−
Hotkey: Building, Gem Window
 
−
Hotkey: Building, Shop
 
−
Hotkey: Building, Animal Trap
 
−
Hotkey: Building, Chain
 
−
Hotkey: Building, Cage
 
−
Hotkey: Building, Trade Depot
 
−
Hotkey: Building, Trap
 
−
Hotkey: Building, Machine Component
 
−
Hotkey: Building, Support
 
−
Hotkey: Building, Archery Target
 
−
Hotkey: Building, Machine Component, Screw Pump
 
−
Hotkey: Building, Machine Component, Water Wheel
 
−
Hotkey: Building, Machine Component, Windmill
 
−
Hotkey: Building, Machine Component, Gear Assembly
 
−
Hotkey: Building, Machine Component, Horizontal Axle
 
−
Hotkey: Building, Machine Component, Vertical Axle
 
−
Hotkey: Building, Siege, Ballista
 
−
Hotkey: Building, Siege, Catapult
 
−
Hotkey: Building, Trap, Stone
 
−
Hotkey: Building, Trap, Weapon
 
−
Hotkey: Building, Trap, Lever
 
−
Hotkey: Building, Trap, Trigger
 
−
Hotkey: Building, Trap, Cage
 
−
Hotkey: Building, Trap, Upright Spear/Spike
 
−
Hotkey: Building, Wall/Floor/Stairs
 
−
Hotkey: Building, Construction, Fortification
 
−
Hotkey: Building, Construction, Wall
 
−
Hotkey: Building, Construction, Floor
 
−
Hotkey: Building, Construction, Ramp
 
−
Hotkey: Building, Construction, Upward Stair
 
−
Hotkey: Building, Construction, Downward Stair
 
−
Hotkey: Building, Construction, Up/Down Stair
 
−
Hotkey: Building, Wksp, Leather
 
−
Hotkey: Building, Wksp, Quern
 
−
Hotkey: Building, Wksp, Millstone
 
−
Hotkey: Building, Wksp, Loom
 
−
Hotkey: Building, Wksp, Clothes
 
−
Hotkey: Building, Wksp, Bowyer
 
−
Hotkey: Building, Wksp, Carpenter
 
−
Hotkey: Building, Wksp, Metalsmith
 
−
Hotkey: Building, Wksp, Lavamill
 
−
Hotkey: Building, Wksp, Jeweler
 
−
Hotkey: Building, Wksp, Mason
 
−
Hotkey: Building, Wksp, Butcher
 
−
Hotkey: Building, Wksp, Tanner
 
−
Hotkey: Building, Wksp, Dyer
 
−
Hotkey: Building, Wksp, Craftsman
 
−
Hotkey: Building, Wksp, Siege
 
−
Hotkey: Building, Wksp, Mechanic
 
−
Hotkey: Building, Wksp, Still
 
−
Hotkey: Building, Wksp, Farmer
 
−
Hotkey: Building, Wksp, Kitchen
 
−
Hotkey: Building, Wksp, Fishery
 
−
Hotkey: Building, Wksp, Ashery
 
−
Hotkey: Building, Furn, Wood
 
−
Hotkey: Building, Furn, Smelter
 
−
Hotkey: Building, Furn, Glass
 
−
Hotkey: Building, Furn, Kiln
 
−
Hotkey: Building, Hive, Install Colony
 
−
Hotkey: Building, Hive, Gather Products
 
−
Main: One-Step
 
−
Main: Pause/Resume
 
−
Depot Access
 
−
Main: Hot Keys
 
−
Main: Hot Key 1
 
−
Main: Hot Key 2
 
−
Main: Hot Key 3
 
−
Main: Hot Key 4
 
−
Main: Hot Key 5
 
−
Main: Hot Key 6
 
−
Main: Hot Key 7
 
−
Main: Hot Key 8
 
−
Main: Hot Key 9
 
−
Main: Hot Key 10
 
−
Main: Hot Key 11
 
−
Main: Hot Key 12
 
−
Main: Hot Key 13
 
−
Main: Hot Key 14
 
−
Main: Hot Key 15
 
−
Main: Hot Key 16
 
−
Hot Keys: Change Name
 
−
Hot Keys: Zoom
 
−
Main: Announcements
 
−
Main: Reports
 
−
Main: Place Building
 
−
Main: Civilizations
 
−
Main: Designations
 
−
Main: Artifacts
 
−
Main: Nobles
 
−
Main: Standing Orders
 
−
Main: Military
 
−
Main: Military, Create Squad
 
−
Main: Military, Disband Squad
 
−
Main: Military, Create Sub-Squad
 
−
Main: Military, Cancel Orders
 
−
Main: Military, Positions
 
−
Main: Military, Alerts
 
−
Main: Military, Alerts, Add
 
−
Main: Military, Alerts, Delete
 
−
Main: Military, Alerts, Set
 
−
Main: Military, Alerts, Name
 
−
Main: Military, Alerts, Set/Retain
 
−
Main: Military, Equip
 
−
Main: Military, Equip, Customize
 
−
Main: Military, Equip, Uniform
 
−
Main: Military, Equip, Priority
 
−
Main: Military, Uniforms
 
−
Main: Military, Supplies
 
−
Main: Military, Supplies, Water Down
 
−
Main: Military, Supplies, Water Up
 
−
Main: Military, Supplies, Food Down
 
−
Main: Military, Supplies, Food Up
 
−
Main: Military, Ammunition
 
−
Main: Military, Ammunition, Add Item
 
−
Main: Military, Ammunition, Remove Item
 
−
Main: Military, Ammunition, Lower Amount
 
−
Main: Military, Ammunition, Raise Amount
 
−
Main: Military, Ammunition, Lower Amount Lots
 
−
Main: Military, Ammunition, Raise Amount Lots
 
−
Main: Military, Ammunition, Material
 
−
Main: Military, Ammunition, Combat
 
−
Main: Military, Ammunition, Training
 
−
Main: Military, Training
 
−
Main: Military, Schedule
 
−
Main: Military, Add Uniform
 
−
Main: Military, Delete Uniform
 
−
Main: Military, Name Uniform
 
−
Main: Military, Add Armor
 
−
Main: Military, Add Pants
 
−
Main: Military, Add Helm
 
−
Main: Military, Add Gloves
 
−
Main: Military, Add Boots
 
−
Main: Military, Add Shield
 
−
Main: Military, Add Weapon
 
−
Main: Military, Add Material
 
−
Main: Military, Add Color
 
−
Main: Military, Replace Clothing
 
−
Main: Military, Exact Match
 
−
Main: Rooms
 
−
Building List: Zoom T
 
−
Building List: Zoom Q
 
−
Main: Control Squads
 
−
Main: Control Squads, Move
 
−
Main: Control Squads, Kill
 
−
Main: Control Squads, Kill List
 
−
Main: Control Squads, Kill Rect
 
−
Main: Control Squads, Schedule
 
−
Main: Control Squads, Cancel Order
 
−
Main: Control Squads, Alert
 
−
Main: Control Squads, Select Individuals
 
−
Main: Control Squads, Center
 
−
Squad Schedule: Sleep
 
−
Squad Schedule: Civilian Uniform
 
−
Squad Schedule: Give Order
 
−
Squad Schedule: Edit Order
 
−
Squad Schedule: Cancel Order
 
−
Squad Schedule: Copy Orders
 
−
Squad Schedule: Paste Orders
 
−
Squad Schedule: Name Grid Cell
 
−
Main: Stockpiles
 
−
Main: Activity Zone
 
−
Main: View Units
 
−
Main: Job List
 
−
Main: Unit List
 
−
Main: Look
 
−
Main: Burrows
 
−
Main: Burrows, Add
 
−
Main: Burrows, Delete
 
−
Main: Burrows, Define
 
−
Main: Burrows, Add Citizen
 
−
Main: Burrows, Center
 
−
Main: Burrows, Name
 
−
Main: Burrows, Change Selector
 
−
Main: Burrows, Brush
 
−
Main: Burrows, Paint/Erase
 
−
Main: Note
 
−
Main: Note, Place
 
−
Main: Note, Delete
 
−
Main: Note, Enter Name
 
−
Main: Note, Enter Text
 
−
Main: Note, Adopt Symbol
 
−
Main: Note, Change Selection
 
−
Main: Note, Route, Done
 
−
Main: Note, Routes
 
−
Main: Note, Route, Add
 
−
Main: Note, Route, Edit
 
−
Main: Note, Route, Delete
 
−
Main: Note, Route, Center
 
−
Main: Note, Route, Name
 
−
Main: Building Jobs
 
−
Main: Overall Status
 
−
Main: Status, Overall Health, Recenter
 
−
Main: Building Items
 
−
Building Items: Forbid
 
−
Building Items: Dump
 
−
Building Items: Melt
 
−
Building Items: Hide
 
−
Dwf Look: Forbid
 
−
Dwf Look: Dump
 
−
Dwf Look: Melt
 
−
Dwf Look: Hide
 
−
Dwf Look: Arena Creature
 
−
Dwf Look: Arena Adv Mode
 
−
Dwf Look: Arena Water
 
−
Dwf Look: Arena Magma
 
−
Arena Creature: Side Down
 
−
Arena Creature: Side Up
 
−
Arena Creature: New Item
 
−
Arena Creature: Blank List
 
−
Arena Creature: Remove Item
 
−
Arena Creature: Undead
 
−
Adventure: Creation, Name Entry
 
−
Adventure: Creation, Customize Name
 
−
Adventure: Creation, Random Name
 
−
Adventure: Creation, Change Gender
 
−
Adventure: Travel, Visit Site
 
−
Adventure: Travel, Clouds
 
−
Adventure: Log
 
−
Adventure: Travel, Log
 
−
Adventure: Log, Tasks
 
−
Adventure: Log, Entities
 
−
Adventure: Log, Sites
 
−
Adventure: Log, Regions
 
−
Adventure: Log, Feature Layers
 
−
Adventure: Log, Zoom to Current Location
 
−
Adventure: Log, Zoom to Selected
 
−
Adventure: Log, Toggle Line
 
−
Adventure: Log, Toggle Map/Info
 
−
Orders: Forbid
 
−
Orders: Forbid Projectiles
 
−
Orders: Forbid Your Corpse
 
−
Orders: Forbid Your Items
 
−
Orders: Forbid Other Corpse
 
−
Orders: Forbid Other Items
 
−
Orders: Gather Refuse
 
−
Orders: Gather Outside
 
−
Orders: Gather Outside Vermin
 
−
Orders: Dump Corpse
 
−
Orders: Dump Skull
 
−
Orders: Dump Skin
 
−
Orders: Dump Bone
 
−
Orders: Dump Shell
 
−
Orders: Dump Other
 
−
Orders: Dump Strand Tissue
 
−
Orders: Gather Furniture
 
−
Orders: Gather Animals
 
−
Orders: Gather Food
 
−
Orders: Gather Bodies
 
−
Orders: Refuse
 
−
Orders: Gather Stone
 
−
Orders: Gather Wood
 
−
Orders: All Harvest
 
−
Orders: Piles Same
 
−
Orders: Mix Foods
 
−
Orders: Exceptions
 
−
Orders: Loom
 
−
Orders: Dyed Cloth
 
−
Orders: Workshop
 
−
Orders: Auto-Collect Web
 
−
Orders: Auto-Slaughter
 
−
Orders: Auto-Butcher
 
−
Orders: Auto-Tan
 
−
Orders: Auto-Fishery
 
−
Orders: Auto-Kitchen
 
−
Orders: Auto-Kiln
 
−
Orders: Auto-Smelter
 
−
Orders: Auto-Other
 
−
Orders: Zone
 
−
Orders: Zone, Drinking
 
−
Orders: Zone, Fishing
 
−
Suspend Building
 
−
Menu Confirm
 
−
Save Bindings
 
−
Load Bindings
 
−
Complete Binding
 
−
Zoom In
 
−
Zoom Out
 
−
Toggle Zoom
 
−
Reset Zoom
 
−
Macro, Break
 
−
Macro, Record
 
−
Macro, Play
 
−
Macro, Save
 
−
Macro, Load
 
−
Hotkey: Alchemist, Soap
 
−
Hotkey: Still, Brew
 
−
Hotkey: Still, Extract
 
−
Hotkey: Loom, Collect Silk
 
−
Hotkey: Loom, Weave Cloth
 
−
Hotkey: Loom, Weave Silk
 
−
Hotkey: Loom, Weave Yarn
 
−
Hotkey: Loom, Metal
 
−
Hotkey: Kitchen, Meal 1
 
−
Hotkey: Kitchen, Meal 2
 
−
Hotkey: Kitchen, Meal 3
 
−
Hotkey: Kitchen, Render Fat
 
−
Hotkey: Farmer, Process
 
−
Hotkey: Farmer, Vial
 
−
Hotkey: Farmer, Bag
 
−
Hotkey: Farmer, Barrel
 
−
Hotkey: Farmer, Cheese
 
−
Hotkey: Farmer, Milk
 
−
Hotkey: Farmer, Shear
 
−
Hotkey: Farmer, Spin
 
−
Hotkey: Mill, Mill
 
−
Hotkey: Kennel, Hunt
 
−
Hotkey: Kennel, Catch
 
−
Hotkey: Kennel, Tame Small
 
−
Hotkey: Kennel, Tame Large
 
−
Hotkey: Kennel, War
 
−
Hotkey: Fishery, Process
 
−
Hotkey: Fishery, Extract
 
−
Hotkey: Fishery, Catch
 
−
Hotkey: Butcher, Butcher
 
−
Hotkey: Butcher, Extract
 
−
Hotkey: Butcher, Catch
 
−
Hotkey: Tanner, Tan
 
−
Hotkey: Dyer, Thread
 
−
Hotkey: Dyer, Cloth
 
−
Hotkey: Jeweler, Furniture
 
−
Hotkey: Jeweler, Finished
 
−
Hotkey: Jeweler, Ammo
 
−
Hotkey: Jeweler, Cut
 
−
Hotkey: Jeweler, Encrust
 
−
Hotkey: Mechanic, Mechanisms
 
−
Hotkey: Mechanic, Traction Bench
 
−
Hotkey: Mason, Armorstand
 
−
Hotkey: Mason, Blocks
 
−
Hotkey: Mason, Chair
 
−
Hotkey: Mason, Coffin
 
−
Hotkey: Mason, Door
 
−
Hotkey: Mason, Floodgate
 
−
Hotkey: Mason, Hatch Cover
 
−
Hotkey: Mason, Grate
 
−
Hotkey: Mason, Cabinet
 
−
Hotkey: Mason, Box
 
−
Hotkey: Mason, Statue
 
−
Hotkey: Mason, Quern
 
−
Hotkey: Mason, Millstone
 
−
Hotkey: Mason, Table
 
−
Hotkey: Mason, Weaponrack
 
−
Hotkey: Mason, Slab
 
−
Hotkey: Trap, Bridge
 
−
Hotkey: Trap, Gear Assembly
 
−
Hotkey: Trap, Door
 
−
Hotkey: Trap, Floodgate
 
−
Hotkey: Trap, Spike
 
−
Hotkey: Trap, Hatch
 
−
Hotkey: Trap, Wall Grate
 
−
Hotkey: Trap, Floor Grate
 
−
Hotkey: Trap, Vertical Bars
 
−
Hotkey: Trap, Floor Bars
 
−
Hotkey: Trap, Support
 
−
Hotkey: Trap, Chain
 
−
Hotkey: Trap, Cage
 
−
Hotkey: Trap, Lever
 
−
Buildjob: Add
 
−
Buildjob: Cancel
 
−
Buildjob: Promote
 
−
Buildjob: Repeat
 
−
Buildjob: Suspend
 
−
Buildjob: Workshop Profile
 
−
Buildjob: Well, Free
 
−
Buildjob: Well, Size
 
−
Buildjob: Target, Free
 
−
Buildjob: Target, Size
 
−
Buildjob: Target, Down
 
−
Buildjob: Target, Up
 
−
Buildjob: Target, Right
 
−
Buildjob: Target, Left
 
−
Buildjob: Statue, Assign
 
−
Buildjob: Statue, Free
 
−
Buildjob: Statue, Size
 
−
Buildjob: Cage, Justice
 
−
Buildjob: Cage, Free
 
−
Buildjob: Cage, Size
 
−
Buildjob: Cage, Assign Occ
 
−
Buildjob: Cage, Water
 
−
Buildjob: Cage, Assign Owner
 
−
Buildjob: Chain, Assign Occ
 
−
Buildjob: Chain, Justice
 
−
Buildjob: Chain, Assign Owner
 
−
Buildjob: Chain, Free
 
−
Buildjob: Chain, Size
 
−
Buildjob: Siege, Fire
 
−
Buildjob: Siege, Orient
 
−
Buildjob: Door, Internal
 
−
Buildjob: Door, Forbid
 
−
Buildjob: Door, Pet-passable
 
−
Buildjob: Coffin, Assign
 
−
Buildjob: Coffin, Free
 
−
Buildjob: Coffin, Size
 
−
Buildjob: Coffin, Gen. Burial
 
−
Buildjob: Coffing, Allow Citizens
 
−
Buildjob: Coffing, Allow Pets
 
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Buildjob: Table, Hall
 
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−
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−
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−
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−
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−
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−
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−
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−
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−
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−
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−
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−
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−
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−
Buildjob: Rackstand, No Mats
 
−
Stockpile Settings: Enable
 
−
Stockpile Settings: Disable
 
−
Stockpile Settings: Permit All
 
−
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−
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−
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−
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−
Stockpile Settings: Specific 2
 
−
Movie: Record
 
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−
Movie: Load
 
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−
Assign Trade: Sort
 
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Noble List: Replace
 
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Noble List: Settings
 
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Noble List: Capital
 
−
Noble List: View Candidate
 
−
Adventure: Barter, View
 
−
Adventure: Barter, Currency 1
 
−
Adventure: Barter, Currency 2
 
−
Adventure: Barter, Trade
 
−
Trade, View
 
−
Trade, Trade
 
−
Trade, Offer
 
−
Trade, Seize
 
−
Stores, View
 
−
Stores, Forbid
 
−
Stores, Melt
 
−
Stores, Dump
 
−
Stores, Zoom
 
−
Stores, Hide
 
−
Military, Activate
 
−
Military, View
 
−
Military, Weapon
 
−
Military, Zoom
 
−
Announcements, Zoom
 
−
Unitjob, Remove Unit
 
−
Unitjob, Zoom Unit
 
−
Unitjob, Zoom Building
 
−
Unitjob, View
 
−
Unitjob, Manager
 
−
Manager, New Order
 
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Manager, Remove
 
−
Manager, Promote
 
−
Manager, Max
 
−
Manager, Wages
 
−
Animals, Slaughter
 
−
Kitchen, Cook
 
−
Kitchen, Brew
 
−
Setup, New
 
−
Setup, View
 
−
Setup, Customize Unit
 
−
Setup, Save Profile
 
−
Setup, Save Profile, Abort
 
−
Setup, Save Profile, Go
 
−
Setup, View Profile Problems
 
−
Main: Activity Zone, Remove
 
−
Main: Activity Zone, Remove Zone
 
−
Main: Activity Zone, Shape
 
−
Main: Activity Zone, Next
 
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Main: Activity Zone, Water Source
 
−
Main: Activity Zone, Garbage Dump
 
−
Main: Activity Zone, Pond
 
−
Main: Activity Zone, Hospital
 
−
Main: Activity Zone, Sand Collect
 
−
Main: Activity Zone, Clay Collect
 
−
Main: Activity Zone, Active
 
−
Main: Activity Zone, Fish
 
−
Main: Activity Zone, Meeting
 
−
Main: Activity Zone, Pond Options
 
−
Main: Activity Zone: Pond, Water
 
−
Main: Activity Zone, Hospital Options
 
−
Main: Activity Zone, Pen
 
−
Main: Activity Zone, Pen Options
 
−
Stockpile, Animal
 
−
Stockpile, Food
 
−
Stockpile, Weapon
 
−
Stockpile, Armor
 
−
Stockpile, Custom
 
−
Stockpile, Custom Settings
 
−
Stockpile, Furniture
 
−
Stockpile, Corpse
 
−
Stockpile, Refuse
 
−
Stockpile, Wood
 
−
Stockpile, Stone
 
−
Stockpile, Gem
 
−
Stockpile, Bar/Block
 
−
Stockpile, Cloth
 
−
Stockpile, Leather
 
−
Stockpile, Ammo
 
−
Stockpile, Coins
 
−
Stockpile, Finished
 
−
Stockpile, None
 
−
Designate, Building/Item
 
−
Designate, Reclaim
 
−
Designate, Forbid
 
−
Designate, Melt
 
−
Designate, No Melt
 
−
Designate, Dump
 
−
Designate, No Dump
 
−
Designate, Hide
 
−
Designate, No Hide
 
−
Designate, Traffic
 
−
Designate, High Traffic
 
−
Designate, Normal Traffic
 
−
Designate, Low Traffic
 
−
Designate, Restricted Traffic
 
−
Designate, Increase Weight
 
−
Designate, Decrease Weight
 
−
Designate, Increase Weight More
 
−
Designate, Decrease Weight More
 
−
Designate, Dig
 
−
Designate, Dig Remove Stairs Ramps
 
−
Designate, U Stair
 
−
Designate, D Stair
 
−
Designate, UD Stair
 
−
Designate, Ramp
 
−
Designate, Channel
 
−
Designate, Chop
 
−
Designate, Plants
 
−
Designate, Smooth
 
−
Designate, Engrave
 
−
Designate, Fortify
 
−
Designate, Toggle Engraving
 
−
Designate, Undo
 
−
Designate, Remove Construction
 
−
Building, Change Height +
 
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Building, Change Height -
 
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Building, Change Width +
 
−
Building, Change Width -
 
−
Building, Orient Up
 
−
Building, Orient Left
 
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Building, Orient Right
 
−
Building, Orient Down
 
−
Building, Orient None
 
−
Building, View Item
 
−
Building, Done Selecting
 
−
Building, Expand/Contract
 
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Building, Trigger, Enable Water
 
−
Building, Trigger, Min Water Up
 
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Building, Trigger, Min Water Down
 
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Building, Trigger, Max Water Up
 
−
Building, Trigger, Max Water Down
 
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Building, Trigger, Enabler Magma
 
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Building, Trigger, Min Magma Down
 
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Building, Trigger, Max Magma Up
 
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Building, Trigger, Max Magma Down
 
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Building, Trigger, Enable Creature
 
−
Building, Trigger, Enable Locals
 
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Building, Trigger, Resets
 
−
Building, Trigger, Min Size Up
 
−
Building, Trigger, Min Size Down
 
−
Building, Trigger, Max Size Up
 
−
Building, Trigger, Max Size Down
 
−
Unitview, General
 
−
Unitview, Inventory
 
−
Unitview, Prefs
 
−
Unitview, Wounds
 
−
Unitview, Next Unit
 
−
Unitview, Slaughter
 
−
Unitview, General, Combat
 
−
Unitview, General, Labor
 
−
Unitview, General, Misc
 
−
Unitview, Prefs, Labor
 
−
Unitview, Prefs, Pets
 
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Unitview, Prefs, Pets, Hunting
 
−
Unitview, Prefs, Pets, War
 
−
Unitview, Prefs, Profile
 
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Exclaim
 
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Building
 
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Dwarf mode
 
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Adventurer
 
−
World
 
−
General
 
−
Macros
 
−
Save and exit
 
−
Exit, discard changes when DF quits
 
−
Mouse button:
 
−
Add binding
 
−
Don't repeat
 
−
Delayed repeat
 
−
Immediate repeat
 
−
Mouse:
 
−
Select a macro, then press
 
−
Keybinding - currently registering new key
 
−
Keybinding
 
−
Select a binding, then press
 
−
Select binding, or press space to abort
 
−
Key binding & macro center
 
−
SYMBOL
 
−
NOUN
 
−
PREFIX
 
−
VERB
 
−
ADJ_DIST
 
−
THE_NOUN_SING
 
−
THE_NOUN_PLUR
 
−
THE_COMPOUND_NOUN_SING
 
−
THE_COMPOUND_NOUN_PLUR
 
−
THE_COMPOUND_ADJ
 
−
FRONT_COMPOUND_NOUN_SING
 
−
FRONT_COMPOUND_NOUN_PLUR
 
−
REAR_COMPOUND_NOUN_SING
 
−
REAR_COMPOUND_NOUN_PLUR
 
−
FRONT_COMPOUND_ADJ
 
−
REAR_COMPOUND_ADJ
 
−
FRONT_COMPOUND_PREFIX
 
−
THE_COMPOUND_PREFIX
 
−
STANDARD_VERB
 
−
Unrecognized Word Token:
 
−
Unrecognized Symbol Token:
 
−
Unrecognized Translation Token:
 
−
NAME_SWAMP
 
−
HOLY
 
−
NAME_DESERT
 
−
NAME_GLACIER
 
−
NAME_TUNDRA
 
−
NAME_GRASSLAND
 
−
NAME_HILLS
 
−
NAME_REGION
 
−
NAME_PEAK
 
−
NAME_ISLAND_SMALL
 
−
NAME_ISLAND
 
−
NAME_CONTINENT
 
−
NAME_WAR
 
−
NAME_BATTLE
 
−
NAME_SIEGE
 
−
NAME_COMMON_RELIGION
 
−
NAME_BUILDING_TEMPLE
 
−
NAME_ROAD
 
−
NAME_BRIDGE
 
−
NAME_TUNNEL
 
−
NAME_WALL
 
−
NAME_BUILDING_KEEP
 
−
NAME_BUILDING_TOMB
 
−
Unrecognized word token:
 
−
Impoverished Word Selector
 
−
Machine node out of bounds on split
 
−
Failed to find machine node frontier on split
 
−
Unreachable machine node on split
 
−
MOON_PHASE
 
−
Unrecognized Material Template Token:
 
−
Unrecognized Color Token in Material Template:
 
−
IMPLIES_ANIMAL_KILL
 
−
ALCOHOL_PLANT
 
−
ALCOHOL_CREATURE
 
−
CHEESE_PLANT
 
−
CHEESE_CREATURE
 
−
POWDER_MISC_PLANT
 
−
POWDER_MISC_CREATURE
 
−
STOCKPILE_GLOB
 
−
STOCKPILE_GLOB_SOLID
 
−
STOCKPILE_GLOB_PASTE
 
−
STOCKPILE_GLOB_PRESSED
 
−
LIQUID_MISC_PLANT
 
−
LIQUID_MISC_CREATURE
 
−
LIQUID_MISC_OTHER
 
−
STRUCTURAL_PLANT_MAT
 
−
SEED_MAT
 
−
LEAF_MAT
 
−
BONE
 
−
THREAD_PLANT
 
−
TOOTH
 
−
HORN
 
−
SHELL
 
−
SILK
 
−
GENERATES_MIASMA
 
−
ROTS
 
−
BLOOD_MAP_DESCRIPTOR
 
−
ICHOR_MAP_DESCRIPTOR
 
−
GOO_MAP_DESCRIPTOR
 
−
SLIME_MAP_DESCRIPTOR
 
−
PUS_MAP_DESCRIPTOR
 
−
ENTERS_BLOOD
 
−
ALCOHOL
 
−
EDIBLE_VERMIN
 
−
EDIBLE_RAW
 
−
EDIBLE_COOKED
 
−
ITEMS_METAL
 
−
ITEMS_BARRED
 
−
ITEMS_SCALED
 
−
ITEMS_LEATHER
 
−
ITEMS_SOFT
 
−
ITEMS_HARD
 
−
UNDIGGABLE
 
−
DISPLAY_UNGLAZED
 
−
YARN
 
−
STOCKPILE_THREAD_METAL
 
−
CRYSTAL_GLASSABLE
 
−
ITEMS_WEAPON
 
−
ITEMS_WEAPON_RANGED
 
−
ITEMS_ANVIL
 
−
ITEMS_AMMO
 
−
ITEMS_DIGGER
 
−
ITEMS_ARMOR
 
−
ITEMS_DELICATE
 
−
ITEMS_SIEGE_ENGINE
 
−
ITEMS_QUERN
 
−
STONE_NAME
 
−
OVERWRITE_SOLID
 
−
TEMP_DIET_INFO
 
−
SLIME
 
−
ICHOR
 
−
FILTH
 
−
POWDER_DYE
 
−
ITEM_SYMBOL
 
−
DISPLAY_COLOR
 
−
BUILD_COLOR
 
−
TILE_COLOR
 
−
BASIC_COLOR
 
−
STATE_COLOR
 
−
STATE_NAME
 
−
STATE_NAME_ADJ
 
−
STATE_ADJ
 
−
ABSORPTION
 
−
IMPACT_YIELD
 
−
IMPACT_FRACTURE
 
−
IMPACT_ELASTICITY
 
−
IMPACT_STRAIN_AT_YIELD
 
−
COMPRESSIVE_YIELD
 
−
COMPRESSIVE_FRACTURE
 
−
COMPRESSIVE_ELASTICITY
 
−
COMPRESSIVE_STRAIN_AT_YIELD
 
−
TENSILE_YIELD
 
−
TENSILE_FRACTURE
 
−
TENSILE_ELASTICITY
 
−
TENSILE_STRAIN_AT_YIELD
 
−
TORSION_YIELD
 
−
TORSION_FRACTURE
 
−
TORSION_ELASTICITY
 
−
TORSION_STRAIN_AT_YIELD
 
−
SHEAR_YIELD
 
−
SHEAR_FRACTURE
 
−
SHEAR_ELASTICITY
 
−
SHEAR_STRAIN_AT_YIELD
 
−
BENDING_YIELD
 
−
BENDING_FRACTURE
 
−
BENDING_ELASTICITY
 
−
BENDING_STRAIN_AT_YIELD
 
−
MAX_EDGE
 
−
MATERIAL_VALUE
 
−
SPEC_HEAT
 
−
HEATDAM_POINT
 
−
COLDDAM_POINT
 
−
IGNITE_POINT
 
−
MELTING_POINT
 
−
BOILING_POINT
 
−
MAT_FIXED_TEMP
 
−
SOLID_DENSITY
 
−
LIQUID_DENSITY
 
−
MOLAR_MASS
 
−
EXTRACT_STORAGE
 
−
BUTCHER_SPECIAL
 
−
MEAT_NAME
 
−
BLOCK_NAME
 
−
MATERIAL_REACTION_PRODUCT
 
−
HARDENS_WITH_WATER
 
−
SOAP_LEVEL
 
−
MULTIPLY_VALUE
 
−
magma
 
−
boiling magma
 
−
GRAY
 
−
amber
 
−
ground amber
 
−
amber paste
 
−
pressed amber
 
−
coral
 
−
ground coral
 
−
coral paste
 
−
pressed coral
 
−
WHITE
 
−
green glass
 
−
ground green glass
 
−
green glass paste
 
−
pressed green glass
 
−
molten green glass
 
−
boiling green glass
 
−
DARK_GREEN
 
−
clear glass
 
−
ground clear glass
 
−
clear glass paste
 
−
pressed clear glass
 
−
molten clear glass
 
−
boiling clear glass
 
−
CLEAR
 
−
crystal glass
 
−
ground crystal glass
 
−
crystal glass paste
 
−
pressed crystal glass
 
−
molten crystal glass
 
−
boiling crystal glass
 
−
snow
 
−
slush
 
−
coal
 
−
coal powder
 
−
coal slush
 
−
pressed coal
 
−
BLACK
 
−
potash
 
−
potash slush
 
−
pressed potash
 
−
ash paste
 
−
pressed ash
 
−
ASH_GLAZE
 
−
GLAZE_MAT
 
−
pearlash
 
−
pearlash paste
 
−
pressed pearlash
 
−
frozen lye
 
−
frozen lye powder
 
−
lye slush
 
−
boiling lye
 
−
dirt
 
−
pressed dirt
 
−
BROWN
 
−
vomit
 
−
pressed vomit
 
−
molten salt
 
−
boiling salt
 
−
filth
 
−
pressed filth
 
−
frozen filth
 
−
frozen filth powder
 
−
filth slush
 
−
boiling filth
 
−
YELLOW
 
−
unknown frozen substance
 
−
unknown frozen powder
 
−
unknown slush
 
−
unknown substance
 
−
unknown boiling substance
 
−
grime
 
−
grime paste
 
−
pressed grime
 
−
CREATURE_1
 
−
unknown frozen creature substance
 
−
unknown frozen creature powder
 
−
unknown creature paste
 
−
unknown pressed frozen creature substance
 
−
unknown creature substance
 
−
unknown boiling creature substance
 
−
PLANT_1
 
−
unknown frozen plant substance
 
−
unknown frozen plant powder
 
−
unknown frozen plant paste
 
−
unknown pressed frozen plant substance
 
−
unknown plant substance
 
−
unknown boiling plant substance
 
−
SYNDROME
 
−
SYN_NAME
 
−
SYN_AFFECTED_CLASS
 
−
SYN_IMMUNE_CLASS
 
−
SYN_AFFECTED_CREATURE
 
−
SYN_CLASS
 
−
SYN_IMMUNE_CREATURE
 
−
Unrecognized CE_PAIN token:
 
−
Unrecognized CE_SWELLING token:
 
−
Unrecognized CE_OOZING token:
 
−
Unrecognized CE_BRUISING token:
 
−
Unrecognized CE_BLISTERS token:
 
−
Unrecognized CE_NUMBNESS token:
 
−
Unrecognized CE_PARALYSIS token:
 
−
Unrecognized CE_FEVER token:
 
−
Unrecognized CE_BLEEDING token:
 
−
Unrecognized CE_COUGH_BLOOD token:
 
−
Unrecognized CE_VOMIT_BLOOD token:
 
−
Unrecognized CE_NAUSEA token:
 
−
Unrecognized CE_UNCONSCIOUSNESS token:
 
−
Unrecognized CE_NECROSIS token:
 
−
Unrecognized CE_IMPAIR_FUNCTION token:
 
−
Unrecognized CE_DROWSINESS token:
 
−
Unrecognized CE_DIZZINESS token:
 
−
Unsupported CE add tag:
 
−
Unsupported CE remove tag:
 
−
CAN_BE_HIDDEN
 
−
Unrecognized CE_DISPLAY_TILE token:
 
−
Unrecognized CE_DISPLAY_NAME token:
 
−
Unrecognized CE_FLASH_TILE token:
 
−
Unrecognized CE_PHYS_ATT_CHANGE token:
 
−
Unrecognized CE_MENT_ATT_CHANGE token:
 
−
APPEARANCE_MODIFIER
 
−
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:
 
−
RESERVED_WHOLE_PART
 
−
Unrecognized CE_BP_APPEARANCE_MODIFIER token:
 
−
MAT_MULT
 
−
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
 
−
SPEED_PERC
 
−
SPEED_ADD
 
−
Unrecognized CE_SPEED_CHANGE token:
 
−
MAT_TOKEN
 
−
Unrecognized CE_BODY_MAT_INTERACTION token:
 
−
Unrecognized CE_CAN_DO_INTERACTION token:
 
−
Unrecognized CE_BODY_TRANSFORMATION token:
 
−
PERC
 
−
PERC_ON
 
−
Unrecognized CE_SKILL_ROLL_ADJUST token:
 
−
CDI token precedes any CAN_DO_INTERACTION tag
 
−
SYNDROME_TAG
 
−
PERIODIC
 
−
COUNTER_TRIGGER
 
−
Unrecognized CE Token:
 
−
ALCOHOLIC
 
−
COMBATHARDNESS
 
−
TIME_SINCE_BREAK
 
−
PARTIED_OUT
 
−
MILK_COUNTER
 
−
EGG_SPENT
 
−
GROUNDED_ANIMAL_ANGER
 
−
TIME_SINCE_SUCKED_BLOOD
 
−
DRINKING_BLOOD
 
−
Unrecognized Counter:
 
−
PROB
 
−
LOCALIZED
 
−
RESISTABLE
 
−
SIZE_DELAYS
 
−
SIZE_DILUTES
 
−
VASCULAR_ONLY
 
−
MUSCULAR_ONLY
 
−
START
 
−
PEAK
 
−
Unrecognized Caste Token in Body Transformation Effect:
 
−
Interaction Token not recognized :
 
−
TARGET
 
−
LINE_OF_SIGHT
 
−
TOUCHABLE
 
−
DISTURBER_ONLY
 
−
SELF_ALLOWED
 
−
SELF_ONLY
 
−
Unrecognized CDI Target Token:
 
−
TARGET_RANGE
 
−
LOCATION_HINT
 
−
USAGE_HINT
 
−
ADV_NAME
 
−
MAX_TARGET_NUMBER
 
−
WAIT_PERIOD
 
−
VERBAL_SPEECH
 
−
CAN_BE_MUTUAL
 
−
VERBAL
 
−
FREE_ACTION
 
−
VERB_REVERSE
 
−
TARGET_VERB
 
−
WAFERS
 
−
SPECIAL
 
−
DEEP_SPECIAL
 
−
THREAD_METAL
 
−
DEEP_SURFACE
 
−
AQUIFER
 
−
METAMORPHIC
 
−
SEDIMENTARY
 
−
SOIL
 
−
SOIL_OCEAN
 
−
SOIL_SAND
 
−
SEDIMENTARY_OCEAN_SHALLOW
 
−
SEDIMENTARY_OCEAN_DEEP
 
−
IGNEOUS_INTRUSIVE
 
−
IGNEOUS_EXTRUSIVE
 
−
ENVIRONMENT
 
−
Missing Stone Environment Token:
 
−
Missing Stone Environment Inclusion Type Token:
 
−
Missing Frequency for Stone Environment:
 
−
ALL_STONE
 
−
IGNEOUS_ALL
 
−
ALLUVIAL
 
−
Unrecognized Stone Environment Token:
 
−
ENVIRONMENT_SPEC
 
−
Missing Stone Environment Spec Token:
 
−
Missing Stone Environment Spec Inclusion Type Token:
 
−
Missing Frequency for Stone Environment Spec:
 
−
LAVA
 
−
Unrecognized Inorganic Material Definition Token:
 
−
NAME_PLURAL
 
−
ALL_NAMES
 
−
AUTUMNCOLOR
 
−
GRASS
 
−
TREE_TILE
 
−
DEAD_TREE_TILE
 
−
SAPLING_TILE
 
−
DEAD_SAPLING_TILE
 
−
TREE_COLOR
 
−
DEAD_TREE_COLOR
 
−
SAPLING_COLOR
 
−
DEAD_SAPLING_COLOR
 
−
SAPLING_DROWN_LEVEL
 
−
TREE_DROWN_LEVEL
 
−
SAPLING
 
−
GROWDUR
 
−
PICKED_TILE
 
−
DEAD_PICKED_TILE
 
−
GRASS_TILES
 
−
ALT_PERIOD
 
−
ALT_GRASS_TILES
 
−
GRASS_COLORS
 
−
SHRUB_TILE
 
−
DEAD_SHRUB_TILE
 
−
CLUSTERSIZE
 
−
PICKED_COLOR
 
−
DEAD_PICKED_COLOR
 
−
SHRUB_COLOR
 
−
DEAD_SHRUB_COLOR
 
−
BASIC_MAT
 
−
MILL
 
−
SHRUB_DROWN_LEVEL
 
−
EXTRACT_STILL_VIAL
 
−
EXTRACT_VIAL
 
−
EXTRACT_BARREL
 
−
Unrecognized Plant Token:
 
−
Sharp blades
 
−
Extract
 
−
Ore of
 
−
inorganic_generated
 
−
You flounder
 
−
Your mason has defaced a
 
−
loop path fail:
 
−
Tried to call lock a second time before unlock was called.
 
−
Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).
 
−
Neither NTSCSI nor ASPI could be initialised.
 
−
Couldn't find the specified device.
 
−
Error trying to allocate a channel.
 
−
The specified channel has been reused to play another sound.
 
−
DMA Failure.  See debug output for more information.
 
−
DSP connection error.  Connection possibly caused a cyclic dependancy.  Or tried to connect a tree too many units deep (more than 128).
 
−
DSP Format error.  A DSP unit may have attempted to connect to this network with the wrong format.
 
−
DSP connection error.  Couldn't find the DSP unit specified.
 
−
DSP error.  Cannot perform this operation while the network is in the middle of running.  This will most likely happen if a connection or disconnection is attempted in a DSP callback.
 
−
DSP connection error.  The unit being connected to or disconnected should only have 1 input or output.
 
−
Can't execute this command on an EVENT_INFOONLY event.
 
−
Event failed because 'Max streams' was hit when FMOD_INIT_FAIL_ON_MAXSTREAMS was specified.
 
−
FSB mismatches the FEV it was compiled with, the stream/sample mode it was meant to be created with was different, or the FEV was built for a different platform.
 
−
The requested event, event group, event category or event property could not be found.
 
−
Error loading file.
 
−
Couldn't perform seek operation.  This is a limitation of the medium (ie netstreams) or the file format.
 
−
Media was ejected while reading.
 
−
End of file unexpectedly reached while trying to read essential data (truncated data?).
 
−
File not found.
 
−
Unwanted file access occured.
 
−
Unsupported file or audio format.
 
−
The specified resource requires authentication or is forbidden.
 
−
Proxy authentication is required to access the specified resource.
 
−
The HTTP request timed out.
 
−
FMOD was not initialized correctly to support this function.
 
−
Cannot call this command after System::init.
 
−
Value passed in was a NaN, Inf or denormalized float.
 
−
The syncpoint did not come from this sound handle.
 
−
The vectors passed in are not unit length, or perpendicular.
 
−
Reached maximum audible playback count for this sound's soundgroup.
 
−
Not enough memory or resources.
 
−
Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.
 
−
Not enough memory or resources on console sound ram.
 
−
Tried to call a command on a 3d sound when the command was meant for 2d sound.
 
−
Tried to call a command on a 2d sound when the command was meant for 3d sound.
 
−
Tried to use a feature that requires hardware support.  (ie trying to play a VAG compressed sound in software on PS2).
 
−
Tried to use a feature that requires the software engine.  Software engine has either been turned off, or command was executed on a hardware channel which does not support this feature.
 
−
Couldn't connect to the specified host.
 
−
The specified URL couldn't be resolved.
 
−
Operation on a non-blocking socket could not complete immediately.
 
−
Operation could not be performed because specified sound is not ready.
 
−
Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
 
−
Error creating hardware sound buffer.
 
−
Error enumerating the available driver list. List may be inconsistent due to a recent device addition or removal.
 
−
Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output).
 
−
Error initializing output device.
 
−
FMOD_HARDWARE was specified but the sound card does not have the resources necessary to play it.
 
−
Attempted to create a software sound but no software channels were specified in System::init.
 
−
Panning only works with mono or stereo sound sources.
 
−
The number of allowed instances of a plugin has been exceeded.
 
−
Specified Instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number, or another application has locked the EAX4 FX slot.
 
−
The error occured because the sound referenced contains subsounds.  The operation cannot be performed on a parent sound, or a parent sound was played without setting up a sentence first.
 
−
This subsound is already being used by another sound, you cannot have more than one parent to a sound.  Null out the other parent's entry first.
 
−
Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.
 
−
The subsound's mode bits do not match with the parent sound's mode bits.  See documentation for function that it was called with.
 
−
The specified tag could not be found or there are no tags.
 
−
The sound created exceeds the allowable input channel count.  This can be increased using the maxinputchannels parameter in System::setSoftwareFormat.
 
−
Something in FMOD hasn't been implemented when it should be! contact support!
 
−
This command failed because System::init or System::setDriver was not called.
 
−
The version number of this file format is not supported.
 
−
Unknown error.
 
−
sound: failure:
 
−
Nemesis Unit Load Failed
 
−
ANXIETY
 
−
ANGER
 
 
DEPRESSION
 
DEPRESSION
−
SELF_CONSCIOUSNESS
+
MADNESS
−
IMMODERATION
+
SPARRING
−
VULNERABILITY
+
ENDGAME_EVENT_1B
−
FRIENDLINESS
+
RECITING_POETRY
−
GREGARIOUSNESS
+
UNDERGROUND
−
ASSERTIVENESS
+
NAUSEA
−
ACTIVITY_LEVEL
+
FEVERED
−
EXCITEMENT_SEEKING
+
YIELDING
−
CHEERFULNESS
+
PLAYING_MAKE_BELIEVE
−
IMAGINATION
+
TELLING_A_STORY
−
ARTISTIC_INTEREST
+
JOB_FAILED
−
EMOTIONALITY
+
HOLDINGS
−
ADVENTUROUSNESS
+
LABOR_CHANGE
−
INTELLECTUAL_CURIOSITY
+
MILITARY
−
LIBERALISM
+
STRESS
−
TRUST
+
ART_DEFACEMENT
−
STRAIGHTFORWARDNESS
+
WEREBEAST_ARRIVAL
−
ALTRUISM
+
BEAST_AMBUSH
−
COOPERATION
+
HASTY_MONARCH
−
MODESTY
+
SATISFIED_MONARCH
−
SYMPATHY
+
DIPLOMAT_LEFT_UNHAPPY
−
SELF_EFFICACY
+
FOOD_WARNING
−
ORDERLINESS
+
EMBARK_MESSAGE
−
DUTIFULNESS
+
FIRST_CARAVAN_ARRIVAL
−
ACHIEVEMENT_STRIVING
+
MONARCH_ARRIVAL
−
SELF_DISCIPLINE
+
INTESTINES
−
CAUTIOUSNESS
+
STOMACH
−
Unrecognized Personality Facet Token:
+
PANCREAS
−
text_viewer
+
SPLEEN
−
The work slowdown by the
+
KIDNEY
−
Wagon Pathing Catastrophe
+
GIZZARD
−
caravan from
+
KEYBOARD_CURSOR
−
Their wagons have bypassed your inaccessible site.
+
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
−
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
+
SHOW_RAMP_ARROWS
−
Some migrants have arrived, despite the danger.
+
MULTITHREADING
−
Some migrants have arrived.
+
CULL_DEAD_UNITS_AT
−
Others refused to journey to this dangerous fortress.
+
MAXIMUM_EMBARK_DIM
−
Others were too nervous to make the journey.
+
MUSIC_FILE
−
Migrants refused to journey to such a dangerous fortress this season.
+
SOUND_FILE
−
Migrants were too nervous to make the journey this season.
+
AUTHOR
−
The fortress attracted no migrants this season.
+
AMBIENCE_VOLUME
−
Inaccessible
+
SFX_VOLUME
−
Distance:
+
MASTER_VOLUME
−
Sorting by distance
+
MUSIC_VOLUME
−
Merchants Present
+
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
−
Trading with
+
INTERFACE_SCALING_PERCENTAGE
−
Greetings.  Let's trade.
+
AVERAGE_TIME_BETWEEN_SONGS
−
Yes, and trade we will!  Simply tell me
+
BASIC_FONT
−
what interests you and what you're prepared to offer in exchange.
+
INTERFACE_SCALING_TO_DESIRED_GRID
−
These _are_ fine items, aren't they?  Now,
+
INTERFACE_SCALING_DESIRED_GRID_WIDTH
−
what do offer for them?
+
MAXIMUM_INTERFACE_PERCENTAGE
−
Are these gifts?  Do you wish to trade?
+
USE_CLASSIC_ASCII
−
You truly despise life, don't you?
+
SELECT_INTERACTION
−
Once a beautiful tree, and now?
+
CUT_INTERACTION
−
That poor, gentle creature...
+
HAS_ANY_CAN_SWIM
−
Perhaps if you throw in some more goods I can make an offer.
+
CUT_ITEM
−
Asking for
+
SELECT_ITEM
−
Offering
+
GIZZARD_STONE
−
Not trading currency
+
KEYBOARD_CURSOR_RIGHT_FAST
−
Trade how many? (0-
+
KEYBOARD_CURSOR_UPLEFT_FAST
−
Ask for how much? (0-
+
KEYBOARD_CURSOR_UPRIGHT_FAST
−
Offer how much? (0-
+
KEYBOARD_CURSOR_DOWNLEFT_FAST
−
You receive
+
KEYBOARD_CURSOR_DOWNRIGHT_FAST
−
There are no merchants present with which to trade.
+
KEYBOARD_CURSOR_UP_Z
−
Greetings from the outer lands. 
+
KEYBOARD_CURSOR_DOWN_Z
−
Greetings from the Mountainhomes. 
+
KEYBOARD_CURSOR_UP_Z_AUX
−
Your efforts are legend there.  Let us trade!
+
KEYBOARD_CURSOR_RIGHT
−
Greetings.  We are enchanted by
+
KEYBOARD_CURSOR_UPLEFT
−
your more ethical works.  We've come to trade.
+
KEYBOARD_CURSOR_UPRIGHT
−
Greetings.  The
+
KEYBOARD_CURSOR_DOWNLEFT
−
ship of the
+
KEYBOARD_CURSOR_DOWNRIGHT
−
What do you want?
+
KEYBOARD_CURSOR_UP_FAST
−
Perhaps you'd consider this superior proposal?
+
KEYBOARD_CURSOR_DOWN_FAST
−
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.
+
KEYBOARD_CURSOR_LEFT_FAST
−
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.
+
CURSOR_UP_Z_FAST
−
With your trade goods such as they are, I can't
+
CURSOR_DOWN_Z_FAST
−
fathom you ending up with all of those items.
+
KEYBOARD_CURSOR_UP
−
You are too kind.
+
KEYBOARD_CURSOR_DOWN
−
Take what you wish.  I can't stop you.
+
KEYBOARD_CURSOR_LEFT
−
You wish to make an offering?  We love gifts.
+
CONTEXT_SCROLL_UP
−
You wish to make an offering to our leader? 
+
CONTEXT_SCROLL_DOWN
−
This would please us greatly.  What do you offer?
+
CONTEXT_SCROLL_PAGEUP
−
going there.  Obviously, your copious wit is matched only by your industry!
+
CONTEXT_SCROLL_PAGEDOWN
−
Yes, and trade we will!  Simply tell me
+
HOTKEY_BUILDING_FARMING
−
These _are_ fine items, aren't they?  Now,
+
HOTKEY_BUILDING_FURNITURE
−
wish to trade or to make an offering to our leader?
+
HOTKEY_BUILDING_PORTALS
−
You truely despise life, don't you? 
+
HOTKEY_BUILDING_CAGES_CHAINS
−
Once a beautiful tree, and now? 
+
HOTKEY_BUILDING_MILITARY
−
ecstatic with the trading
+
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
−
very happy about the trading
+
KEYBOARD_CURSOR_DOWN_Z_AUX
−
pleased with the trading
+
D_TOGGLE_RAMP_INDICATORS
−
willing to trade
+
D_TOGGLE_FLUID_NUMBERS
−
not going to take much more of this
+
D_DESIGNATE_DIG
−
unwilling to trade
+
D_DESIGNATE_CHOP
−
Allowed Weight:
+
D_DESIGNATE_GATHER
−
Excess Weight:
+
D_DESIGNATE_SMOOTH
−
Value:
+
D_DESIGNATE_ITEMS
−
Trader Profit:
+
D_DESIGNATE_TRAFFIC
−
Trader Loss:
+
DESIGNATE_MINE_MODE_ORE_GEM
−
The following fortress goods were added for the counteroffer:
+
DESIGNATE_MINE_MODE_GEM
−
Good
+
DESIGNATE_PRIORITY_UP
−
Priority
+
DESIGNATE_PRIORITY_DOWN
−
Peace is calling out to us.  How do you respond?
+
DESIGNATE_MARKER_TO_STANDARD
−
Let's discuss the state of our current agreements...
+
DESIGNATE_STANDARD_TO_MARKER
−
Well then, we have finalized the export agreement.
+
DESIGNATE_RECTANGLE
−
Feel free to go over the documents.
+
DESIGNATE_FREE_DRAW
−
Let's discuss what we are willing to offer for your
+
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
−
ship...
+
DESIGNATE_MINE_MODE_ALL
−
Well then, we have finalized the import agreement.
+
DESIGNATE_MINE_MODE_AUTO
−
Remember, trade agreements strengthen bonds.  Please consider an import
+
ARENA_FLUIDS_REMOVE
−
agreement next year.
+
ARENA_CREATE_TREE
−
What requests do you have of our merchants?
+
D_STOCKS
−
Merit deserves a reward, and I come empowered to establish this colony as an
+
ARENA_CREATE_CREATURE
−
official land of our realm.
+
ARENA_CREATURE_RESET
−
You continue to impress!  I have come empowered to elevate this land in the
+
ARENA_FLUIDS
−
eyes of our realm.
+
ARENA_FLUIDS_WATER
−
surrounding your lands.  Although we are loathe to spare a
+
ARENA_FLUIDS_MAGMA
−
single branch to your senseless slaughter, we are willing to ask
+
ARENA_FLUIDS_SNOW
−
that you cap your tree-fells at one hundred until we next meet.
+
ARENA_FLUIDS_MUD
−
The dead walk.  Hide while you still can!
+
D_LABOR
−
Miners Guild
+
D_WORLD
−
Carpenters Guild
+
D_JUSTICE
−
Masons Guild
+
D_DESIGNATE_ERASE
−
Metalsmiths Guild
+
SELECT_WORD
−
Jewelers Guild
+
CUT_WORD
−
Craftsmen
+
CUT_TRANSLATION
−
Guild
+
CUT_SYMBOL
−
The merchants from
+
NAME_BUILDING_HOSPITAL
−
Text generation failed:
+
SELECT_TRANSLATION
−
GLOBAL
+
CARTILAGE
−
CHAR
+
FEATHER
−
IKEY
+
ANTLER
−
CHOICE
+
NERVOUS_TISSUE
−
LOCX
+
MEAT_CATEGORY
−
LINK
+
CUT_INORGANIC
−
TREESREMOVED
+
SELECT_INORGANIC
−
DIPLOMACYFLAG_SUCCESS
+
SELECT_PLANT
−
DIPLOMACYFLAG_FAILURE
+
CUT_PLANT
−
YOURCIV
+
STEAM_DESCRIPTION
−
YOURFORT
+
STEAM_TITLE
−
NULL
+
STEAM_FILE_ID
−
LOCAL_LARGE_PREDATOR
+
CONFLICTS_WITH_ID
−
RANGE
+
STEAM_CHANGELOG
−
DIPLOMAT
+
STEAM_METADATA
−
ASSOCIATE
+
STEAM_KEY_VALUE_TAG
−
ACTOR
+
STEAM_TAG
−
NOBLE
+
REQUIRES_ID
−
ADD_FLAG
+
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
−
REMOVE_FLAG
+
EARLIEST_COMPATIBLE_NUMERIC_VERSION
−
NATIVENAME
+
REQUIRES_ID_AFTER_ME
−
TRANSLATEDNAME
+
REQUIRES_ID_BEFORE_ME
−
TITLENAME
+
DISPLAYED_VERSION
−
HISTNAME
+
NUMERIC_VERSION
−
beasts
+
ANOTHER_YEAR_CARD_3
−
Gate
+
ANOTHER_YEAR_CARD_2
−
This building has
+
ANOTHER_YEAR_CARD_1
−
been claimed by
+
FIRST_YEAR_CARD_4
−
works
+
STRIKE_THE_EARTH_CARD_2
−
furiously!
+
STRIKE_THE_EARTH_CARD_1
−
keeps
+
ANOTHER_YEAR_CARD_5
−
muttering
+
ANOTHER_YEAR_CARD_4
−
secretly...
+
VILE_FORCE_OF_DARKNESS_CARD_4
−
works,
+
VILE_FORCE_OF_DARKNESS_CARD_3
−
darkly brooding...
+
VILE_FORCE_OF_DARKNESS_CARD_2
−
with menacing fury!
+
VILE_FORCE_OF_DARKNESS_CARD_1
−
broods
+
FIRST_YEAR_CARD_3
−
things...  certain things
+
FIRST_YEAR_CARD_2
−
screams
+
FIRST_YEAR_CARD_1
−
mutters
+
VILE_FORCE_OF_DARKNESS_CARD_5
−
bones...  yes
+
FORGOTTEN_BEAST_CARD_1
−
tree... life
+
HILL_DWARF_CARD_5
−
raw... green
+
HILL_DWARF_CARD_4
−
raw... clear
+
HILL_DWARF_CARD_3
−
raw... crystal
+
FORGOTTEN_BEAST_CARD_5
−
rough... color
+
FORGOTTEN_BEAST_CARD_4
−
stone... rock
+
FORGOTTEN_BEAST_CARD_3
−
bars... metal
+
FORGOTTEN_BEAST_CARD_2
−
gems... shining
+
EXPANSIVE_CAVERN_CARD_2
−
blocks... bricks...
+
EXPANSIVE_CAVERN_CARD_1
−
leather... skin
+
CRAFTSDWARFSHIP
−
cloth... thread
+
WINTER_ENTOMBS_YOU
−
sketches
+
HILL_DWARF_CARD_2
−
pictures of
+
HILL_DWARF_CARD_1
−
skeletons
+
EXPANSIVE_CAVERN_CARD_4
−
shells
+
EXPANSIVE_CAVERN_CARD_3
−
glass
+
DRINK_AND_INDUSTRY
−
glass and burning wood
+
FORGOTTEN_BEAST
−
rough gems and glass
+
HILL_DWARF
−
shining bars
+
DEATH_SPIRAL
−
square blocks
+
STRIKE_THE_EARTH
−
stacked leather
+
ANOTHER_YEAR
−
stacked cloth
+
FIRST_YEAR
−
Nobody
+
VILE_FORCE_OF_DARKNESS
−
Must have magma accessible
+
SELECT_MUSIC
−
from below one of the 8
+
CUT_MUSIC
−
boundary tiles
+
EXPANSIVE_CAVERN
−
Needs to be powered
+
KOGANUSAN
−
Check for raw material access
+
LOST_FORT
−
and fuel if necessary
+
MEGABEAST_ATTACK
−
You don't have enough
+
FIRST_CAVERN_OPENED
−
mechanisms.
+
SECOND_YEAR_PLUS
−
There is nothing that
+
CAVERNS_OPENED
−
can be linked up.
+
JUST_EMBARKED
−
Profile requires manager
+
TAVERN_DANCE_PRESENT
−
Bucket full
+
TAVERN_MUSIC_PRESENT
−
Active
+
FORGOTTEN_BEAST_ATTACK
−
Frozen Here
+
MOUNTAINHOME_CARD_1
−
Frozen Elsewhere
+
CRAFTSDWARFSHIP_CARD_5
−
Total Power:
+
CRAFTSDWARFSHIP_CARD_4
−
Total Power Needed:
+
CRAFTSDWARFSHIP_CARD_3
−
Stable Foundation
+
MOUNTAINHOME_CARD_5
−
Hanging
+
MOUNTAINHOME_CARD_4
−
Pumps from the north
+
MOUNTAINHOME_CARD_3
−
Pumps from the east
+
MOUNTAINHOME_CARD_2
−
Pumps from the south
+
WINTER_ENTOMBS_YOU_CARD_2
−
Pumps from the west
+
WINTER_ENTOMBS_YOU_CARD_1
−
Shoot:
+
STRIKE_THE_EARTH_CARD_4
−
From Top to Bottom
+
STRIKE_THE_EARTH_CARD_3
−
From Bottom to Top
+
CRAFTSDWARFSHIP_CARD_2
−
From Left to Right
+
CRAFTSDWARFSHIP_CARD_1
−
From Right to Left
+
WINTER_ENTOMBS_YOU_CARD_4
−
Give name
+
WINTER_ENTOMBS_YOU_CARD_3
−
This is a memorial to
+
START_CENTER
−
Current Owner:
+
MAP_LEVEL
−
Outdoor access
+
REPEAT_LAST_MAP_LEVEL
−
Ready to be split
+
DISPLAY_NAME
−
Not ready to be split
+
IS_DIVINE_MATERIAL
−
Too many hives
+
WOVEN_ITEM
−
Occupants:
+
CUT_REACTION
−
Assigned:
+
SELECT_REACTION
−
Chained:
+
CUT_SOUND
−
Fire at Will
+
SELECT_SOUND
−
Prepare to Fire
+
DEFAULT_SOUND_AMBUSH
−
Not in Use
+
DEFAULT_SOUND_ADAMANTINE
−
Operated by Mechanisms
+
DEFAULT_SOUND_BABY_BORN
−
Forbidden
+
DEFAULT_SOUND_ARTIFACT_CREATED
−
Passable
+
DEFAULT_SOUND_DEMON_ATTACK
−
Pet-passable
+
DEFAULT_SOUND_CAVERN_BREAK
−
Open
+
DEFAULT_SOUND_SIEGE
−
DOOR TAKEN BY INVADERS
+
DEFAULT_SOUND_MEGABEAST
−
Retake door to forbid it.
+
DEFAULT_SOUND_WEDDING
−
DOOR USED BY INTRUDER
+
DEFAULT_SOUND_STRANGE_MOOD
−
HATCH TAKEN BY INVADERS
+
DEFAULT_SOUND_HOWL_1
−
Retake hatch to forbid it.
+
DEFAULT_SOUND_ALERT
−
HATCH USED BY INTRUDER
+
DEFAULT_SOUND_HOWL_3
−
This is the resting
+
DEFAULT_SOUND_HOWL_2
−
place of
+
DEFAULT_SOUND_HOWL_5
−
Move the cursor to the pile
+
DEFAULT_SOUND_HOWL_4
−
you want to take from.
+
DEFAULT_SOUND_GIANT_STEP_2
−
Shopkeeper:
+
DEFAULT_SOUND_GIANT_STEP_1
−
For Sale at
+
DEFAULT_SOUND_GIANT_STEP_3
−
Nest box claimed by
+
SAVAGE_AREA
−
Nest box unclaimed
+
ANNOUNCEMENT
−
There are no merchants
+
DOUBLE
−
trading right now.
+
MOON_WAXING_CRESCENT
−
Broker:
+
MOON_FULL_MOON
−
Broker can access depot
+
MOON_WANING_GIBBOUS
−
Broker cannot access depot
+
MOON_WAXING_HALF_MOON
−
You do not have a broker.
+
MOON_WAXING_GIBBOUS
−
Trap Occupied:
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST
−
Trap Baited:
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW
−
for this location
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF
−
Disengaged
+
BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING
−
Cancel
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST
−
Done
+
BUILDING_PLACEMENT_ROLLERS_SPEED_1
−
First, you need to create a
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE
−
squad in the military
+
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH
−
screen.  The military screen
+
BUILDING_PLACEMENT_ROLLERS_SPEED_4
−
view or you can press
+
BUILDING_PLACEMENT_ROLLERS_SPEED_5
−
Orders
+
BUILDING_PLACEMENT_ROLLERS_SPEED_2
−
Sched -
+
BUILDING_PLACEMENT_ROLLERS_SPEED_3
−
Near sq:
+
ZONE_TYPE_ACTIVE
−
Resume
+
ZONE_PREVIOUS
−
one tile
+
BUTTON_ZONE_REMOVE
−
round 5x5
+
ZONE_TYPE_INACTIVE
−
Outside
+
ZONE_ERASE_INACTIVE
−
Inside
+
ZONE_ERASE_ACTIVE
−
Light
+
ZONE_NEXT
−
Dark
+
ZONE_REPAINT
−
Subterranean
+
ZONE_REMOVE_EXISTING
−
Above Ground
+
ZONE_PICK_ANIMALS
−
Corrupt Soldier Mood:
+
ZONE_SUSPEND
−
Has a horrible fell look!
+
ZONE_SUSPEND_INACTIVE
−
Brooding darkly...
+
ZONE_GATHER_SHRUB_INACTIVE
−
Has the aspect of one fey!
+
ZONE_GATHER_SHRUB_ACTIVE
−
Peculiarly secretive...
+
ZONE_GATHER_TREE_INACTIVE
−
Possessed by unknown forces!
+
ZONE_GATHER_TREE_ACTIVE
−
Stricken by melancholy...
+
ZONE_PIT_INACTIVE
−
Crawling around babbling!
+
ZONE_PIT_ACTIVE
−
Running around babbling!
+
ZONE_GATHER_FALLEN_INACTIVE
−
Crawling around crazed!
+
ZONE_GATHER_FALLEN_ACTIVE
−
Running around crazed!
+
ZONE_LOCATION_ASSIGN
−
Staring off into space...
+
ZONE_LOCATION_DETAILS
−
Corrupt Strange Mood:
+
ZONE_POND_INACTIVE
−
Pet of
+
ZONE_POND_ACTIVE
−
Somebody
+
ZONE_SHOOT_LEFT_ACTIVE
−
Over-Exerted
+
ZONE_SHOOT_RIGHT_ACTIVE
−
Miserable
+
ZONE_ASSIGN_UNIT
−
Very Unhappy
+
ZONE_SQUAD_LIST
−
Unhappy
+
ZONE_SHOOT_LEFT_INACTIVE
−
This animal is waiting for
+
ZONE_SHOOT_RIGHT_INACTIVE
−
conflict.
+
ZONE_SHOOT_UP_ACTIVE
−
This animal hunts at will.
+
ZONE_SHOOT_DOWN_ACTIVE
−
This adorable animal
+
ZONE_SQUAD_SLEEP_ACTIVE
−
can't work.
+
ZONE_SQUAD_TRAIN_ACTIVE
−
This animal isn't interested
+
ZONE_SHOOT_UP_INACTIVE
−
This animal is waiting to be
+
ZONE_SHOOT_DOWN_INACTIVE
−
trained.
+
ZONE_SQUAD_SLEEP_INACTIVE
−
This animal can't work.
+
ZONE_SQUAD_TRAIN_INACTIVE
−
Assign a trained animal:
+
ZONE_SQUAD_INDIV_EQ_ACTIVE
−
There are no animals left.
+
ZONE_SQUAD_SQUAD_EQ_ACTIVE
−
The baby can't work yet.
+
ZONE_TOMB_CITIZEN_BURIAL_ACTIVE
−
The noble will not work.
+
ZONE_TOMB_CITIZEN_BURIAL_INACTIVE
−
Horizontal Axle
+
ZONE_SQUAD_INDIV_EQ_INACTIVE
−
Upright Weapon
+
ZONE_SQUAD_SQUAD_EQ_INACTIVE
−
Pump from north
+
ASSIGN_TRADE_CULLING_MANDATES_ON
−
Pump from east
+
ASSIGN_TRADE_CULLING_MANDATES_OFF
−
Pump from south
+
ZONE_TOMB_PET_BURIAL_ACTIVE
−
Pump from west
+
ZONE_TOMB_PET_BURIAL_INACTIVE
−
Chain
+
ASSIGN_TRADE_SORT_BY_VALUE_ON
−
Chair or Throne
+
ASSIGN_TRADE_SORT_BY_VALUE_OFF
−
Placement
+
ASSIGN_TRADE_SORT_BY_DISTANCE_ON
−
Raise Dir
+
ASSIGN_TRADE_SORT_BY_DISTANCE_OFF
−
Item
+
MOON_NEW_MOON
−
Dist
+
MOON_SNOW
−
Current Refuse Orders:
+
MOON_WANING_HALF_MOON
−
Current Workshop Orders:
+
MOON_WANING_CRESCENT
−
Current Zone Orders:
+
CALENDAR_MONTH
−
Current Forbid Orders:
+
BORDER_TOP_LEFT
−
Forbidding of death objects
+
MOON_RAIN
−
occurs at time of death.
+
ANNOUNCEMENT_ALERT
−
Current Standing Orders:
+
BORDER_BOTTOM_RIGHT
−
These orders are superceded
+
BORDER_TOP_INTERSECTION
−
Hotkey
+
BORDER_TOP_RIGHT
−
Zoom
+
BORDER_BOTTOM_LEFT
−
Beds:
+
BORDER_RIGHT_INTERSECTION
−
Tables:
+
HOVER_RECTANGLE
−
Traction Benches:
+
BORDER_BOTTOM_INTERSECTION
−
Boxes/bags:
+
BORDER_LEFT_INTERSECTION
−
Thread:
+
BUILDING_PLACEMENT_INACTIVE_BUTTON
−
Cloth:
+
BUILDING_PLACEMENT_ACTIVE_BUTTON
−
Splints:
+
HOVER_CLOSE
−
Crutches:
+
HOVER_TAB
−
Powder for casts:
+
BUILDING_PLACEMENT_BRIDGE_W
−
Buckets:
+
BUILDING_PLACEMENT_BRIDGE_E
−
Soap:
+
BUILDING_PLACEMENT_BRIDGE_N
−
Remove Activity Zone
+
BUILDING_PLACEMENT_BRIDGE_S
−
New Activity Zone
+
BUILDING_PLACEMENT_WE
−
Water Source (
+
BUILDING_PLACEMENT_SCREW_PUMP_N
−
Fishing (
+
BUILDING_PLACEMENT_BRIDGE_RETRACT
−
Garbage Dump (
+
BUILDING_PLACEMENT_NS
−
Pen/Pasture (
+
BUILDING_PLACEMENT_SCREW_PUMP_E
−
Pit/Pond (
+
BUILDING_PLACEMENT_N
−
Sand (
+
BUILDING_PLACEMENT_SCREW_PUMP_S
−
Clay (
+
BUILDING_PLACEMENT_SCREW_PUMP_W
−
Meeting Area (
+
BUILDING_PLACEMENT_E
−
Cold
+
BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER
−
Hospital (
+
BUILDING_PLACEMENT_S
−
Activity Zone #
+
BUILDING_PLACEMENT_W
−
Rectangle
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON
−
Flow
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON
−
Floor Flow
+
BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER
−
High Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON
−
Normal Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON
−
Low Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON
−
Restricted Traffic Cost:
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON
−
Depot accessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON
−
Depot inaccessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF
−
All depots inaccessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF
−
All depots accessible
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF
−
Warm
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF
−
Damp
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF
−
Muddy
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON
−
Snow-covered
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF
−
Mossy
+
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF
−
Sculpted
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON
−
Detailed
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON
−
Rough-hewn
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON
−
Straight
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON
−
Smooth
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF
−
Exposed
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF
−
Pillar
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON
−
Cluster
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON
−
Burning
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF
−
Dead
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF
−
Tree
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF
−
Dense
+
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF
−
Sparse
+
BUTTON_WORLD
−
Grass
+
WORK_ORDERS_CREATE_NEW
−
Dry
+
BUTTON_INFO_JUSTICE_ACTIVE
−
Dry Grass
+
BUTTON_SQUADS
−
Dead Grass
+
WORK_ORDERS_CHECKING
−
Level
+
WORK_ORDERS_READY
−
Driftwood
+
WORK_ORDERS_ACTIVE
−
Wet
+
WORK_ORDERS_WAITING
−
Young
+
WORK_ORDERS_PRIORITY_UP
−
Sapling
+
WORK_ORDERS_PRIORITY_DOWN
−
Shrub
+
WORK_ORDERS_VALIDATED
−
Furrowed
+
WORK_ORDERS_NOT_VALIDATED
−
Ashes
+
WORK_ORDERS_REMOVE
−
Waterfall
+
WORK_ORDERS_ADD_ITEM_CONDITION
−
River Source
+
WORK_ORDERS_CONDITIONS
−
Chasm
+
WORK_ORDERS_DETAILS
−
Eerie Glowing Pit
+
WORK_ORDERS_CHANGE_MAT
−
Glowing Floor
+
WORK_ORDERS_CHANGE_ADJ
−
Glowing Barrier
+
WORK_ORDERS_ADD_ORDER_CONDITION
−
Semi-molten Rock
+
WORK_ORDERS_CHANGE_TYPE
−
Lava Flow
+
WORK_ORDERS_ENTER_AMOUNT
−
Magma Flow
+
WORK_ORDERS_INCREASE_AMOUNT
−
Murky Pool
+
WORK_ORDERS_ADD_SUGGESTED_CONDITION
−
Murky Pool Slope
+
WORK_ORDERS_CHANGE_FREQUENCY
−
River
+
WORK_ORDERS_ADJECTIVE_SELECTED
−
Brook
+
WORK_ORDERS_ADJECTIVE_NOT_SELECTED
−
Grassy Upward Stairway
+
WORK_ORDERS_DECREASE_AMOUNT
−
Grassy Up/Down Stairway
+
WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE
−
Grassy Downward Stairway
+
NOBLES_BEDROOM_MISSING
−
Ice Up/Down Stairway
+
NOBLES_BEDROOM_PARTIAL
−
Ice Downward Stairway
+
NOBLES_ASSIGN_SYMBOL
−
Ice Upward Stairway
+
NOBLES_BEDROOM_NA
−
Grassy Upward Slope
+
NOBLES_OFFICE_MISSING
−
Dry Grass Upward Slope
+
NOBLES_OFFICE_PARTIAL
−
Dead Grass Upward Slope
+
NOBLES_BEDROOM_GOOD
−
Glacial Upward Slope
+
NOBLES_OFFICE_NA
−
Glacial Downward Slope
+
NOBLES_DINING_MISSING
−
Grassy Downward Slope
+
NOBLES_DINING_PARTIAL
−
Dry Grass Downward Slope
+
NOBLES_OFFICE_GOOD
−
Dead Grass Downward Slope
+
NOBLES_DINING_NA
−
Downward Slope
+
NOBLES_TOMB_MISSING
−
Open Space
+
NOBLES_TOMB_PARTIAL
−
SLATED FOR REMOVAL
+
NOBLES_DINING_GOOD
−
Waiting for construction...
+
NOBLES_TOMB_NA
−
Waiting for architect...
+
NOBLES_DEMANDS_NA
−
Designed...
+
NOBLES_DEMANDS_TIME_GOOD
−
Construction initiated.
+
NOBLES_TOMB_GOOD
−
Partially constructed.
+
NOBLES_ADD
−
Construction nearly done.
+
NOBLES_DEMANDS_TIME_WARN_3
−
Construction suspended.
+
NOBLES_MANDATES_NA
−
Construction inactive.
+
NOBLES_DEMANDS_TIME_WARN_1
−
Any Metalsmithing
+
NOBLES_DEMANDS_TIME_WARN_2
−
Any Workshop Farming
+
NOBLES_MANDATES_TIME_WARN_2
−
Wood/Stone/Boneworking
+
NOBLES_MANDATES_TIME_WARN_3
−
Any Fishing
+
NOBLES_MANDATES_TIME_GOOD
−
Null
+
NOBLES_MANDATES_TIME_WARN_1
−
Here we have
+
NOBLES_FURN_PARTIAL
−
prone
+
NOBLES_FURN_GOOD
−
swimming
+
NOBLES_FURN_NA
−
animated
+
NOBLES_FURN_MISSING
−
guts
+
NOBLES_ACCOUNTING_3_INACTIVE
−
deep in
+
NOBLES_ACCOUNTING_4_INACTIVE
−
various
+
NOBLES_ACCOUNTING_1_INACTIVE
−
many corpses
+
NOBLES_ACCOUNTING_2_INACTIVE
−
some corpses
+
STOCKPILE_CONNECTIONS_GIVE_LINK
−
much gore
+
STOCKPILE_CONNECTIONS_TAKE_LINK
−
some gore
+
STOCKPILE_CONNECTIONS_ADD_GIVE_LINK
−
many bones
+
STOCKPILE_CONNECTIONS_ADD_TAKE_LINK
−
some bones
+
STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK
−
many objects
+
STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK
−
some objects
+
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK
−
warm
+
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK
−
damp
+
BUTTON_STOCKPILE_NEW
−
vomit-covered
+
BUTTON_STOCKPILE_REMOVE
−
blood-stained
+
BUTTON_STOCKPILE_INACTIVE
−
pus-spattered
+
BUTTON_STOCKPILE_ACTIVE
−
ichor-drenched
+
STOCKPILE_TAKE_FROM_ANYWHERE
−
mossy
+
STOCKPILE_TAKE_FROM_LINKS_ONLY
−
sculpted
+
STOCKPILE_SET_CONNECTIONS
−
detailed
+
STOCKPILE_CONNECTIONS_REMOVE
−
rough-hewn
+
STOCKPILE_REPAINT
−
straight
+
STOCKPILE_ERASE_INACTIVE
−
smooth
+
STOCKPILE_TYPE_INACTIVE
−
exposed
+
STOCKPILE_TYPE_ACTIVE
−
pillar
+
STOCKPILE_TOOL_SETTINGS
−
fortification
+
STOCKPILE_TOOLS_ENTER_AMOUNT
−
cluster
+
STOCKPILE_ERASE_ACTIVE
−
wall
+
STOCKPILE_REMOVE_EXISTING
−
bloody
+
STOCKPILE_ON
−
pus-spattered
+
STOCKPILE_PARTIAL
−
ichor
+
STOCKPILE_TOOLS_INCREASE_AMOUNT
−
ichor-flecked
+
STOCKPILE_TOOLS_DECREASE_AMOUNT
−
gooey
+
CUSTOM_STOCKPILE_ORGANIC_OFF
−
slime
+
CUSTOM_STOCKPILE_INORGANIC_ON
−
slimy
+
STOCKPILE_OFF
−
chunky
+
CUSTOM_STOCKPILE_ORGANIC_ON
−
You slam
+
CUSTOM_STOCKPILE_EMPTY_CAGE_OFF
−
blow
+
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON
−
blows
+
CUSTOM_STOCKPILE_INORGANIC_OFF
−
FUEL
+
CUSTOM_STOCKPILE_EMPTY_CAGE_ON
−
AUTOMATIC
+
CUSTOM_STOCKPILE_PREPARED_FOOD_OFF
−
ADVENTURE_MODE_ENABLED
+
CUSTOM_STOCKPILE_USABLE_ARMOR_ON
−
CONTAINS
+
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF
−
NOT_IMPROVED
+
CUSTOM_STOCKPILE_PREPARED_FOOD_ON
−
DOES_NOT_ABSORB
+
CUSTOM_STOCKPILE_USABLE_WEAPON_OFF
−
FOOD_STORAGE_CONTAINER
+
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON
−
HARD_ITEM_MATERIAL
+
CUSTOM_STOCKPILE_USABLE_ARMOR_OFF
−
NOT_PRESSED
+
CUSTOM_STOCKPILE_USABLE_WEAPON_ON
−
REAGENT
+
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF
−
ANY_RAW_MATERIAL
+
CUSTOM_STOCKPILE_CORPSES_ON
−
ANY_CRAFT
+
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF
−
PRODUCT
+
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON
−
IMPROVEMENT
+
BUTTON_INFO_TASKS
−
PRODUCT_DIMENSION
+
BUTTON_INFO_PLACES
−
PRODUCT_TO_CONTAINER
+
CUSTOM_STOCKPILE_CORPSES_OFF
−
PRESERVE_REAGENT
+
BUTTON_INFO_CREATURES
−
DOES_NOT_DETERMINE_PRODUCT_AMOUNT
+
BUTTON_INFO_NOBLES
−
FORCE_EDGE
+
BUTTON_INFO_OBJECTS
−
PRODUCT_PASTE
+
BUTTON_INFO_LABOR
−
PRODUCT_PRESSED
+
BUTTON_INFO_WORK_ORDERS
−
KILN
+
BUTTON_INFO_TASKS_ACTIVE
−
SMELTER
+
BUTTON_INFO_PLACES_ACTIVE
−
KITCHEN
+
BUTTON_INFO_JUSTICE
−
STILL
+
BUTTON_INFO_CREATURES_ACTIVE
−
hanging
+
BUTTON_INFO_NOBLES_ACTIVE
−
art to
+
BUTTON_INFO_OBJECTS_ACTIVE
−
cover to
+
BUTTON_INFO_LABOR_ACTIVE
−
rings to
+
BUTTON_INFO_WORK_ORDERS_ACTIVE
−
bands to
+
BURROW_DELETE
−
spikes to
+
BURROW_ADD_UNIT
−
specific improvement to
+
BURROW_SUSPEND_INACTIVE
−
thread to
+
BURROW_REPAINT
−
cloth to
+
HAULING_VEHICLE_GOOD
−
sewn image to
+
HAULING_VEHICLE_MOVING
−
pages to
+
HAULING_ADD_STOP
−
illustration to
+
HAULING_ADD_VEHICLE
−
They
+
HAULING_STOP_LINKS
−
the Age
+
HAULING_STOP_CONDITIONS
−
Only
+
HAULING_VEHICLE_TROUBLED
−
Suddenly
+
HAULING_STOP_ITEMS
−
Surely
+
HAULING_DELETE_ROUTE
−
Then
+
HAULING_DELETE_STOP
−
Slowly
+
HAULING_RENAME_ROUTE
−
Time
+
HAULING_RENAME_STOP
−
The Day
+
HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE
−
The Night
+
HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE
−
The Wind
+
HAULING_STOP_LINKS_GIVE_TO_STOCKPILE
−
The Sea
+
HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE
−
The Sands
+
HAULING_STOP_CONDITIONS_NEW
−
The Wise
+
HAULING_STOP_CONDITIONS_INCREASE
−
The Dirt
+
HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE
−
The Fool
+
HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE
−
Nothing
+
HAULING_STOP_CONDITIONS_S
−
The Future
+
HAULING_STOP_CONDITIONS_W
−
The Past
+
HAULING_STOP_CONDITIONS_DECREASE
−
Will Tell
+
HAULING_STOP_CONDITIONS_N
−
Foretell
+
HAULING_STOP_CONDITIONS_GUIDE
−
Can Say
+
HAULING_STOP_CONDITIONS_RIDE
−
Know
+
HAULING_STOP_CONDITIONS_E
−
Mourn
+
HAULING_STOP_CONDITIONS_PUSH_OFF
−
Weep
+
HAULING_STOP_CONDITIONS_DESIRED_ITEMS
−
Laugh
+
HAULING_STOP_CONDITIONS_ANY_ITEMS
−
Afterward
+
HAULING_STOP_CONDITIONS_AT_MOST
−
There
+
HAULING_STOP_CONDITIONS_AT_LEAST
−
the Treasure
+
UNIT_SELECTOR_UNASSIGNED
−
Treasure
+
BURROW_WORKSHOPS_EVERYWHERE
−
the Artifact
+
HAULING_STOP_CONDITIONS_DELETE
−
craft shop
+
UNIT_SELECTOR_ASSIGNED
−
weaponsmith's shop
+
SQUADS_POSITIONS
−
armorsmith's shop
+
SQUADS_SELECTED
−
general store
+
BURROW_WORKSHOPS_BURROW_ONLY
−
food shop
+
SQUADS_RECENTER
−
mead hall
+
SQUADS_MOVE_ORDER
−
keep
+
SQUADS_PATROL_ORDER
−
collection of homes
+
SQUADS_NOT_SELECTED
−
apartment room
+
SQUADS_KILL_ORDER
−
temple
+
SQUADS_CANCEL_ORDER
−
tower
+
SQUADS_CHANGE_ALERT
−
market
+
SQUADS_DEFEND_BURROW_ORDER
−
tomb
+
SQUADS_TRAIN_ORDER
−
dungeon
+
SQUADS_LEFT_ACTIVE
−
sewers
+
SQUADS_RIGHT_ACTIVE
−
catacombs
+
SQUADS_INSPECT
−
the Craft Shop
+
SQUADS_DISBAND
−
the Weaponsmith's Shop
+
SQUADS_EQUIPMENT_WEAPON_GOOD
−
the Armorsmith's Shop
+
SQUADS_EQUIPMENT_SHIELD_GOOD
−
the General Store
+
SQUADS_LEFT_INACTIVE
−
the Food Shop
+
SQUADS_RIGHT_INACTIVE
−
the Mead Hall
+
SQUADS_EQUIPMENT_HELMET_GOOD
−
the Keep
+
SQUADS_EQUIPMENT_GLOVES_GOOD
−
the Home
+
SQUADS_EQUIPMENT_ARMOR_GOOD
−
the Homes
+
SQUADS_EQUIPMENT_PANTS_GOOD
−
the Room
+
NOBLES_ACCOUNTING_2_ACTIVE
−
the Temple
+
NOBLES_ACCOUNTING_3_ACTIVE
−
the Tower
+
NOBLES_ACCOUNTING_5_INACTIVE
−
the Market
+
NOBLES_ACCOUNTING_1_ACTIVE
−
the Tomb
+
LABOR_KITCHEN_COOK_CANNOT
−
the Dungeon
+
LABOR_KITCHEN_COOK_ALLOWED
−
the Sewers
+
NOBLES_ACCOUNTING_4_ACTIVE
−
the Catacombs
+
NOBLES_ACCOUNTING_5_ACTIVE
−
the Time
+
LABOR_KITCHEN_BREW_ALLOWED
−
the Attack
+
LABOR_KITCHEN_BREW_RESTRICTED
−
the Invasion
+
LABOR_KITCHEN_COOK_RESTRICTED
−
the Razing
+
LABOR_KITCHEN_BREW_CANNOT
−
the Founders
+
LABOR_STONE_USE_ALLOWED
−
Loss
+
LABOR_STONE_USE_RESTRICTED
−
First Contact
+
LABOR_STONE_USE_MAGMA_SAFE
−
the Agreement
+
LABOR_STONE_USE_MAGMA_UNSAFE
−
the Deal
+
LABOR_WORKER_ASSIGNED
−
Peace
+
LABOR_WORKER_UNASSIGNED
−
the Diplomat
+
WORKER_ONLY_DO_ASSIGNED_JOBS
−
Tragedy
+
WORKER_DO_ANY_AVAILABLE_JOB
−
the Caravan
+
LABOR_EDIT_WORK_DETAIL
−
the Merchants
+
WORK_DETAIL_MINERS
−
Concealment
+
LABOR_WORKER_ASSIGNED_EVERYBODY
−
the Secret
+
LABOR_WORKER_ASSIGNED_NOBODY
−
Creation
+
WORK_DETAIL_PLANTERS
−
Genius
+
WORK_DETAIL_FISHERMEN
−
the Discovery
+
WORK_DETAIL_WOODCUTTERS
−
the Reclamation
+
WORK_DETAIL_HUNTERS
−
the Resettlement
+
WORK_DETAIL_PLANT_GATHERERS
−
Masterpiece
+
WORK_DETAIL_HAULERS
−
the Battle
+
WORK_DETAIL_STONECUTTERS
−
the Clash
+
WORK_DETAIL_ENGRAVERS
−
Pillage
+
WORK_DETAIL_CUSTOM_2
−
Plunder
+
WORK_DETAIL_CUSTOM_3
−
the Tribute
+
WORK_DETAIL_ORDERLIES
−
the Desecration
+
WORK_DETAIL_CUSTOM_1
−
the Abduction
+
WORK_DETAIL_CUSTOM_6
−
the Kidnapping
+
WORK_DETAIL_CUSTOM_7
−
the Theft
+
WORK_DETAIL_CUSTOM_4
−
the Thief
+
WORK_DETAIL_CUSTOM_5
−
the Devouring
+
LOCATION_RESERVED_DECREASE_AMOUNT
−
Hunger
+
LOCATION_RESERVED_ENTER_AMOUNT
−
the Wound
+
WORK_DETAIL_CUSTOM_8
−
the Wounding
+
LOCATION_RESERVED_INCREASE_AMOUNT
−
the Maiming
+
LOCATION_OCCUPATION_PERFORMER
−
the Duel
+
LOCATION_OCCUPATION_MERCENARY
−
the Struggle
+
LOCATION_ASSIGN_OCCUPATION
−
the Construction
+
LOCATION_OCCUPATION_TAVERN_KEEPER
−
the Reunion
+
LOCATION_OCCUPATION_SCRIBE
−
the Summit
+
LOCATION_OCCUPATION_DOCTOR
−
the Explorer
+
LOCATION_OCCUPATION_MONSTER_SLAYER
−
the Traveler
+
LOCATION_OCCUPATION_SCHOLAR
−
the Journey
+
LOCATION_PERMISSION_ON_RESIDENTS
−
the Pet
+
LOCATION_PERMISSION_ON_CITIZENS
−
the Companion
+
LOCATION_POSITION_TEMPLE
−
the Impersonation
+
LOCATION_PERMISSION_ON_VISITORS
−
Trickery
+
LOCATION_PERMISSION_OFF_RESIDENTS
−
Deceit
+
LOCATION_PERMISSION_OFF_CITIZENS
−
Change
+
LOCATION_PERMISSION_ON_MEMBERS
−
the Resurrection
+
LOCATION_PERMISSION_OFF_VISITORS
−
Rebirth
+
BURROW_RECENTER
−
the Mystery
+
BURROW_SUSPEND_ACTIVE
−
the Confrontation
+
LOCATION_PERMISSION_OFF_MEMBERS
−
the Obsession
+
LOCATION_OCCUPATION_REMOVE_WORKER
−
Storage
+
BUTTON_DIG
−
the Spirit
+
BUTTON_LOWER_MENU
−
the Dead
+
ARENA_FLUIDS_MUD_SELECTED
−
the Ghost
+
ARENA_ENTER_AMOUNT
−
the Corpse
+
BUTTON_BUILDING_REMOVE
−
the Mountain Halls
+
BUTTON_ZONE_INACTIVE
−
the Mountainhome
+
BUTTON_BUILDING_INACTIVE
−
the Fortress
+
BUTTON_BUILDING_ACTIVE
−
the Dark Fortress
+
BUTTON_BURROW_ACTIVE
−
the Cave
+
BUTTON_HAULING_INACTIVE
−
the Pit
+
BUTTON_ZONE_ACTIVE
−
the Dark
+
BUTTON_BURROW_INACTIVE
−
the Darkness
+
BUTTON_DIG_DIG_INACTIVE
−
the Hole
+
BUTTON_DIG_STAIRS_ACTIVE
−
the Cavern
+
BUTTON_HAULING_ACTIVE
−
the Tree
+
BUTTON_DIG_DIG_ACTIVE
−
the Trees
+
BUTTON_DIG_RAMP_INACTIVE
−
the Forest
+
BUTTON_DIG_CHANNEL_ACTIVE
−
the Forest Retreat
+
BUTTON_DIG_STAIRS_INACTIVE
−
the City
+
BUTTON_DIG_RAMP_ACTIVE
−
the Town
+
BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE
−
the Farm
+
BUTTON_DIG_MODE_ALL_ACTIVE
−
the Village
+
BUTTON_DIG_CHANNEL_INACTIVE
−
the Hamlet
+
BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE
−
the Labyrinth
+
BUTTON_DIG_MODE_AUTO_INACTIVE
−
the Maze
+
BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE
−
the Tunnels
+
BUTTON_DIG_MODE_ALL_INACTIVE
−
the Shrine
+
BUTTON_DIG_MODE_AUTO_ACTIVE
−
the Lair
+
BUTTON_DIG_MODE_ONLY_GEM_INACTIVE
−
the Burrow
+
BUTTON_PRIORITY_1_ACTIVE
−
the Castle
+
BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE
−
the Burial
+
BUTTON_DIG_MODE_ONLY_GEM_ACTIVE
−
the Mausoleum
+
BUTTON_PRIORITY_2_INACTIVE
−
the Monument
+
BUTTON_PRIORITY_3_ACTIVE
−
the Camp
+
BUTTON_PRIORITY_1_INACTIVE
−
the Place
+
BUTTON_PRIORITY_2_ACTIVE
−
the Horror
+
BUTTON_PRIORITY_4_INACTIVE
−
Goodness
+
BUTTON_PRIORITY_5_ACTIVE
−
the Joy
+
BUTTON_PRIORITY_3_INACTIVE
−
the World
+
BUTTON_PRIORITY_4_ACTIVE
−
the Region
+
BUTTON_PRIORITY_6_INACTIVE
−
the Universe
+
BUTTON_PRIORITY_7_ACTIVE
−
the Wetland
+
BUTTON_PRIORITY_5_INACTIVE
−
the Marsh
+
BUTTON_PRIORITY_6_ACTIVE
−
the Swamp
+
BUTTON_DES_BLUEPRINT_INACTIVE
−
the Bog
+
BUTTON_DES_TO_BLUEPRINT_ACTIVE
−
the Mire
+
BUTTON_PRIORITY_7_INACTIVE
−
the Murk
+
BUTTON_DES_BLUEPRINT_ACTIVE
−
the Desert
+
BUTTON_DES_FROM_BLUEPRINT_INACTIVE
−
the Sand
+
BUTTON_DES_CHOP_ACTIVE
−
the Rocks
+
BUTTON_DES_FROM_BLUEPRINT_ACTIVE
−
the Canopy
+
BUTTON_DES_TO_BLUEPRINT_INACTIVE
−
the Undergrowth
+
BUTTON_DES_GATHER_INACTIVE
−
the Mountains
+
BUTTON_DES_SMOOTH_ACTIVE
−
the Peaks
+
BUTTON_DES_CHOP_INACTIVE
−
the Mountain
+
BUTTON_DES_GATHER_ACTIVE
−
the Ocean
+
BUTTON_DES_SMOOTH_SMOOTH_INACTIVE
−
the Waves
+
BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE
−
the Deep
+
BUTTON_DES_SMOOTH_INACTIVE
−
the Sea
+
BUTTON_DES_SMOOTH_SMOOTH_ACTIVE
−
the Lake
+
BUTTON_DES_SMOOTH_TRACK_INACTIVE
−
the Waters
+
BUTTON_DES_SMOOTH_FORTIFY_ACTIVE
−
the Glacier
+
BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE
−
the Ice
+
BUTTON_DES_SMOOTH_TRACK_ACTIVE
−
the Tundra
+
SQUADS_EQUIPMENT_AMMO_GOOD
−
the Frozen Wastes
+
SQUADS_EQUIPMENT_BACKPACK_GOOD
−
the Grassland
+
SQUADS_EQUIPMENT_SHOES_GOOD
−
the Plains
+
SQUADS_EQUIPMENT_QUIVER_GOOD
−
the Savanna
+
SQUADS_EQUIPMENT_SHIELD_WARNING
−
the Shrubland
+
SQUADS_EQUIPMENT_ARMOR_WARNING
−
the Hills
+
SQUADS_EQUIPMENT_FLASK_GOOD
−
the fiery bowels of the earth
+
SQUADS_EQUIPMENT_WEAPON_WARNING
−
the Depths
+
SQUADS_EQUIPMENT_GLOVES_WARNING
−
the Underground
+
SQUADS_EQUIPMENT_SHOES_WARNING
−
the Caverns
+
SQUADS_EQUIPMENT_PANTS_WARNING
−
the Fire
+
SQUADS_EQUIPMENT_HELMET_WARNING
−
the Flames
+
SQUADS_EQUIPMENT_BACKPACK_WARNING
−
the Magma
+
SQUADS_EQUIPMENT_FLASK_WARNING
−
the Fiery Depths
+
SQUADS_EQUIPMENT_QUIVER_WARNING
−
Hell
+
SQUADS_EQUIPMENT_AMMO_WARNING
−
the Creatures
+
SQUADS_EQUIPMENT_ARMOR_MISSING
−
Creatures
+
SQUADS_EQUIPMENT_PANTS_MISSING
−
the Creature
+
SQUADS_EQUIPMENT_WEAPON_MISSING
−
the Coins
+
SQUADS_EQUIPMENT_SHIELD_MISSING
−
the Art
+
SQUADS_EQUIPMENT_SHOES_MISSING
−
the People
+
SQUADS_EQUIPMENT_QUIVER_MISSING
−
the Group
+
SQUADS_EQUIPMENT_HELMET_MISSING
−
the Settlement
+
SQUADS_EQUIPMENT_GLOVES_MISSING
−
the Vessel
+
SQUADS_EQUIPMENT_FLASK_MISSING
−
the Migration
+
BUTTON_FREE_PAINT_ACTIVE
−
the Religion
+
SQUADS_EQUIPMENT_AMMO_MISSING
−
the Faith
+
SQUADS_EQUIPMENT_BACKPACK_MISSING
−
Beliefs
+
BUTTON_PAINT_RECTANGLE_INACTIVE
−
the Fighters
+
BUTTON_CLICK_ACTIVE
−
the Squad
+
BUTTON_FREE_PAINT_INACTIVE
−
the Outcasts
+
BUTTON_PAINT_RECTANGLE_ACTIVE
−
the Criminals
+
BUTTON_FREE_PAINT_BORDER_INACTIVE
−
Set Region Information Overflow
+
BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE
−
Not enough peaks:
+
BUTTON_CLICK_INACTIVE
−
Not enough medium altitudes
+
BUTTON_FREE_PAINT_BORDER_ACTIVE
−
Not enough medium altitudes after shift down
+
BUILDING_SHEET_FARM_INACTIVE_OPTION
−
Not enough low altitudes after shift down:
+
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON
−
Not enough medium altitudes after shift up
+
BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE
−
Not enough high altitudes after shift up
+
BUILDING_SHEET_FARM_ACTIVE_OPTION
−
Not enough partial edge oceans
+
RECENTER_SURFACE
−
Not enough complete edge oceans
+
RECENTER_DEEPEST
−
Rainfall not evenly distributed:
+
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF
−
Flat/rough areas not evenly distributed:
+
RECENTER_HOTKEYS
−
Savagery not evenly distributed
+
RECENTER_REMOVE_OR_CLEAR
−
Volcanism not evenly distributed
+
ARENA_INCREASE_TEAM
−
Initial swamp square count fails by
+
RECENTER_RECENTER
−
Initial desert square count fails by
+
RECENTER_SET_LOCATION
−
Initial forest square count fails by
+
ARENA_DECREASE_SKILL
−
Initial mountain square count fails by
+
ARENA_INCREASE_EQUIPMENT
−
Initial ocean square count fails by
+
ARENA_DECREASE_TEAM
−
Initial glacier square count fails by
+
ARENA_INCREASE_SKILL
−
Initial tundra square count fails by
+
ARENA_CONDITION_UNASSIGNED
−
Initial grassland square count fails by
+
ARENA_FLUIDS_WATER_UNSELECTED
−
Initial hill square count fails by
+
ARENA_DECREASE_EQUIPMENT
−
Not enough volcanos
+
ARENA_CONDITION_ASSIGNED
−
Swamp region count fails by
+
ARENA_FLUIDS_MAGMA_SELECTED
−
Desert region count fails by
+
ARENA_FLUIDS_REMOVE_UNSELECTED
−
Forest region count fails by
+
ARENA_FLUIDS_WATER_SELECTED
−
Mountain region count fails by
+
ARENA_FLUIDS_MAGMA_UNSELECTED
−
Ocean region count fails by
+
ARENA_FLUIDS_SNOW_SELECTED
−
Glacier region count fails by
+
ARENA_FLUIDS_MUD_UNSELECTED
−
Tundra region count fails by
+
ARENA_FLUIDS_REMOVE_SELECTED
−
Grassland region count fails by
+
ARENA_FLUIDS_SNOW_UNSELECTED
−
Hill region count fails by
+
INVENTORY_ASSIGNED_SYMBOL
−
Not enough river start points before erosion
+
UNIT_SHEET_CUSTOMIZE
−
Too many distinct subregions (over by
+
INVENTORY_ASSIGNED_CLOTHING
−
Error sorting rivers: working with
+
INVENTORY_ASSIGNED_TOOL
−
Not enough medium altitude locations after erosion
+
UNIT_SHEET_CAMERA_ACTIVE
−
Not enough low altitude locations after erosion:
+
PETS_LIVESTOCK_ASSIGN_TRAINER
−
Not enough high altitude locations after erosion
+
UNIT_SHEET_EXPEL
−
Not enough mountain cave locations
+
UNIT_SHEET_CAMERA_INACTIVE
−
Not enough mountain cave locations after location check
+
PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE
−
Not enough low-lying cave locations
+
PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE
−
Not enough low-lying cave locations after location check
+
PETS_LIVESTOCK_WAR_TRAINING_INACTIVE
−
Not enough entity placement locations
+
PETS_LIVESTOCK_WAR_TRAINING_ACTIVE
−
Did not place controllable entity
+
PETS_LIVESTOCK_AVAILABLE_AS_PET
−
Placed farming entity without crops
+
PETS_LIVESTOCK_SLAUGHTER_INACTIVE
−
Final swamp region count fails by
+
PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL
−
Final desert region count fails by
+
PETS_LIVESTOCK_UNAVAILABLE_AS_PET
−
Final forest region count fails by
+
PETS_LIVESTOCK_GELD_ACTIVE
−
Final mountain region count fails by
+
BUILDING_SHEET_ASSIGN_WORKER
−
Final ocean region count fails by
+
PETS_LIVESTOCK_SLAUGHTER_ACTIVE
−
Final glacier region count fails by
+
PETS_LIVESTOCK_GELD_INACTIVE
−
Final tundra region count fails by
+
ASSIGN_TRADE_SELECTED
−
Final grassland region count fails by
+
ASSIGN_TRADE_NOT_SELECTED
−
Final hill region count fails by
+
BUILDING_SHEET_CLEAR_WORKER
−
There is thick fog outside.
+
BUILDING_SHEET_REMOVE
−
There is fog outside.
+
ASSIGN_TRADE_PROHIBITED
−
There is a thin mist outside.
+
BUTTON_FILTER_NAME
−
You cannot see the sky clearly from here, but the available sunlight indicates
+
ASSIGN_TRADE_IN_DEPOT
−
the night
+
ASSIGN_TRADE_BEING_BROUGHT
−
the dawn
+
PETITIONS_LIGHT
−
the day
+
GRID_CELL_INACTIVE
−
the sunset
+
SIEGE_LIGHT
−
There is a heavy blanket of fog enveloping everything.
+
DIPLOMACY_LIGHT
−
Fog enshrouds the area.
+
LEGENDS_TAB_PAGE_LEFT
−
There is a thin mist here.
+
LEGENDS_TAB_PAGE_RIGHT
−
The sky above you is nearly black, ripped through with towering clouds.
+
GRID_CELL_ACTIVE
−
The sky above you is completely gray, with dark cloud pillars pressing through it.
+
GRID_CELL_BUTTON
−
The sky above you is a uniform and dark gray.
+
EMBARK_EXPAND_Y_ACTIVE
−
The sky above you is gray.
+
EMBARK_EXPAND_Y_INACTIVE
−
The sky above you is hazy and white.
+
EMBARK_SELECTED
−
Mounds of clouds are clustered through a striped sky.
+
EMBARK_NOT_SELECTED
−
There are scattered clouds underneath a striped sky.
+
HELP_BORDER
−
The sky is striped with thin clouds.
+
HELP_CORNER
−
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
+
EMBARK_CONTRACT_Y_ACTIVE
−
There are scattered puffy clouds above you.
+
EMBARK_CONTRACT_Y_INACTIVE
−
The sky is otherwise clear above you.
+
HELP_REVEAL
−
The sky is clear above you.
+
LIQUID_NUMBERS_ON
−
The sun is rising
+
HELP_CLOSE
−
The sun is
+
HELP_HIDE
−
western
+
RAMP_ARROWS_OFF
−
eastern
+
ZOOM_IN_ON
−
The sun is directly above you
+
LIQUID_NUMBERS_OFF
−
The sun is setting
+
RAMP_ARROWS_ON
−
full moon
+
ZOOM_OUT_OFF
−
waxing gibbous moon
+
BUTTON_RECTANGLE
−
waxing half moon
+
ZOOM_IN_OFF
−
waxing crescent moon
+
ZOOM_OUT_ON
−
waning gibbous moon
+
BUTTON_RECTANGLE_DARK
−
waning half moon
+
BUTTON_ADD
−
waning crescent moon
+
BUTTON_RECTANGLE_SELECTED
−
The stars are out.
+
BUTTON_RECTANGLE_LIGHT
−
There is a strong breeze blowing from the
+
BUTTON_ADD_INVALID
−
There is a cool breeze blowing from the
+
BUTTON_SUBTRACT
−
There is a gentle breeze blowing from the
+
BUTTON_ADD_HOVER
−
Loop Erase River Overflow
+
BUTTON_ADD_PRESSED
−
Loop Erase River Placement Overflow
+
BUTTON_DES_CLAIM_ACTIVE
−
Loop Erase River Temp River Placement Overflow
+
BUTTON_DES_CLAIM_INACTIVE
−
territory_map-
+
BUTTON_DES_SMOOTH_FORTIFY_INACTIVE
−
historical_map-
+
BUTTON_DES_ITEM_BUILDING
−
world_map-
+
BUTTON_DES_DUMP_ACTIVE
−
CUSTOM_NAME:
+
BUTTON_DES_DUMP_INACTIVE
−
SEED:
+
BUTTON_DES_FORBID_ACTIVE
−
HISTORY_SEED:
+
BUTTON_DES_FORBID_INACTIVE
−
NAME_SEED:
+
BUTTON_DES_MELT_ACTIVE
−
CREATURE_SEED:
+
BUTTON_DES_MELT_INACTIVE
−
DIM:
+
BUTTON_DES_UNDUMP_ACTIVE
−
EMBARK_POINTS:
+
BUTTON_DES_UNDUMP_INACTIVE
−
END_YEAR:
+
BUTTON_DES_HIDE_ACTIVE
−
BEAST_END_YEAR:
+
BUTTON_DES_HIDE_INACTIVE
−
REVEAL_ALL_HISTORY:
+
BUTTON_DES_UNMELT_ACTIVE
−
CULL_HISTORICAL_FIGURES:
+
BUTTON_DES_UNMELT_INACTIVE
−
MINERAL_SCARCITY:
+
BUTTON_DES_TRAFFIC
−
MEGABEAST_CAP:
+
BUTTON_DES_TRAFFIC_HIGH_ACTIVE
−
SEMIMEGABEAST_CAP:
+
BUTTON_DES_UNHIDE_ACTIVE
−
TITAN_NUMBER:
+
BUTTON_DES_UNHIDE_INACTIVE
−
TITAN_ATTACK_TRIGGER:
+
BUTTON_DES_TRAFFIC_NORMAL_INACTIVE
−
DEMON_NUMBER:
+
BUTTON_DES_TRAFFIC_LOW_ACTIVE
−
NIGHT_TROLL_NUMBER:
+
BUTTON_DES_TRAFFIC_HIGH_INACTIVE
−
BOGEYMAN_NUMBER:
+
BUTTON_DES_TRAFFIC_NORMAL_ACTIVE
−
VAMPIRE_NUMBER:
+
BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE
−
WEREBEAST_NUMBER:
+
BUTTON_DES_ERASE
−
SECRET_NUMBER:
+
BUTTON_DES_TRAFFIC_LOW_INACTIVE
−
REGIONAL_INTERACTION_NUMBER:
+
BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE
−
DISTURBANCE_INTERACTION_NUMBER:
+
BUTTON_SETTINGS
−
EVIL_CLOUD_NUMBER:
+
BUTTON_HELP
−
EVIL_RAIN_NUMBER:
+
BUTTON_OPEN_RIGHT
−
GOOD_SQ_COUNTS:
+
BUTTON_CLOSE_LEFT
−
EVIL_SQ_COUNTS:
+
BUTTON_STRESS_2
−
PEAK_NUMBER_MIN:
+
BUTTON_STRESS_3
−
PARTIAL_OCEAN_EDGE_MIN:
+
BUTTON_STRESS_0
−
COMPLETE_OCEAN_EDGE_MIN:
+
BUTTON_STRESS_1
−
VOLCANO_MIN:
+
BUTTON_STRESS_6
−
EROSION_CYCLE_COUNT:
+
BUTTON_PLAY_ACTIVE
−
RIVER_MINS:
+
BUTTON_STRESS_4
−
PERIODICALLY_ERODE_EXTREMES:
+
BUTTON_STRESS_5
−
OROGRAPHIC_PRECIPITATION:
+
BUTTON_PAUSE_INACTIVE
−
SUBREGION_MAX:
+
BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE
−
CAVERN_LAYER_COUNT:
+
BUTTON_PLAY_INACTIVE
−
CAVERN_LAYER_OPENNESS_MIN:
+
BUTTON_PAUSE_ACTIVE
−
CAVERN_LAYER_OPENNESS_MAX:
+
BUILDING_INFO_DOOR_PERMITTED
−
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
+
BUILDING_INFO_ACTIVE
−
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
+
BUILDING_INFO_DOOR_FORBIDDEN
−
CAVERN_LAYER_WATER_MIN:
+
BUILDING_INFO_DOOR_PERMITTED_ACTIVE
−
CAVERN_LAYER_WATER_MAX:
+
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL
−
HAVE_BOTTOM_LAYER_1:
+
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE
−
HAVE_BOTTOM_LAYER_2:
+
BUILDING_INFO_INACTIVE
−
LEVELS_ABOVE_GROUND:
+
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE
−
LEVELS_ABOVE_LAYER_1:
+
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE
−
LEVELS_ABOVE_LAYER_2:
+
BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE
−
LEVELS_ABOVE_LAYER_3:
+
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE
−
LEVELS_ABOVE_LAYER_4:
+
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE
−
LEVELS_ABOVE_LAYER_5:
+
BUILDING_INFO_ANIMAL_TRAP_FISH
−
LEVELS_AT_BOTTOM:
+
BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE
−
CAVE_MIN_SIZE:
+
BUILDING_INFO_ANIMAL_TRAP_MEAT
−
CAVE_MAX_SIZE:
+
BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE
−
MOUNTAIN_CAVE_MIN:
+
BUILDING_INFO_ANIMAL_TRAP_NONE
−
NON_MOUNTAIN_CAVE_MIN:
+
INVENTORY_ASSIGNED_SQUAD
−
ALL_CAVES_VISIBLE:
+
BUILDING_INFO_ANIMAL_TRAP_GEM
−
SHOW_EMBARK_TUNNEL:
+
BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE
−
TOTAL_CIV_NUMBER:
+
BUTTON_PICTURE_BOX_SELECTED
−
TOTAL_CIV_POPULATION:
+
BUTTON_PICTURE_BOX_HIGHLIGHTED
−
SITE_CAP:
+
SCROLLBAR_OFFCENTER_SCROLLER_HOVER
−
PLAYABLE_CIVILIZATION_REQUIRED:
+
BUTTON_PICTURE_BOX
−
ELEVATION_RANGES:
+
BUTTON_PICTURE_BOX_DARK
−
RAIN_RANGES:
+
BUTTON_FILTER
−
DRAINAGE_RANGES:
+
BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED
−
SAVAGERY_RANGES:
+
BUTTON_PICTURE_BOX_LIGHT
−
VOLCANISM_RANGES:
+
BUTTON_CATEGORY_RECTANGLE_ON_SELECTED
−
feature-
+
BUTTON_CATEGORY_RECTANGLE_ON
−
data/save/current/feature-
+
BUTTON_CATEGORY_RECTANGLE_SELECTED
−
Mountain-Slope Overflow
+
BUTTON_CATEGORY_RECTANGLE
−
Worship List
+
CALENDAR_DAY_PAST
−
Married
+
CALENDAR_DAY_CURRENT
−
Never Married
+
BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED
−
Worshipped
+
BUTTON_CATEGORY_RECTANGLE_OFF
−
Worships
+
BORDER_TOP
−
Civilized World Population
+
BORDER_BOTTOM
−
Total:
+
CALENDAR_DAY_FUTURE
−
Parent Civ:
+
BORDER_MIDDLE_INTERSECTION
−
Unnumbered
+
HOVER_RECTANGLE_JOIN_W_SW
−
Unnumbered
+
HOVER_RECTANGLE_JOIN_W_S
−
Unnumbered animated
+
BORDER_LEFT
−
Outdoor Animal Populations (Including Undead)
+
BORDER_RIGHT
−
Underground Animal Populations (Including Undead)
+
HOVER_TAB_INACTIVE
−
data/save/current/region_snapshot-
+
HOVER_TAB_INSIDE_CORNER_TOP
−
region_snapshot-
+
HOVER_RECTANGLE_JOIN_E_S
−
Midmap creation failure on graphical map export:
+
HOVER_RECTANGLE_JOIN_E_SE
−
Elevation negative on graphical map export (main)
+
BOTTOM_BUTTON_BORDER_W
−
Elevation negative on graphical map export (midmap)
+
BOTTOM_BUTTON_BORDER_N
−
RCP_BASIC_BODY
+
HOVER_TAB_INSIDE_CORNER_BOTTOM
−
RCP_BASIC_BODY_STANCE
+
BOTTOM_BUTTON_BORDER_NW
−
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
+
BOTTOM_BUTTON_BORDER_E
−
RCP_UPPER_BODY
+
LEGENDS_TAB_CLOSE_INACTIVE
−
RCP_LOWER_BODY
+
BOTTOM_BUTTON_BORDER_INTERIOR
−
RCP_THORAX
+
BOTTOM_BUTTON_BORDER_NE
−
RCP_ABDOMEN
+
EMBARK_EXPAND_X_INACTIVE
−
RCP_CEPHALOTHORAX
+
EMBARK_CONTRACT_X_ACTIVE
−
RCP_HEAD
+
LEGENDS_TAB_CLOSE_ACTIVE
−
RCP_TWO_PART_ARMS
+
EMBARK_EXPAND_X_ACTIVE
−
RCP_PINCERS
+
INTERIOR_BORDER_N_S_W_E
−
RCP_CLAW_ARMS
+
INTERIOR_BORDER_N_W_E
−
RCP_FIRST_SIMPLE_LEGS
+
EMBARK_CONTRACT_X_INACTIVE
−
RCP_SECOND_SIMPLE_LEGS
+
BUTTON_RECTANGLE_DIVIDER
−
RCP_THIRD_SIMPLE_LEGS
+
INTERIOR_BORDER_N_S
−
RCP_FOURTH_SIMPLE_LEGS
+
INTERFACE_BACKGROUND
−
RCP_FIFTH_SIMPLE_LEGS
+
INTERIOR_BORDER_S_W_E
−
RCP_SIMPLE_FRONT_LEGS
+
INTERIOR_BORDER_W_E
−
RCP_SIMPLE_REAR_LEGS
+
SORT_DESCENDING_ACTIVE
−
RCP_TWO_PART_LEGS
+
SORT_DESCENDING_INACTIVE
−
RCP_FRONT_FLIPPER
+
SORT_ASCENDING_ACTIVE
−
RCP_REAR_FLIPPER
+
SORT_ASCENDING_INACTIVE
−
RCP_TWO_FLIGHTLESS_WINGS
+
SCROLLBAR_UP_HOVER
−
RCP_TWO_WINGS
+
SCROLLBAR_UP_PRESSED
−
RCP_TAIL
+
SORT_TEXT_ACTIVE
−
RCP_2_TAILS
+
SORT_TEXT_INACTIVE
−
RCP_3_TAILS
+
SCROLLBAR_TOP_SCROLLER
−
RCP_TAIL_STINGER
+
SCROLLBAR_TOP_SCROLLER_HOVER
−
RCP_LOWER_BODY_STINGER
+
SCROLLBAR_DOWN_HOVER
−
RCP_PROBOSCIS
+
SCROLLBAR_DOWN_PRESSED
−
RCP_TRUNK
+
SCROLLBAR_BLANK_SCROLLER
−
RCP_SHELL
+
SCROLLBAR_BLANK_SCROLLER_HOVER
−
RCP_ANTENNAE
+
SCROLLBAR_BOTTOM_SCROLLER
−
RCP_1_HEAD_HORN
+
SCROLLBAR_BOTTOM_SCROLLER_HOVER
−
RCP_2_HEAD_HORNS
+
BUTTON_SUBTRACT_INVALID
−
RCP_3_HEAD_HORNS
+
BUTTON_EXPANDER_CLOSED
−
RCP_4_HEAD_HORNS
+
BUTTON_SUBTRACT_HOVER
−
RCP_LARGE_MANDIBLES
+
BUTTON_SUBTRACT_PRESSED
−
RCP_5_FINGERS
+
TAB_SELECTED
−
RCP_4_FINGERS
+
SHORT_TAB
−
RCP_3_FINGERS
+
BUTTON_EXPANDER_OPEN
−
RCP_2_FINGERS
+
SHORT_SUBTAB_SELECTED
−
RCP_5_TOES
+
SHORT_SUBSUBTAB
−
RCP_4_TOES
+
SHORT_TAB_SELECTED
−
RCP_3_TOES
+
SHORT_SUBTAB
−
RCP_2_TOES
+
HORIZONTAL_OPTION_ACTIVE
−
RCP_5_FRONT_TOES
+
HORIZONTAL_OPTION_INACTIVE
−
RCP_4_FRONT_TOES
+
SHORT_SUBSUBTAB_SELECTED
−
RCP_3_FRONT_TOES
+
HORIZONTAL_OPTION_LEFT_ORNAMENT
−
RCP_2_FRONT_TOES
+
HORIZONTAL_OPTION_RIGHT_ORNAMENT
−
RCP_5_REAR_TOES
+
BUILDING_JOBS_REPEAT
−
RCP_4_REAR_TOES
+
HORIZONTAL_OPTION_REMOVE
−
RCP_3_REAR_TOES
+
HORIZONTAL_OPTION_CONFIRM
−
RCP_2_REAR_TOES
+
BUILDING_JOBS_DO_NOW_ACTIVE
−
RCP_1_EYE
+
BUILDING_JOBS_SUSPENDED
−
RCP_2_EYES
+
BUILDING_JOBS_REPEAT_ACTIVE
−
RCP_3_EYES
+
BUILDING_JOBS_DO_NOW
−
RCP_BEAK
+
BUILDING_JOBS_REMOVE
−
RCP_NOSE
+
BUILDING_JOBS_REMOVE_WORKER
−
RCP_CHEEKS
+
BUILDING_JOBS_SUSPENDED_ACTIVE
−
RCP_LUNGS
+
BUILDING_JOBS_PRIORITY_UP
−
RCP_HEART
+
BUILDING_SHORT_ITEM_TASK
−
RCP_GUTS
+
BUILDING_ITEM_TASK
−
RCP_THROAT
+
BUILDING_JOBS_ACTIVE
−
RCP_SPINE
+
BUILDING_JOBS_QUOTA
−
RCP_NECK
+
BUILDING_ITEM_ANIMAL
−
RCP_BRAIN
+
BUILDING_ITEM_BAIT
−
RCP_SKULL
+
BUILDING_ITEM_INCORPORATED
−
RCP_MOUTH
+
BUILDING_ITEM_TRADE
−
RCP_TEETH
+
BUILDING_ITEM_OTHER
−
RCP_RIBS
+
STOCKS_RECENTER
−
RCP_RIBS_EXTERNAL
+
BUILDING_ITEM_LOADED
−
RCP_LIPS
+
BUILDING_ITEM_DEAD
−
RCP_EYELIDS
+
STOCKS_FORBID_ACTIVE
−
RCP_GLOSS_HOOF
+
STOCKS_DUMP
−
RCP_GLOSS_PAW
+
STOCKS_VIEW_ITEM
−
Cannot generate random creatures -- missing body
+
STOCKS_FORBID
−
Cannot generate random creatures -- missing body gloss
+
STOCKS_MELT_ACTIVE
−
STANDARD_MATERIALS
+
STOCKS_HIDE
−
STANDARD_TISSUES
+
STOCKS_DUMP_ACTIVE
−
CHITIN_MATERIALS
+
STOCKS_MELT
−
CHITIN_TISSUES
+
SHORT_FORBID_ACTIVE
−
FACIAL_HAIR_TISSUES
+
SHORT_DUMP
−
HEAD_HAIR_TISSUE_LAYERS
+
STOCKS_HIDE_ACTIVE
−
FACIAL_HAIR_TISSUE_LAYERS
+
SHORT_FORBID
−
BODY_HAIR_TISSUE_LAYERS
+
SHORT_MELT_ACTIVE
−
BODY_FEATHER_TISSUE_LAYERS
+
SHORT_HIDE
−
VERTEBRATE_TISSUE_LAYERS
+
SHORT_DUMP_ACTIVE
−
EXOSKELETON_TISSUE_LAYERS
+
SHORT_MELT
−
STANDARD_HEAD_POSITIONS
+
SLIDER
−
HUMANOID_HEAD_POSITIONS
+
SLIDER_HOVER
−
HUMANOID_RIBCAGE_POSITIONS
+
SHORT_HIDE_ACTIVE
−
SHELL_POSITIONS
+
SLIDER_BACKGROUND
−
HUMANOID_RELSIZES
+
SCROLLBAR_SMALL_SCROLLER_HOVER
−
Cannot generate random creatures -- missing body detail plan
+
SCROLLBAR_OFFCENTER_SCROLLER
−
SKIN_TEMPLATE
+
SCROLLBAR
−
FAT_TEMPLATE
+
SCROLLBAR_SMALL_SCROLLER
−
MUSCLE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_8T
−
SINEW_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_9T
−
BONE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_6T
−
CARTILAGE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_7T
−
HAIR_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_2B
−
FEATHER_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_3B
−
SCALE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_10T
−
NAIL_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_1B
−
TOOTH_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_6B
−
EYE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_7B
−
NERVE_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_4B
−
BRAIN_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_5B
−
LUNG_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_10B
−
HEART_TEMPLATE
+
AMMO_GRAPHICS
−
LIVER_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_8B
−
GUT_TEMPLATE
+
TRAPCOMP_GRAPHICS_UPRIGHT_9B
−
STOMACH_TEMPLATE
+
AMMO_GRAPHICS_STRAIGHT_WOOD
−
PANCREAS_TEMPLATE
+
AMMO_GRAPHICS_DIAGONAL_DEFAULT
−
SPLEEN_TEMPLATE
+
AMMO_GRAPHICS_STRAIGHT_DEFAULT
−
KIDNEY_TEMPLATE
+
SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT
−
LEATHER_TEMPLATE
+
AMMO_GRAPHICS_DIAGONAL_WOOD
−
HORN_TEMPLATE
+
SIEGEAMMO_GRAPHICS
−
PEARL_TEMPLATE
+
SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD
−
SILK_TEMPLATE
+
WEAPON_GRAPHICS
−
BLOOD_TEMPLATE
+
SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD
−
ICHOR_TEMPLATE
+
SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT
−
GOO_TEMPLATE
+
WEAPON_GRAPHICS_MATERIAL
−
SLIME_TEMPLATE
+
WEAPON_GRAPHICS_WOOD
−
SHELL_TEMPLATE
+
WEAPON_GRAPHICS_DEFAULT
−
SOAP_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_1T
−
TALLOW_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_2T
−
CHITIN_TEMPLATE
+
WEAPON_GRAPHICS_WOOD_GROWN
−
MILK_TEMPLATE
+
WEAPON_GRAPHICS_WEAPON_TRAP
−
CREATURE_CHEESE_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_5T
−
STRUCTURAL_PLANT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_6T
−
SEED_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_3T
−
LEAF_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_4T
−
THREAD_PLANT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_9T
−
PLANT_ALCOHOL_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_10T
−
PLANT_POWDER_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_7T
−
PLANT_EXTRACT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_8T
−
CREATURE_EXTRACT_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_3B
−
FLAME_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_4B
−
Cannot generate random creatures -- missing material template
+
WEAPON_GRAPHICS_UPRIGHT_1B
−
CHEEK_WHISKERS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_2B
−
CHIN_WHISKERS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_7B
−
MOUSTACHE_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_8B
−
SIDEBURNS_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_5B
−
EYEBROW_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_6B
−
EYELASH_TEMPLATE
+
FOOD_CONTAINER_GRAPHICS
−
CLAW_TEMPLATE
+
TOOL_GRAPHICS
−
TALON_TEMPLATE
+
WEAPON_GRAPHICS_UPRIGHT_9B
−
Cannot generate random creatures -- missing tissue template
+
WEAPON_GRAPHICS_UPRIGHT_10B
−
EVIL_CLOUD_
+
LIST_ICON
−
cursed
+
TOOL_GRAPHICS_HIVE_BLD
−
wicked
+
ADD_TOOL_GRAPHICS
−
evil
+
TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID
−
creeping
+
TOOL_GRAPHICS_CONTAINER_STONE_LIQUID
−
haunting
+
TOOL_GRAPHICS_HIVE_BLD_IN_USE
−
abominable
+
TOOL_GRAPHICS_HIVE_BLD_PRODUCTS
−
devilish
+
SCROLLBAR_SKY
−
fiendish
+
SCROLLBAR_GROUND
−
heinous
+
SCROLLBAR_CENTER_SCROLLER
−
nefarious
+
SCROLLBAR_CENTER_SCROLLER_HOVER
−
profane
+
SHAPE_GRAPHICS_LARGE_GEM
−
vile
+
SCROLLBAR_UNDERGROUND
−
accursed
+
BUTTON_FILTER_NO_MAG_RIGHT
−
blighted
+
CUSTOM_FURNACE_GRAPHICS
−
execrable
+
SHAPE_GRAPHICS_SMALL_GEM
−
infernal
+
CUSTOM_WORKSHOP_GRAPHICS
−
unholy
+
STATUE_CREATURE_GRAPHICS
−
eerie
+
STATUE_ITEM_GRAPHICS
−
dust
+
STATUE_SHAPE_GRAPHICS
−
soot
+
STATUE_CREATURE_CASTE_GRAPHICS
−
gloom
+
CHEESE_GRAPHICS
−
murk
+
BOULDER_GRAPHICS
−
smoke
+
CHEESE_GRAPHICS_ALT
−
vapor
+
ROUGH_GEM_GRAPHICS
−
husk
+
WOOD_GRAPHICS
−
husks
+
BARS_GRAPHICS
−
zombie
+
FOOD_GRAPHICS
−
zombies
+
GLOVES_GRAPHICS
−
thrall
+
ARMOR_GRAPHICS
−
thralls
+
PANTS_GRAPHICS
−
EVIL_RAIN_
+
HELM_GRAPHICS
−
pungent
+
SHIELD_GRAPHICS
−
acrid
+
SHOES_GRAPHICS
−
bitter
+
TOY_GRAPHICS
−
abhorrent
+
SHOES_GRAPHICS_METAL
−
horrid
+
SHIELD_GRAPHICS_WOODEN
−
loathsome
+
TRAPCOMP_GRAPHICS_WEAPON_TRAP
−
malodorous
+
TRAPCOMP_GRAPHICS_UPRIGHT_1T
−
nauseating
+
TRAPCOMP_GRAPHICS
−
putrid
+
TRAPCOMP_GRAPHICS_UPRIGHT_4T
−
repellent
+
TRAPCOMP_GRAPHICS_UPRIGHT_5T
−
repulsive
+
TRAPCOMP_GRAPHICS_UPRIGHT_2T
−
revolting
+
TRAPCOMP_GRAPHICS_UPRIGHT_3T
−
mucus
+
FORTIFICATION_OPEN_NE
−
ooze
+
FORTIFICATION_OPEN_SW
−
sludge
+
FORTIFICATION_OPEN_WE
−
FORGOTTEN_BEAST_
+
FORTIFICATION_OPEN_NW
−
TITAN_
+
FORTIFICATION_WOOD_OPEN_NSWE
−
DEMON_
+
FORTIFICATION_WOOD_OPEN_NSW
−
NIGHT_CREATURE_
+
FORTIFICATION_OPEN_SE
−
RCP_TONGUE
+
FORTIFICATION_WOOD
−
embers
+
FORTIFICATION_WOOD_OPEN_SWE
−
cinders
+
FORTIFICATION_WOOD_OPEN_NS
−
composed of ash
+
FORTIFICATION_WOOD_OPEN_NSE
−
shade
+
FORTIFICATION_WOOD_OPEN_NWE
−
composed of mud
+
FORTIFICATION_WOOD_OPEN_NE
−
brown
+
FORTIFICATION_WOOD_OPEN_SW
−
slick
+
FORTIFICATION_WOOD_OPEN_WE
−
quagmire
+
FORTIFICATION_WOOD_OPEN_NW
−
composed of vomit
+
FORTIFICATION_ICE_OPEN_NSWE
−
green
+
FORTIFICATION_ICE_OPEN_NSW
−
disgusting appearance
+
FORTIFICATION_WOOD_OPEN_SE
−
brine
+
FORTIFICATION_ICE
−
composed of salt
+
FORTIFICATION_ICE_OPEN_SWE
−
white
+
FORTIFICATION_ICE_OPEN_NS
−
composed of grime and filth
+
FORTIFICATION_ICE_OPEN_NSE
−
waste
+
FORTIFICATION_ICE_OPEN_NWE
−
composed of snow
+
FORTIFICATION_ICE_OPEN_NE
−
blizzard
+
FORTIFICATION_ICE_OPEN_SW
−
sleet
+
FORTIFICATION_ICE_OPEN_WE
−
composed of water
+
FORTIFICATION_ICE_OPEN_NW
−
flood
+
FLOW_DUST
−
tear
+
FLOW_WATER_MIST
−
composed of steam
+
FORTIFICATION_ICE_OPEN_SE
−
boiling
+
FLOW_MIASMA
−
FLAME
+
FLOW_VAPOR
−
flame
+
FLOW_DRAGONFIRE
−
composed of flame
+
FLOW_LAVA_MIST
−
inferno
+
FLOW_BOILING
−
flare
+
FLOW_ITEM
−
flash
+
UNIT_SELECTOR_PASTURE
−
flaming
+
FLOW_FIRE
−
scorching
+
FLOW_SMOKE
−
composed of amber
+
CREATURE_IS_TRAVELING
−
composed of coral
+
BUILDING_ICON_WORKSHOPS
−
composed of green glass
+
UNIT_SELECTOR_PIT
−
composed of clear glass
+
UNIT_SELECTOR_POND
−
composed of crystal glass
+
BUILDING_ICON_WALLS_FLOORS
−
composed of coke
+
BUILDING_ICON_MACHINES_FLUIDS
−
composed of charcoal
+
BUILDING_ICON_FURNITURE
−
black
+
BUILDING_ICON_DOORS_HATCHES
−
composed of solid salt
+
BUILDING_ICON_MILITARY
−
composed of ice
+
BUILDING_ICON_TRADE_DEPOT
−
composed of
+
BUILDING_ICON_CAGES_RESTRAINT
−
SKIN
+
BUILDING_ICON_TRAPS
−
SCALE
+
BUILDING_ICON_WORKSHOP_METALSMITH
−
CHITIN
+
BUILDING_ICON_WORKSHOPS_FURNACES
−
hairy
+
BUILDING_ICON_WORKSHOP_CARPENTER
−
feathered
+
BUILDING_ICON_WORKSHOP_MASON
−
scaly
+
BUILDING_ICON_WORKSHOPS_CLOTHING
−
armored
+
BUILDING_ICON_WORKSHOPS_FARMING
−
fleshy
+
BUILDING_ICON_WORKSHOP_CRAFTS
−
eyeless
+
BUILDING_ICON_WORKSHOP_JEWELER
−
one-eyed
+
BUILDING_ICON_WORKSHOP_SIEGE
−
three-eyed
+
BUILDING_ICON_WORKSHOP_ASHERY
−
beakless
+
BUILDING_ICON_WORKSHOP_BOWYER
−
noseless
+
BUILDING_ICON_WORKSHOP_MECHANIC
−
skinless
+
TOOL_GRAPHICS_CONTAINER_WOOD_ITEM
−
six-legged
+
TOOL_GRAPHICS_CONTAINER_STONE_ITEM
−
eight-legged
+
TOOL_GRAPHICS_CONTAINER_METAL_LIQUID
−
thin wings of stretched skin
+
TOOL_GRAPHICS_CONTAINER_LIQUID
−
wings
+
TOOL_GRAPHICS_STONE
−
feathered wings
+
TOOL_GRAPHICS_METAL
−
lacy wings
+
TOOL_GRAPHICS_CONTAINER_METAL_ITEM
−
long, hanging
+
TOOL_GRAPHICS_WOOD
−
long, straight
+
TOOL_GRAPHICS_STONE_VARIANT
−
long, curly
+
TOOL_GRAPHICS_METAL_VARIANT
−
short
+
TOOL_GRAPHICS_GLASS
−
stubby
+
TOOL_GRAPHICS_WOOD_VARIANT
−
narrow
+
TOOL_GRAPHICS_SPIKES
−
long, spiral
+
TOOL_GRAPHICS_RINGS
−
long, curving
+
TOOL_GRAPHICS_GLASS_VARIANT
−
broad
+
TOOL_GRAPHICS_DAMAGE
−
muttering
+
TOOL_GRAPHICS_BANDS
−
grumbling
+
TOOL_GRAPHICS_BLOOD
−
whispering
+
TOOL_GRAPHICS_STUDS
−
brooding
+
TOOL_GRAPHICS_ENGRAVING
−
groaning
+
TOOL_GRAPHICS_MUD
−
moaning
+
TOOL_GRAPHICS_SHAPE
−
screaming
+
TOOL_GRAPHICS_VOMIT
−
howling
+
TOOL_GRAPHICS_WATER
−
baying
+
TILE_GRAPHICS
−
bellowing
+
CUSTOM_SYMBOL
−
shrieking
+
TILE_GRAPHICS_RECTANGLE
−
wailing
+
GRASS_STAIR_DOWN
−
bloated
+
STONE_STAIR_UPDOWN
−
lumbering
+
GRASS_STAIR_UPDOWN
−
hulking
+
GRASS_STAIR_UP
−
its joints are backward
+
DIRT_STAIR_UPDOWN
−
backward
+
DIRT_STAIR_UP
−
its limbs jut out at asymmetric angles
+
STONE_STAIR_UP
−
crooked
+
STONE_STAIR_DOWN
−
twisted
+
SAND_STAIR_UP
−
starved
+
SAND_STAIR_DOWN
−
emaciated
+
DIRT_STAIR_DOWN
−
peaceful nature
+
SAND_STAIR_UPDOWN
−
kind nature
+
SAND_Y_STAIR_DOWN
−
joy marks its every movement
+
SAND_W_STAIR_UPDOWN
−
joyful nature
+
SAND_Y_STAIR_UPDOWN
−
rhythmic undulations
+
SAND_Y_STAIR_UP
−
bloated appearance
+
SAND_R_STAIR_UPDOWN
−
eyes
+
SAND_R_STAIR_UP
−
long and shaggy
+
SAND_W_STAIR_UP
−
very curly
+
SAND_W_STAIR_DOWN
−
short and even
+
SAND_B_STAIR_UP
−
patchy
+
SAND_B_STAIR_DOWN
−
unkempt
+
SAND_R_STAIR_DOWN
−
long and straight
+
SAND_B_STAIR_UPDOWN
−
long and wavy
+
PALETTE_STAIR_DOWN
−
fluffed-out
+
SMOOTH_FLOOR
−
downy
+
PALETTE_STAIR_UPDOWN
−
long and broad
+
PALETTE_STAIR_UP
−
long and sparse
+
FORTIFICATION_OPEN_NSWE
−
long and narrow
+
FORTIFICATION_OPEN_NSW
−
round
+
WORKSHOP_FLOOR
−
blocky
+
FORTIFICATION_OPEN_SWE
−
jagged
+
FORTIFICATION_OPEN_NS
−
oval-shaped
+
FORTIFICATION_OPEN_NSE
−
overlapping
+
FORTIFICATION_OPEN_NWE
−
set far apart
+
BUILDING_ICON_TRAP_STONE
−
close-set
+
BUILDING_ICON_TRAP_WEAPON
−
waxy
+
BUILDING_ICON_ANIMAL_TRAP
−
leathery
+
BUILDING_ICON_PRESSURE_PLATE
−
warty
+
BUILDING_ICON_ARCHERY_TARGET
−
sleek and smooth
+
BUILDING_ICON_WEAPON_RACK
−
rough and cracked
+
BUILDING_ICON_TRAP_CAGE
−
wrinkled
+
BUILDING_ICON_WEAPON
−
Now you will know why you fear the night.
+
BUILDING_ICON_CATAPULT
−
horrifying features
+
BUILDING_ICON_WAGON
−
macabre ways
+
BUILDING_ICON_ARMOR_STAND
−
terror-inspiring antics
+
BUILDING_ICON_BALLISTA
−
swamp
+
PLANNED_CONSTRUCTION_FLOOR
−
marsh
+
PLANNED_CONSTRUCTION_STAIR_UP
−
sand
+
PLANNED_CONSTRUCTION_FORTIFICATION
−
desert
+
PLANNED_CONSTRUCTION_WALL
−
taiga
+
PLANNED_CONSTRUCTION_RAMP
−
jungle
+
PLANNED_CONSTRUCTION_TRACK_N
−
forest
+
PLANNED_CONSTRUCTION_STAIR_DOWN
−
mountain
+
PLANNED_CONSTRUCTION_STAIR_UPDOWN
−
ocean
+
PLANNED_CONSTRUCTION_TRACK_E
−
lake
+
PLANNED_CONSTRUCTION_TRACK_NS
−
glacier
+
PLANNED_CONSTRUCTION_TRACK_S
−
tundra
+
PLANNED_CONSTRUCTION_TRACK_W
−
brush
+
PLANNED_CONSTRUCTION_TRACK_SE
−
savanna
+
PLANNED_CONSTRUCTION_TRACK_SW
−
plains
+
PLANNED_CONSTRUCTION_TRACK_NE
−
hill
+
PLANNED_CONSTRUCTION_TRACK_NW
−
winged
+
PLANNED_CONSTRUCTION_TRACK_NSW
−
horned
+
PLANNED_CONSTRUCTION_TRACK_NWE
−
skinless
+
PLANNED_CONSTRUCTION_TRACK_WE
−
three-eyed
+
PLANNED_CONSTRUCTION_TRACK_NSE
−
one-eyed
+
PLANNED_CONSTRUCTION_TRACK_RN
−
eyeless
+
PLANNED_CONSTRUCTION_TRACK_RS
−
blind
+
PLANNED_CONSTRUCTION_TRACK_SWE
−
demon
+
PLANNED_CONSTRUCTION_TRACK_NSWE
−
demons
+
PLANNED_CONSTRUCTION_TRACK_RNS
−
demonic
+
PLANNED_CONSTRUCTION_TRACK_RNE
−
devil
+
PLANNED_CONSTRUCTION_TRACK_RW
−
devils
+
PLANNED_CONSTRUCTION_TRACK_RE
−
fiend
+
PLANNED_CONSTRUCTION_TRACK_RSW
−
fiends
+
PLANNED_CONSTRUCTION_TRACK_RWE
−
brute
+
PLANNED_CONSTRUCTION_TRACK_RNW
−
brutes
+
PLANNED_CONSTRUCTION_TRACK_RSE
−
monster
+
PLANNED_CONSTRUCTION_TRACK_RNWE
−
monsters
+
PLANNED_CONSTRUCTION_TRACK_RSWE
−
spirit
+
PLANNED_CONSTRUCTION_TRACK_RNSE
−
spirits
+
PLANNED_CONSTRUCTION_TRACK_RNSW
−
ghost
+
ZONE_INACTIVE_N_W
−
ghosts
+
ZONE_INACTIVE_N_E
−
banshee
+
PLANNED_CONSTRUCTION_TRACK_RNSWE
−
banshees
+
ZONE_INACTIVE_N_S_W_E
−
haunt
+
ZONE_INACTIVE_N
−
haunts
+
ZONE_INACTIVE_E
−
phantom
+
ZONE_INACTIVE_S_E
−
phantoms
+
ZONE_INACTIVE_S_W
−
specter
+
ZONE_INACTIVE_N_S
−
specters
+
ZONE_INACTIVE_W_E
−
wraith
+
ZONE_INACTIVE_W
−
wraiths
+
ZONE_INACTIVE_S
−
bogeyman:bogeymen:bogeyman]
+
ZONE_INACTIVE_N_S_W
−
dark
+
ZONE_INACTIVE_N_S_E
−
midnight
+
ZONE_INACTIVE_N_W_E
−
bleak
+
ZONE_INACTIVE_S_W_E
−
troll
+
BUILDING_ICON_FURNACE_GLASS
−
trolls
+
BUILDING_ICON_FURNACE_KILN
−
Black
+
BUILDING_ICON_FURNACE_WOOD
−
woman
+
BUILDING_ICON_FURNACE_SMELTER
−
women
+
BUILDING_ICON_WORKSHOP_CLOTHES
−
hags
+
BUILDING_ICON_WORKSHOP_DYER
−
crone
+
BUILDING_ICON_WORKSHOP_LEATHER
−
crones
+
BUILDING_ICON_WORKSHOP_LOOM
−
ogre
+
BUILDING_ICON_WORKSHOP_BUTCHER
−
ogres
+
BUILDING_ICON_WORKSHOP_TANNER
−
ogress
+
BUILDING_ICON_FARM_PLOT
−
ogresses
+
BUILDING_ICON_WORKSHOP_STILL
−
freak
+
BUILDING_ICON_WORKSHOP_FARMER
−
freaks
+
BUILDING_ICON_WORKSHOP_QUERN
−
horrors
+
BUILDING_ICON_WORKSHOP_FISHERY
−
spouses
+
BUILDING_ICON_WORKSHOP_KITCHEN
−
mate
+
BUILDING_ICON_HIVE
−
mates
+
BUILDING_ICON_BED
−
bride
+
BUILDING_ICON_WORKSHOP_KENNEL
−
brides
+
BUILDING_ICON_NEST_BOX
−
consort
+
BUILDING_ICON_BOX
−
consorts
+
BUILDING_ICON_CABINET
−
husbands
+
BUILDING_ICON_CHAIR
−
bridegroom
+
BUILDING_ICON_TABLE
−
bridegrooms
+
BUILDING_ICON_STATUE
−
groom
+
BUILDING_ICON_TRACTION_BENCH
−
grooms
+
BUILDING_ICON_COFFIN
−
SECRET_
+
BUILDING_ICON_SLAB
−
SECRET_ANIMATE_
+
BUILDING_ICON_OFFERING_PLACE
−
REGIONAL_
+
BUILDING_ICON_INSTRUMENT
−
INDEX
+
BUILDING_ICON_BOOKCASE
−
DISTURBANCE_
+
BUILDING_ICON_DISPLAY_FURNITURE
−
DISTURBANCE_CURSE_
+
BUILDING_ICON_WALL
−
DISTURBANCE_ANIMATE_
+
BUILDING_ICON_FLOOR
−
DEITY_CURSE_WEREBEAST_
+
BUILDING_ICON_DOOR
−
DEITY_CURSE_VAMPIRE_
+
BUILDING_ICON_HATCH
−
The Arena
+
BUILDING_ICON_BRIDGE
−
Inappropriate Waterlevel Biome Choice (2)
+
BUILDING_ICON_ROAD_PAVED
−
Inappropriate Waterlevel Biome Choice (4)
+
BUILDING_ICON_RAMP
−
Midmap effective coordinate check out of bounds
+
BUILDING_ICON_STAIRS
−
Woe unto any that disturb the resting place of
+
BUILDING_ICON_GRATE_WALL
−
Imported Food
+
BUILDING_ICON_GRATE_FLOOR
−
Imported Clothing
+
BUILDING_ICON_ROAD_DIRT
−
Imported Goods
+
BUILDING_ICON_FORTIFICATION
−
Woven Clothing
+
BUILDING_ICON_WINDOW_GLASS
−
Leather Clothing
+
BUILDING_ICON_WINDOW_GEM
−
Metal Crafts
+
BUILDING_ICON_BARS_VERTICAL
−
Leather Goods
+
BUILDING_ICON_BARS_FLOORS
−
Wooden Furniture
+
BUILDING_ICON_TRACK_STOP
−
Stone Furniture
+
BUILDING_ICON_LEVER
−
Metal Furniture
+
BUILDING_ICON_SUPPORT
−
DREAM
+
BUILDING_ICON_TRACK
−
UNDEAD_ARMY
+
BUILDING_ICON_SCREW_PUMP
−
DIPEV
+
BUILDING_ICON_WATER_WHEEL
−
MEETING
+
BUILDING_ICON_WELL
−
DIPSCRIPT
+
BUILDING_ICON_FLOODGATE
−
SETVAR
+
BUILDING_ICON_AXLE_HORIZONTAL
−
UNIT
+
BUILDING_ICON_AXLE_VERTICAL
−
LONG
+
BUILDING_ICON_WINDMILL
−
ACTION
+
BUILDING_ICON_GEAR_ASSEMBLY
−
ELSE
+
BUILDING_ICON_RESTRAINT
−
ENDIF
+
BUILDING_ICON_CAGE
−
TEXTVIEWER
+
BUILDING_ICON_WORKSHOP_MILLSTONE
−
HISTORY_DIPEV
+
BUILDING_ICON_ROLLERS
−
DISCUSS
+
ZONE_DINING_HALL
−
TOPICDISCUSSION
+
ZONE_OFFICE
−
CONSTRUCTTOPICLIST
+
ZONE_GENERAL
−
DIPEVENT
+
ZONE_BEDROOM
−
INVASION
+
ZONE_DORMITORY
−
data/dipscript/text/
+
ZONE_DUNGEON
−
FIRSTCONTACT
+
ZONE_ARCHERY_RANGE
−
Connectivity Overflow
+
ZONE_BARRACKS
−
Connectivity Placement Overflow
+
ZONE_FISHING
−
Connected Component Overflow
+
ZONE_GATHER
−
Update Connectivity Placement Overflow
+
ZONE_TOMB
−
FLUX
+
ZONE_WATER_SOURCE
−
Local
+
ZONE_PIT
−
Region
+
ZONE_SAND
−
Temperate Conifer Forest
+
ZONE_DUMP
−
Tropical Dry Brdlf Forest
+
ZONE_PEN
−
Tropical Moist Brdlf Forst
+
ZONE_HOSPITAL
−
Temperature:
+
ZONE_ANIMAL_TRAINING
−
Freezing
+
ZONE_CLAY
−
Temperate
+
ZONE_MEETING
−
Warm
+
ZONE_LIBRARY
−
Scorching
+
ZONE_GUILDHALL
−
Trees:
+
ZONE_MULTI
−
Scarce
+
ZONE_TAVERN
−
Woodland
+
ZONE_TEMPLE
−
Heavily Forested
+
ZONE_TEMPLE_COMPLEX
−
Other Vegetation:
+
ZONE_GRAND_GUILDHALL
−
Moderate
+
ZONE_SHRINE
−
Thick
+
GUTS_S_1
−
Surroundings:
+
GUTS_S_2
−
Serene
+
GUTS_N_1
−
Calm
+
GUTS_N_2
−
Sinister
+
GUTS_E_1
−
Mirthful
+
GUTS_E_2
−
Wilderness
+
GUTS_W_1
−
Haunted
+
GUTS_W_2
−
Joyous Wilds
+
GUTS_SW_1
−
Untamed Wilds
+
GUTS_SW_2
−
Terrifying
+
GUTS_NW_1
−
Multiple Constructions
+
GUTS_NW_2
−
Major River:
+
GUTS_SE_1
−
River:
+
GUTS_SE_2
−
Minor River:
+
GUTS_NE_1
−
Stream:
+
GUTS_NE_2
−
Brook:
+
STOCKPILE_N
−
Volcano:
+
STOCKPILE_S
−
Mountain:
+
STOCKPILE_FLOOR
−
Shallow Clay
+
STOCKPILE_N_UP
−
Little soil
+
STOCKPILE_E_UP
−
Some soil
+
STOCKPILE_E
−
Deep soil
+
STOCKPILE_W_UP
−
Very deep soil
+
STOCKPILE_W
−
Extremely deep soil
+
STOCKPILE_ANIMALS
−
Aquifer
+
STOCKPILE_BLANK
−
Shallow metals
+
STOCKPILE_CORPSES
−
Shallow metal
+
STOCKPILE_BARS
−
Deep metals
+
STOCKPILE_GEMS
−
Deep metal
+
STOCKPILE_FINISHED_GOODS
−
Flux stone
+
ZONE_INACTIVE_SELECTED_N_W
−
Neighbors
+
ZONE_INACTIVE_SELECTED_N_E
−
Your Civilization
+
ZONE_INACTIVE
−
Relative Elevation
+
ZONE_INACTIVE_SELECTED_N_S_W_E
−
Cliff Indicator
+
ZONE_INACTIVE_SELECTED_N
−
Flat
+
ZONE_INACTIVE_SELECTED_E
−
Slopes
+
ZONE_INACTIVE_SELECTED_S_E
−
Low Cliffs
+
ZONE_INACTIVE_SELECTED_S_W
−
Medium Cliffs
+
ZONE_INACTIVE_SELECTED_N_S
−
High Cliffs
+
ZONE_INACTIVE_SELECTED_W_E
−
Very High Cliffs (10+)
+
ZONE_INACTIVE_SELECTED_W
−
Extreme Cliffs (20+)
+
ZONE_INACTIVE_SELECTED_S
−
Reclaim
+
ZONE_INACTIVE_SELECTED_N_S_W
−
Searching
+
ZONE_INACTIVE_SELECTED_N_S_E
−
Find Desired Location
+
ZONE_INACTIVE_SELECTED_N_W_E
−
Partial Candidate
+
ZONE_INACTIVE_SELECTED_S_W_E
−
Suitable Site
+
ZONE_ACTIVE_N_W
−
Rain
+
ZONE_ACTIVE_N_E
−
Flux Stone
+
ZONE_INACTIVE_SELECTED
−
Underground River
+
ZONE_ACTIVE_N_S_W_E
−
Underground Pool
+
ZONE_ACTIVE_N
−
Magma Pool
+
ZONE_ACTIVE_E
−
Magma Pipe
+
ZONE_ACTIVE_S_E
−
Bottomless Pit
+
ZONE_ACTIVE_S_W
−
Other Features
+
ZONE_ACTIVE_N_S
−
Shallow Metal
+
ZONE_ACTIVE_W_E
−
Deep Metal
+
ZONE_ACTIVE_W
−
Soil
+
ZONE_ACTIVE_S
−
Multiple
+
ZONE_ACTIVE_N_S_W
−
Reclaim a Fortress
+
ZONE_ACTIVE_N_S_E
−
Movement keys control region cursor.
+
ZONE_ACTIVE_N_W_E
−
NOTICE: Notes are saved only when you save/lose your fort.
+
ZONE_ACTIVE_S_W_E
−
Are you sure you want to embark here?
+
ZONE_SELECTED_N_W
−
This is your only warning!
+
ZONE_SELECTED_N_E
−
You have selected the largest possible area.
+
ZONE_ACTIVE
−
You have selected a very large area.
+
ZONE_SELECTED_N_S_W_E
−
You have selected a large area.
+
ZONE_SELECTED_N
−
Choose a smaller area if you experience lags.
+
ZONE_SELECTED_E
−
You have selected an area with salt water.
+
ZONE_SELECTED_S_E
−
You have selected an area with an aquifer.
+
ZONE_SELECTED_S_W
−
Singular Noun
+
ZONE_SELECTED_N_S
−
Plural Noun
+
ZONE_SELECTED_W_E
−
Adjective
+
ZONE_SELECTED_W
−
Prefix
+
ZONE_SELECTED_S
−
Present (1st)
+
ZONE_SELECTED_N_S_W
−
Present (3rd)
+
ZONE_SELECTED_N_S_E
−
Preterite
+
ZONE_SELECTED_N_W_E
−
Past Participle
+
ZONE_SELECTED_S_W_E
−
Present Participle
+
ZONE_GENERAL_N_W
−
Front Compound
+
ZONE_GENERAL_N_E
−
Rear Compound
+
ZONE_SELECTED
−
First Adjective
+
ZONE_GENERAL_N_S_W_E
−
Second Adjective
+
ZONE_GENERAL_N
−
Hyphen Compound
+
ZONE_GENERAL_E
−
The X
+
ZONE_GENERAL_S_E
−
Could not give dwarf
+
ZONE_GENERAL_S_W
−
Cannot afford
+
ZONE_GENERAL_N_S
−
Play Now!
+
ZONE_GENERAL_W_E
−
Prepare for the journey carefully
+
ZONE_GENERAL_W
−
Use
+
ZONE_GENERAL_S
−
Pts:
+
ZONE_GENERAL_N_S_W
−
Warning!  The following embark profile name is already in use:
+
ZONE_GENERAL_N_S_E
−
Embark preparations were not completed.
+
ZONE_GENERAL_N_W_E
−
Profile
+
ZONE_GENERAL_S_W_E
−
Active/Training
+
WORKSHOP_JEWELER
−
data/init/embark_profiles.txt
+
WORKSHOP_METALSMITH
−
PROFILE
+
WORKSHOP_MASON
−
RECLAIM_SKILL
+
WORKSHOP_CRAFTS
−
Unrecognized Embark Profile Token:
+
WORKSHOP_MECHANIC
−
This strange language cannot be translated.
+
WORKSHOP_SIEGE
−
You have located
+
WORKSHOP_MAGMAFORGE
−
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE
+
WORKSHOP_BOWYER
−
site_map-
+
WORKSHOP_LEATHER
−
mountain halls
+
WORKSHOP_TANNER
−
fortress
+
WORKSHOP_SIEGE_OVERLAY
−
cave
+
WORKSHOP_BUTCHER
−
forest retreat
+
WORKSHOP_STILL
−
town
+
WORKSHOP_LOOM
−
hamlet
+
WORKSHOP_CLOTHES
−
labyrinth
+
WORKSHOP_FISHERY
−
shrine
+
WORKSHOP_KITCHEN
−
monument
+
WORKSHOP_ASHERY
−
camp
+
WORKSHOP_KENNEL
−
important location
+
WORKSHOP_KENNEL_OVERLAY
−
site
+
TRADE_DEPOT_OVERLAY
−
Site Center Flood Overflow
+
FURNACE_WOOD
−
Non-feature related elevation hole
+
WORKSHOP_DYER
−
begins to talk in a hushed whisper when
+
TRADE_DEPOT
−
starts to whisper when
+
FURNACE_KILN
−
whispers when
+
FURNACE_SMELTER_LAVA
−
usually speaks in a whisper
+
FURNACE_SMELTER
−
talks very quietly when
+
FURNACE_GLASS
−
keeps
+
WORKSHOP_CUSTOM_OVERLAY
−
speaks very quietly
+
WORKSHOP_CARPENTER_OVERLAY
−
starts yelling whenever
+
FURNACE_GLASS_LAVA
−
begins to talk louder when
+
FURNACE_KILN_LAVA
−
talks very loudly when
+
WORKSHOP_CRAFTS_OVERLAY
−
shouts when
+
WORKSHOP_JEWELER_OVERLAY
−
talks very loudly whenever
+
WORKSHOP_FARMER_OVERLAY
−
greets others very loudly
+
WORKSHOP_MASON_OVERLAY
−
speaks very loudly
+
WORKSHOP_BOWYER_OVERLAY
−
begins speaking in a monotone whenever
+
WORKSHOP_MECHANIC_OVERLAY
−
starts to drone when
+
WORKSHOP_METALSMITH_OVERLAY
−
begins to talk in a monotone when
+
WORKSHOP_MAGMAFORGE_OVERLAY
−
speaks in a monotone when
+
WORKSHOP_TANNER_OVERLAY
−
has a very monotonous way of speaking
+
WORKSHOP_CLOTHES_OVERLAY
−
begins to talk more slowly when
+
WORKSHOP_BUTCHER_OVERLAY
−
begins to talk much more slowly when
+
WORKSHOP_LEATHER_OVERLAY
−
When
+
WORKSHOP_LOOM_OVERLAY
−
begins to talk rapidly when
+
WORKSHOP_KITCHEN_OVERLAY
−
talks very quickly when
+
WORKSHOP_FISHERY_OVERLAY
−
speaks rapidly when
+
WORKSHOP_STILL_OVERLAY
−
talks very rapidly after
+
FURNACE_WOOD_OVERLAY
−
speaks very deliberately when
+
FURNACE_SMELTER_OVERLAY
−
tends to speak very deliberately
+
WORKSHOP_ASHERY_OVERLAY
−
mutters under
+
WORKSHOP_DYER_OVERLAY
−
starts to mutter under
+
FURNACE_SMELTER_LAVA_OVERLAY
−
Whenever there's a pause in a conversation,
+
FURNACE_GLASS_LAVA_OVERLAY
−
constantly mutters under
+
FURNACE_GLASS_OVERLAY
−
starts to stutter when
+
FURNACE_KILN_OVERLAY
−
always stutters when
+
FARMPLOT_PLANTED
−
stammers when
+
BALLISTA_N
−
begins to stammer when
+
FURNACE_KILN_LAVA_OVERLAY
−
stutters occasionally
+
FARMPLOT
−
talks to inanimate objects when
+
BALLISTA_E
−
often talks to inanimate objects when
+
CATAPULT_N
−
has a tendency to talk to inanimate objects
+
BALLISTA_S
−
talks to
+
BALLISTA_W
−
starts talking to
+
STOCKPILE_SHEETS
−
When there's a pause in a conversation,
+
STOCKPILE_ICON_BLANK
−
gets distracted from conversations easily when
+
STOCKPILE_WEAPONS
−
gets distracted during conversations when
+
STOCKPILE_ICON_ARMOR
−
gets easily distracted during conversations when
+
STOCKPILE_ICON_BARS
−
tends to be easily distracted during conversations
+
STOCKPILE_ICON_AMMO
−
often tells pointless stories when
+
STOCKPILE_ICON_ANIMALS
−
quite often tells pointless stories when
+
STOCKPILE_ICON_CORPSES
−
will frequently ramble on with stories that don't any point or even conclusion
+
STOCKPILE_ICON_FINISHED_GOODS
−
becomes very focused during conversations when
+
STOCKPILE_ICON_CLOTH
−
tends to be very focused during conversations
+
STOCKPILE_ICON_COINS
−
will often pause in conversation to look for the right word
+
STOCKPILE_ICON_GEMS
−
often touches others during conversations when
+
STOCKPILE_ICON_LEATHER
−
will often touch others when greeting them
+
STOCKPILE_ICON_FOOD
−
often touches those to whom
+
STOCKPILE_ICON_FURNITURE
−
has a way of arguing with those that are in agreement with
+
STOCKPILE_ICON_STONE
−
can't stand quiet pauses in conversations and always finds something to say
+
STOCKPILE_ICON_WEAPONS
−
pauses before speaking
+
STOCKPILE_ICON_REFUSE
−
talks about others behind their backs
+
STOCKPILE_ICON_SHEETS
−
interrupts others during conversations when
+
STOCKPILE_ICON_ALL
−
tends to interrupts others during conversations when
+
STOCKPILE_ICON_SIGNLESS_BLANK
−
has a habit of interrupting speakers
+
STOCKPILE_ICON_WOOD
−
gives incredibly vague answers to questions
+
STOCKPILE_ICON_CUSTOM
−
will without fail turn any conversation to
+
STOCKPILE_ICON_SIGNLESS_ARMOR
−
rarely speaks when
+
STOCKPILE_ICON_SIGNLESS_BARS
−
has trouble speaking when
+
STOCKPILE_ICON_SIGNLESS_AMMO
−
rarely speaks
+
STOCKPILE_ICON_SIGNLESS_ANIMALS
−
rarely starts conversations
+
STOCKPILE_ICON_SIGNLESS_CORPSES
−
has the habit of answering questions with questions
+
STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS
−
repeatedly snaps
+
STOCKPILE_ICON_SIGNLESS_CLOTH
−
often snaps
+
STOCKPILE_ICON_SIGNLESS_COINS
−
snaps
+
STOCKPILE_ICON_SIGNLESS_GEMS
−
always snaps
+
STOCKPILE_ICON_SIGNLESS_LEATHER
−
has a habit of snapping
+
STOCKPILE_ICON_SIGNLESS_FOOD
−
drums
+
STOCKPILE_ICON_SIGNLESS_FURNITURE
−
has a habit of drumming
+
STOCKPILE_ICON_SIGNLESS_STONE
−
scratches
+
STOCKPILE_ICON_SIGNLESS_WEAPONS
−
has a habit of scratching
+
STOCKPILE_ICON_SIGNLESS_REFUSE
−
tends to scratch
+
STOCKPILE_ICON_SIGNLESS_SHEETS
−
always scratches
+
STOCKPILE_ICON_SIGNLESS_ALL
−
often rubs
+
UNIT_STATUS
−
points and shakes
+
STOCKPILE_ICON_SIGNLESS_WOOD
−
shakes
+
STOCKPILE_ICON_SIGNLESS_CUSTOM
−
runs
+
WAGON_S
−
has a habit of running
+
WAGON_W
−
cracks
+
WAGON_BLD
−
often gives
+
WAGON_N
−
occasionally cracks
+
WAGON_GOODS_N
−
laughs in a unique way when
+
WAGON_GOODS_S
−
has a very distinct laugh for when
+
WAGON_E
−
laughs in a distinct fashion when
+
WAGON_GOODS_BLD
−
laughs in a unique way whenever
+
WORKSHOP_QUERN
−
has a very distinct laugh
+
WORKSHOP_MILLSTONE
−
laughs silently
+
WAGON_GOODS_E
−
has a nervous laugh
+
WAGON_GOODS_W
−
laughs at
+
WORKSHOP_CARPENTER
−
walks as if in a terrible hurry whenever
+
WORKSHOP_FARMER
−
skips around when
+
WORKSHOP_MILLSTONE_TURNING
−
skips over to others when
+
WORKSHOP_CUSTOM
−
skips wherever
+
UPRIGHT_WEAPON_RETRACTED_5
−
walks with a confident stride
+
UPRIGHT_WEAPON_RETRACTED_6
−
holds
+
UPRIGHT_WEAPON_RETRACTED_3
−
slouches when
+
UPRIGHT_WEAPON_RETRACTED_4
−
chews
+
UPRIGHT_WEAPON_RETRACTED_9
−
idly chews
+
UPRIGHT_WEAPON_RETRACTED_10
−
gnaws
+
UPRIGHT_WEAPON_RETRACTED_7
−
tends to chew
+
UPRIGHT_WEAPON_RETRACTED_8
−
gnaws on
+
AXLE_HORIZONTAL_NS_1
−
has a habit of chewing on
+
AXLE_HORIZONTAL_NS_2
−
often bites
+
DEBRIS_1
−
bites
+
DEBRIS_2
−
gives hugs out freely
+
GEAR_ASSEMBLY_1
−
When greeting others,
+
GEAR_ASSEMBLY_2
−
has a nervous smile
+
AXLE_HORIZONTAL_WE_1
−
stomps
+
AXLE_HORIZONTAL_WE_2
−
taps
+
AXLE_HORIZONTAL_NS_FITTINGS_1
−
has a habit of tapping
+
AXLE_HORIZONTAL_NS_FITTINGS_2
−
lowers
+
AXLE_VERTICAL_1
−
often lowers
+
AXLE_VERTICAL_2
−
often has
+
GEAR_ASSEMBLY_SOUTH_AXLE_1
−
has a menacing stare when
+
GEAR_ASSEMBLY_SOUTH_AXLE_2
−
stares intently when
+
AXLE_HORIZONTAL_WE_FITTINGS_1
−
tends to stare unwaveringly when
+
AXLE_HORIZONTAL_WE_FITTINGS_2
−
has a certain stare for when
+
WINDMILL_N_1
−
has a habit of staring at others
+
WINDMILL_N_2
−
winks when
+
AXLE_VERTICAL_FITTINGS_1
−
winks during conversations
+
AXLE_VERTICAL_FITTINGS_2
−
commonly winks as a form of greeting
+
WINDMILL_W_1
−
exhales sharply when
+
WINDMILL_W_2
−
exhales slowly and deliberately when
+
WINDMILL_S_1
−
blows
+
WINDMILL_S_2
−
inhales sharply when
+
WINDMILL_NW_1
−
always takes a deep breath whenever
+
WINDMILL_NW_2
−
clicks
+
WINDMILL_E_1
−
has a habit of clicking
+
WINDMILL_E_2
−
licks
+
WINDMILL_SW_1
−
tends to stretch
+
WINDMILL_SW_2
−
has a habit of stretching
+
WINDMILL_NE_1
−
tends to stretch out when
+
WINDMILL_NE_2
−
likes to stretch
+
WATER_WHEEL_NS_1
−
bounces
+
WATER_WHEEL_NS_2
−
has a calm demeanor
+
WINDMILL_SE_1
−
has a very calm demeanor
+
WINDMILL_SE_2
−
has an incredibly calm demeanor
+
SCREWPUMP_E_1
−
never becomes angry
+
SCREWPUMP_E_2
−
often feels discouraged
+
WATER_WHEEL_WE_1
−
rarely feels discouraged
+
WATER_WHEEL_WE_2
−
almost never feels discouraged
+
SCREWPUMP_N_1
−
never feels discouraged
+
SCREWPUMP_N_2
−
feels strong urges and seeks short-term rewards
+
SCREWPUMP_W_1
−
occasionally overindulges
+
SCREWPUMP_W_2
−
doesn't often experience strong cravings or urges
+
SCREWPUMP_AXLE_1
−
only rarely feels strong cravings or urges
+
SCREWPUMP_AXLE_2
−
never feels tempted to overindulge in anything
+
SCREWPUMP_S_1
−
becomes completely helpless in stressful situations
+
SCREWPUMP_S_2
−
cracks easily under pressure
+
SOIL_WALL_N_3
−
doesn't handle stress well
+
SOIL_WALL_N_4
−
can handle stress
+
SOIL_WALL_N_1
−
genuinely likes others and openly expresses positive feelings toward them
+
SOIL_WALL_N_2
−
makes friends quickly
+
SOIL_WALL_S_3
−
does not actively seek friendships and is incredibly distant and reserved
+
SOIL_WALL_S_4
−
truly treasures the company of others
+
SOIL_WALL_S_1
−
enjoys being in crowds
+
SOIL_WALL_S_2
−
enjoys the company of others
+
CATAPULT_E
−
tends to avoid crowds
+
LEVER_SET
−
prefers to be alone
+
CATAPULT_S
−
considers spending time alone much more important than associating with others
+
CATAPULT_W
−
loves to take charge and direct activities
+
TRACK_STOP_STONE_WE
−
prefers that others handle the leadership roles
+
TRACK_STOP_STONE_SE
−
never speaks out or attempts to direct activities
+
LEVER_PULLED
−
lives life at a leisurely pace
+
TRACK_STOP_STONE_NS
−
can't be bothered with frantic, fast-paced living
+
TRACK_STOP_STONE_NW
−
lives for risk and excitement
+
TRACK_STOP_STONE_NSW
−
loves a good thrill
+
TRACK_STOP_STONE_SW
−
doesn't need thrills or risks in life
+
TRACK_STOP_STONE_NE
−
often feels filled with joy
+
TRACK_STOP_STONE_NWE
−
can be very happy and optimistic
+
TRACK_STOP_STONE_NSWE
−
has a fertile imagination
+
TRACK_STOP_STONE_NSE
−
isn't given to flights of fancy
+
TRACK_STOP_STONE_SWE
−
can easily become absorbed in art and the beauty of the natural world
+
TRACK_STOP_STONE_E
−
greatly appreciates art and natural beauty
+
TRACK_STOP_STONE_W
−
appreciates art and natural beauty
+
TRACK_STOP_STONE_S
−
does not have a great aesthetic sensitivity
+
TRACK_STOP_STONE_N
−
has a profound understanding of
+
TRACK_STOP_WOOD_SE
−
has a great awareness of
+
TRACK_STOP_WOOD_SW
−
has a good awareness of
+
TRACK_STOP_WOOD_NS
−
tends not to openly express emotions
+
TRACK_STOP_WOOD_WE
−
does not display
+
TRACK_STOP_WOOD_NSW
−
likes to try new things
+
TRACK_STOP_WOOD_NSE
−
prefers familiar routines
+
TRACK_STOP_WOOD_NE
−
loves new and fresh ideas
+
TRACK_STOP_WOOD_NW
−
dislikes intellectual discussions
+
TRACK_STOP_WOOD_NSWE
−
regards intellectual exercises as a waste of energy
+
TRACK_STOP_WOOD_S
−
revels in chaos and disorder
+
TRACK_STOP_WOOD_SWE
−
loves to defy convention
+
TRACK_STOP_WOOD_NWE
−
admires tradition
+
TRACK_STOP_WOOD_W
−
prefers stability and security to ambiguity and disorder
+
TRAP_CAGE
−
does not trust others
+
TRACK_STOP_WOOD_N
−
sees others as selfish and conniving
+
TRACK_STOP_WOOD_E
−
believes that some deception is necessary in relationships with others
+
TRAP_STONE
−
finds helping others very rewarding
+
TRAP_STONE_TOP
−
finds helping others rewarding
+
TRAP_CAGE_TOP
−
does not go out of
+
TRAP_CAGE_UNLOADED
−
dislikes helping others
+
TRAP_WEAPON_UNLOADED
−
views helping others as an imposition on
+
TRAP_WEAPON_GENERIC_PIKE
−
sacrifices
+
TRAP_STONE_UNLOADED
−
dislikes confrontations
+
TRAP_WEAPON
−
doesn't like to compromise with others
+
TRAP_WEAPON_GENERIC_SWORD
−
would rather intimidate others than compromise with them
+
TRAP_WEAPON_GENERIC_AXE
−
would never deny
+
TRAP_WEAPON_GENERIC_SPEAR
−
would never claim to be better than somebody else
+
TRAP_WEAPON_GENERIC_WHIP
−
finds immodesty distasteful
+
TRAP_WEAPON_GENERIC_DAGGER
−
would never shy away from an opportunity to say
+
TRAP_WEAPON_GENERIC_CROSSBOW
−
would never let an objective judgement be tempered by mercy or pity
+
TRAP_WEAPON_GENERIC_MACE
−
lacks confidence
+
TRAP_WEAPON_GENERIC_HAMMER
−
does not feel effective in life
+
TRAP_PLATE_READY
−
always feels as if
+
TRAP_PLATE_PRESSED
−
loves to make lists and keep schedules
+
TRAP_WEAPON_GENERIC_BOW
−
tries to live a well-organized life
+
TRAP_WEAPON_GENERIC_BLOWGUN
−
has a profound sense of duty and obligation
+
TRAP_PLATE_READY_WATER
−
has a strong sense of duty
+
TRAP_PLATE_PRESSED_WATER
−
has a sense of duty
+
TRAP_PLATE_READY_MINECART
−
finds rules confining
+
TRAP_PLATE_PRESSED_MINECART
−
dislikes contracts and regulations
+
UPRIGHT_WEAPON_RETRACTED_1
−
hates rules, contracts and other confining elements in
+
UPRIGHT_WEAPON_RETRACTED_2
−
constantly strives for perfection
+
TRAP_PLATE_READY_MAGMA
−
thinks it is incredibly important to strive for excellence
+
TRAP_PLATE_PRESSED_MAGMA
−
strives for excellence
+
WORN1_STONE_WALL_W_E_3
−
doesn't go out of
+
WORN1_STONE_WALL_W_E_4
−
very rarely does more work than necessary
+
WORN1_STONE_WALL_W_E_1
−
does the bare minimum necessary to accomplish the task at hand
+
WORN1_STONE_WALL_W_E_2
−
will persist in the face of any difficulty until the task is complete
+
WORN1_STONE_WALL_N_S_3
−
possesses great willpower
+
WORN1_STONE_WALL_N_S_4
−
has very little self-discipline
+
WORN1_STONE_WALL_N_S_1
−
rarely completes tasks and is often overcome by distractions
+
WORN1_STONE_WALL_N_S_2
−
thinks through every alternative and its consequences before acting
+
WORN2_STONE_WALL_N_3
−
takes time when making decisions
+
WORN2_STONE_WALL_N_4
−
often does the first thing that comes to mind
+
WORN2_STONE_WALL_N_1
−
acts impulsively
+
WORN2_STONE_WALL_N_2
−
always acts without considering alternatives or thinking through possibilities
+
WORN2_STONE_WALL_S_3
−
Mixed
+
WORN2_STONE_WALL_S_4
−
Station
+
WORN2_STONE_WALL_S_1
−
Kill
+
WORN2_STONE_WALL_S_2
−
Defend Burrows
+
WORN2_STONE_WALL_E_3
−
Patrol Route
+
WORN2_STONE_WALL_E_4
−
Train
+
WORN2_STONE_WALL_E_1
−
Defend
+
WORN2_STONE_WALL_E_2
−
Patrol
+
WORN2_STONE_WALL_W_3
−
Report Death of
+
WORN2_STONE_WALL_W_4
−
Kill
+
WORN2_STONE_WALL_W_1
−
Seek
+
WORN2_STONE_WALL_W_2
−
TILE_PAGE
+
WORN2_STONE_WALL_NE
−
CREATURE_GRAPHICS
+
WORN2_STONE_WALL_SW
−
FILE
+
WORN2_STONE_WALL_SE
−
TILE_DIM
+
WORN2_STONE_WALL_NW
−
PAGE_DIM
+
WORN2_STONE_WALL_S_E
−
Unrecognized Tile Page Token:
+
WORN2_STONE_WALL_N_E
−
GPU does not support non-power-of-two textures, using
+
WORN2_STONE_WALL_S_W
−
GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.
+
WORN2_STONE_WALL_N_W
−
Asked for nonexistent texture data
+
WORN2_STONE_WALL_S_W_E
−
Asked to clone nonexistent texture!
+
WORN2_STONE_WALL_N_S_W
−
grayscale_texture ran into mysteriously uncanocalized texture
+
WORN2_STONE_WALL_N_S_E
−
Tileset not found
+
WORN2_STONE_WALL_N_W_E
−
Not found:
+
WORN2_STONE_WALL_N_S_W_E_3
−
Image not found
+
WORN2_STONE_WALL_N_S_W_E_4
−
Unscheduled
+
WORN2_STONE_WALL_N_S_W_E_1
−
Cannot reach site
+
WORN2_STONE_WALL_N_S_W_E_2
−
Getting married
+
WORN2_STONE_WALL_W_E_3
−
Interrupted by
+
WORN2_STONE_WALL_W_E_4
−
combat
+
WORN2_STONE_WALL_W_E_1
−
Inappropriate dig square
+
WORN2_STONE_WALL_W_E_2
−
Area became inappropriate
+
WORN2_STONE_WALL_N_S_3
−
Moved
+
WORN2_STONE_WALL_N_S_4
−
Need empty bucket
+
WORN2_STONE_WALL_N_S_1
−
Need empty trap
+
WORN2_STONE_WALL_N_S_2
−
Need empty bag
+
WORN3_STONE_WALL_N_3
−
Need empty cage
+
WORN3_STONE_WALL_N_4
−
Need valid, active sand collection zone
+
WORN3_STONE_WALL_N_1
−
Need valid, active clay collection zone
+
WORN3_STONE_WALL_N_2
−
Sand vanished
+
WORN3_STONE_WALL_S_3
−
Clay vanished
+
WORN3_STONE_WALL_S_4
−
Incapable of carrying
+
WORN3_STONE_WALL_S_1
−
Too injured
+
WORN3_STONE_WALL_S_2
−
Resting injury
+
WORN3_STONE_WALL_E_3
−
Animal inaccessible
+
WORN3_STONE_WALL_E_4
−
Patient inaccessible
+
WORN3_STONE_WALL_E_1
−
Infant inaccessible
+
WORN3_STONE_WALL_E_2
−
Item inaccessible
+
WORN3_STONE_WALL_W_3
−
Drop-off inaccessible
+
WORN3_STONE_WALL_W_4
−
Building inaccessible
+
WORN3_STONE_WALL_W_1
−
Area inaccessible
+
WORN3_STONE_WALL_W_2
−
Nothing in cage
+
SOIL_WALL_E_3
−
Nothing to cage
+
SOIL_WALL_E_4
−
Nothing to catch
+
SOIL_WALL_E_1
−
Patient not resting
+
SOIL_WALL_E_2
−
Already leading creature
+
SOIL_WALL_W_3
−
Water source vanished
+
SOIL_WALL_W_4
−
Water source contaminated
+
SOIL_WALL_W_1
−
Creature occupying site
+
SOIL_WALL_W_2
−
Bucket full of extraneous material
+
SOIL_WALL_NE
−
Well dry
+
SOIL_WALL_SW
−
Need office
+
SOIL_WALL_SE
−
Wrong ammunition
+
SOIL_WALL_NW
−
Ammunition inaccessible
+
SOIL_WALL_S_E
−
Item blocking site
+
SOIL_WALL_N_E
−
Building site submerged
+
SOIL_WALL_S_W
−
Animal not restrained
+
SOIL_WALL_N_W
−
Inappropriate building
+
SOIL_WALL_S_W_E
−
Wrong justice state
+
SOIL_WALL_N_S_W
−
Nothing in building
+
SOIL_WALL_N_S_E
−
Relieved
+
SOIL_WALL_N_W_E
−
Water is frozen
+
SOIL_WALL_N_S_W_E_3
−
Too insane
+
SOIL_WALL_N_S_W_E_4
−
Taken by mood
+
SOIL_WALL_N_S_W_E_1
−
Went insane
+
SOIL_WALL_N_S_W_E_2
−
Throwing tantrum
+
SOIL_WALL_W_E_3
−
Could not find path
+
SOIL_WALL_W_E_4
−
Path blocked
+
SOIL_WALL_W_E_1
−
Seeking artifact
+
SOIL_WALL_W_E_2
−
Handling dangerous creature
+
SOIL_WALL_N_S_3
−
Going to bed
+
SOIL_WALL_N_S_4
−
Seeking Infant
+
SOIL_WALL_N_S_1
−
Dangerous terrain
+
SOIL_WALL_N_S_2
−
Forbidden area
+
WORN1_STONE_WALL_N_3
−
Job item misplaced
+
WORN1_STONE_WALL_N_4
−
Job item lost or destroyed
+
WORN1_STONE_WALL_N_1
−
Getting food
+
WORN1_STONE_WALL_N_2
−
Getting water
+
WORN1_STONE_WALL_S_3
−
Hunting vermin for food
+
WORN1_STONE_WALL_S_4
−
Target inaccessible
+
WORN1_STONE_WALL_S_1
−
Target too injured
+
WORN1_STONE_WALL_S_2
−
Attacking building
+
WORN1_STONE_WALL_E_3
−
Lost pick
+
WORN1_STONE_WALL_E_4
−
Invalid officer
+
WORN1_STONE_WALL_E_1
−
Removed from guard
+
WORN1_STONE_WALL_E_2
−
Equipment mismatch
+
WORN1_STONE_WALL_W_3
−
Caged
+
WORN1_STONE_WALL_W_4
−
Getting something to drink
+
WORN1_STONE_WALL_W_1
−
Using well
+
WORN1_STONE_WALL_W_2
−
Lost axe
+
WORN1_STONE_WALL_NE
−
Not responsible for trade
+
WORN1_STONE_WALL_SW
−
Need splint
+
WORN1_STONE_WALL_SE
−
Need thread
+
WORN1_STONE_WALL_NW
−
Need cloth
+
WORN1_STONE_WALL_S_E
−
Need crutch
+
WORN1_STONE_WALL_N_E
−
Bad script! #1
+
WORN1_STONE_WALL_S_W
−
Bad script! #2
+
WORN1_STONE_WALL_N_W
−
Bad script! #3
+
WORN1_STONE_WALL_S_W_E
−
Need bag containing powder suitable for cast application
+
WORN1_STONE_WALL_N_S_W
−
Not appointed
+
WORN1_STONE_WALL_N_S_E
−
OVERWROTE JOB:
+
WORN1_STONE_WALL_N_W_E
−
miner
+
WORN1_STONE_WALL_N_S_W_E_3
−
woodworker
+
WORN1_STONE_WALL_N_S_W_E_4
−
carpenter
+
WORN1_STONE_WALL_N_S_W_E_1
−
bowyer
+
WORN1_STONE_WALL_N_S_W_E_2
−
woodcutter
+
MOSS_WALL_SE
−
stoneworker
+
MOSS_WALL_NW
−
engraver
+
MOSS_WALL_E
−
mason
+
MOSS_WALL_W
−
ranger
+
MOSS_WALL_S_W
−
animal caretaker
+
MOSS_WALL_N_W
−
animal trainer
+
MOSS_WALL_NE
−
hunter
+
MOSS_WALL_SW
−
trapper
+
MOSS_WALL_N_S_E
−
animal dissector
+
MOSS_WALL_N_W_E
−
metalsmith
+
MOSS_WALL_S_E
−
furnace operator
+
MOSS_WALL_N_E
−
weaponsmith
+
MOSS_WALL_N_S_W_E
−
armorer
+
MOSS_WALL_W_E
−
blacksmith
+
MOSS_WALL_S_W_E
−
metalcrafter
+
MOSS_WALL_N_S_W
−
jeweler
+
ROOT_WALL_S
−
gem cutter
+
ROOT_WALL_E
−
gem setter
+
MOSS_WALL_N_S
−
woodcrafter
+
ROOT_WALL_N
−
potter
+
ROOT_WALL_NW
−
glazer
+
ROOT_WALL_NE
−
wax worker
+
ROOT_WALL_W
−
stonecrafter
+
ROOT_WALL_SE
−
leatherworker
+
ROOT_WALL_N_W
−
bone carver
+
ROOT_WALL_S_E
−
weaver
+
ROOT_WALL_SW
−
clothier
+
ROOT_WALL_S_W
−
glassmaker
+
ROOT_WALL_N_W_E
−
strand extractor
+
ROOT_WALL_S_W_E
−
fishery worker
+
ROOT_WALL_N_E
−
fisherman
+
ROOT_WALL_N_S_E
−
fish dissector
+
ROOT_WALL_W_E
−
fish cleaner
+
ROOT_WALL_N_S
−
farmer
+
ROOT_WALL_N_S_W
−
cheese maker
+
ROOT_WALL_N_S_W_E
−
milker
+
SAND_WALL_E
−
shearer
+
SAND_WALL_W
−
spinner
+
SAND_WALL_N
−
cook
+
SAND_WALL_S
−
thresher
+
SAND_WALL_NE
−
miller
+
SAND_WALL_SW
−
butcher
+
SAND_WALL_SE
−
tanner
+
SAND_WALL_NW
−
dyer
+
SAND_WALL_S_E
−
presser
+
SAND_WALL_N_E
−
beekeeper
+
SAND_WALL_S_W
−
planter
+
SAND_WALL_N_W
−
herbalist
+
SAND_WALL_S_W_E
−
brewer
+
SAND_WALL_N_S_W
−
soap maker
+
SAND_WALL_N_S_E
−
potash maker
+
SAND_WALL_N_W_E
−
lye maker
+
SAND_WALL_N_S
−
wood burner
+
SAND_Y_WALL_N
−
engineer
+
SAND_WALL_N_S_W_E
−
mechanic
+
SAND_WALL_W_E
−
siege engineer
+
SAND_Y_WALL_W
−
siege operator
+
SAND_Y_WALL_SE
−
pump operator
+
SAND_Y_WALL_S
−
clerk
+
SAND_Y_WALL_E
−
trader
+
SAND_Y_WALL_SW
−
architect
+
SAND_Y_WALL_S_W
−
doctor
+
SAND_Y_WALL_NW
−
diagnoser
+
SAND_Y_WALL_NE
−
bone doctor
+
WORN3_STONE_WALL_NE
−
suturer
+
WORN3_STONE_WALL_SW
−
surgeon
+
WORN3_STONE_WALL_SE
−
alchemist
+
WORN3_STONE_WALL_NW
−
merchant
+
WORN3_STONE_WALL_S_E
−
drunk
+
WORN3_STONE_WALL_N_E
−
hammerman
+
WORN3_STONE_WALL_S_W
−
spearman
+
WORN3_STONE_WALL_N_W
−
crossbowman
+
WORN3_STONE_WALL_S_W_E
−
wrestler
+
WORN3_STONE_WALL_N_S_W
−
axeman
+
WORN3_STONE_WALL_N_S_E
−
swordsman
+
WORN3_STONE_WALL_N_W_E
−
maceman
+
WORN3_STONE_WALL_N_S_W_E_3
−
pikeman
+
WORN3_STONE_WALL_N_S_W_E_4
−
bowman
+
WORN3_STONE_WALL_N_S_W_E_1
−
blowgunner
+
WORN3_STONE_WALL_N_S_W_E_2
−
lasher
+
WORN3_STONE_WALL_W_E_3
−
recruit
+
WORN3_STONE_WALL_W_E_4
−
babies
+
WORN3_STONE_WALL_W_E_1
−
baby
+
WORN3_STONE_WALL_W_E_2
−
peasant
+
WORN3_STONE_WALL_N_S_3
−
Stray
+
WORN3_STONE_WALL_N_S_4
−
Ghost
+
WORN3_STONE_WALL_N_S_1
−
Cultist
+
WORN3_STONE_WALL_N_S_2
−
There is nothing to catch in
+
SMOOTHED_STONE_WALL_E
−
There is nothing to catch in the
+
SMOOTHED_STONE_WALL_W
−
northwestern
+
SMOOTHED_STONE_WALL_N
−
southwestern
+
SMOOTHED_STONE_WALL_S
−
northeastern
+
SMOOTHED_STONE_WALL_NE
−
southeastern
+
SMOOTHED_STONE_WALL_SW
−
northern
+
SMOOTHED_STONE_WALL_SE
−
southern
+
SMOOTHED_STONE_WALL_NW
−
central
+
SMOOTHED_STONE_WALL_S_E
−
cavern
+
SMOOTHED_STONE_WALL_N_E
−
magma sea
+
SMOOTHED_STONE_WALL_S_W
−
eerie cavern
+
SMOOTHED_STONE_WALL_N_W
−
swamps
+
SMOOTHED_STONE_WALL_S_W_E
−
You have learned the power "
+
SMOOTHED_STONE_WALL_N_S_W
−
You have
+
SMOOTHED_STONE_WALL_N_S_E
−
transformed into a
+
SMOOTHED_STONE_WALL_N_W_E
−
The rest of the vomit burns away in the lava.
+
SMOOTHED_STONE_WALL_N_S
−
The vomit burns away in the lava.
+
ENGRAVED_STONE_WALL_N
−
The rest of the vomit burns away in the magma.
+
SMOOTHED_STONE_WALL_N_S_W_E
−
The vomit burns away in the magma.
+
SMOOTHED_STONE_WALL_W_E
−
The rest of the vomit disappears into the water.
+
ENGRAVED_STONE_WALL_W
−
The vomit disappears into the water.
+
ENGRAVED_STONE_WALL_SE
−
The rest of the vomit falls away into the chasm.
+
ENGRAVED_STONE_WALL_S
−
The vomit falls away into the chasm.
+
ENGRAVED_STONE_WALL_E
−
The rest of the vomit falls away into the underworld.
+
ENGRAVED_STONE_WALL_SW
−
The vomit falls away into the underworld.
+
ENGRAVED_STONE_WALL_S_W
−
The rest of the vomit splatters into the shallow puddle of water.
+
ENGRAVED_STONE_WALL_NW
−
The vomit splatters into the shallow puddle of water.
+
ENGRAVED_STONE_WALL_NE
−
Horrors!  Demons in the deep!
+
ENGRAVED_STONE_WALL_N_E
−
Intruders!  Drive them away!
+
ENGRAVED_STONE_WALL_N_S_E
−
Thief!  Protect the hoard from skulking filth!
+
ENGRAVED_STONE_WALL_N_W
−
Snatcher!  Protect the children!
+
ENGRAVED_STONE_WALL_S_E
−
You've spotted a
+
ENGRAVED_STONE_WALL_N_S_W
−
You spring from ambush!
+
ENGRAVED_STONE_WALL_N_S_W_E
−
You've been spotted!
+
ENGRAVED_STONE_WALL_N_W_E
−
unit contained in unit
+
ENGRAVED_STONE_WALL_S_W_E
−
Double Caged Unit
+
MOSS_WALL_N
−
Receive job pay: NULL JOB
+
MOSS_WALL_S
−
They have organized a wedding reception
+
ENGRAVED_STONE_WALL_W_E
−
You are
+
ENGRAVED_STONE_WALL_N_S
−
blistering
+
SAND_R_WALL_N_S
−
being incinerated
+
MAGMA_WALL_N
−
freezing
+
SAND_R_WALL_N_S_W_E
−
being frozen solid
+
SAND_R_WALL_W_E
−
freezing to death
+
MAGMA_WALL_W
−
burning alive
+
MAGMA_WALL_SE
−
burning to death
+
MAGMA_WALL_S
−
You are melting!
+
MAGMA_WALL_E
−
ecstatic
+
MAGMA_WALL_SW
−
happy
+
MAGMA_WALL_S_W
−
quite content
+
MAGMA_WALL_NW
−
fine
+
MAGMA_WALL_NE
−
unhappy
+
MAGMA_WALL_N_E
−
very unhappy
+
MAGMA_WALL_N_S_E
−
miserable
+
MAGMA_WALL_N_W
−
gave birth to
+
MAGMA_WALL_S_E
−
got married recently
+
MAGMA_WALL_N_S_W
−
became caught up in a new romance recently
+
MAGMA_WALL_N_S_W_E
−
gained siblings
+
MAGMA_WALL_N_W_E
−
gained a sibling
+
MAGMA_WALL_S_W_E
−
became a parent
+
ICE_WALL_N
−
was disgusted to be forced to talk to a pillar of society recently
+
ICE_WALL_S
−
was upset to be forced to talk to a pillar of society recently
+
MAGMA_WALL_W_E
−
was irritated to be forced to talk to a pillar of society recently
+
MAGMA_WALL_N_S
−
was pleased to be able to talk to a pillar of society recently
+
ICE_WALL_SE
−
was ecstatic to be able to talk to a pillar of society recently
+
ICE_WALL_NW
−
was still bathing in awe after talking to a pillar of society recently
+
ICE_WALL_E
−
slept uneasily due to noise lately
+
ICE_WALL_W
−
slept very uneasily due to noise lately
+
ICE_WALL_S_W
−
was woken by noise while sleeping lately
+
ICE_WALL_N_W
−
has been evicted lately
+
ICE_WALL_NE
−
has been tired lately
+
ICE_WALL_SW
−
had a miscarriage recently
+
ICE_WALL_N_S_E
−
has been exhausted lately
+
ICE_WALL_N_W_E
−
has complained of hunger lately
+
ICE_WALL_S_E
−
has complained of thirst lately
+
ICE_WALL_N_E
−
has been starving lately
+
ICE_WALL_N_S_W_E
−
has been dehydrated lately
+
ICE_WALL_W_E
−
was worried by the scarcity of tax collection escorts lately
+
ICE_WALL_S_W_E
−
was worried by the scarcity of guards lately
+
ICE_WALL_N_S_W
−
was worried by the scarcity of cages and chains lately
+
SMOOTHED_ICE_WALL_S
−
was unable to reach a room for tax collection lately
+
SMOOTHED_ICE_WALL_E
−
was misinformed about a room for tax collection lately
+
ICE_WALL_N_S
−
was upset that the tax collection didn't go smoothly lately
+
SMOOTHED_ICE_WALL_N
−
has been taxed recently
+
SMOOTHED_ICE_WALL_NW
−
has lost property to the tax collector's escorts recently
+
SMOOTHED_ICE_WALL_NE
−
was upset to have disappointed a noble lately
+
SMOOTHED_ICE_WALL_W
−
has been attacked lately
+
SMOOTHED_ICE_WALL_SE
−
has been attacked by the dead lately
+
SMOOTHED_ICE_WALL_N_W
−
has been attacked by own dead
+
SMOOTHED_ICE_WALL_S_E
−
haunted
+
SMOOTHED_ICE_WALL_SW
−
tormented
+
SMOOTHED_ICE_WALL_S_W
−
possessed
+
SMOOTHED_ICE_WALL_N_W_E
−
tortured
+
SMOOTHED_ICE_WALL_S_W_E
−
has been
+
SMOOTHED_ICE_WALL_N_E
−
has been tormented in nightmares by a dead pet lately
+
SMOOTHED_ICE_WALL_N_S_E
−
has been tormented in nightmares by a dead spouse lately
+
SMOOTHED_ICE_WALL_W_E
−
has been tormented in nightmares by a dead lover lately
+
SMOOTHED_ICE_WALL_N_S
−
has been tormented in nightmares by a dead sibling lately
+
SMOOTHED_ICE_WALL_N_S_W
−
has been tormented in nightmares by own dead mother lately
+
SMOOTHED_ICE_WALL_N_S_W_E
−
has been tormented in nightmares by own dead father lately
+
ORE_VEIN_WALL_E
−
has been tormented in nightmares by own dead child lately
+
ORE_VEIN_WALL_W
−
has been tormented in nightmares by a dead friend lately
+
ORE_VEIN_WALL_N
−
has been tormented in nightmares by a dead and still annoying acquaintance lately
+
ORE_VEIN_WALL_S
−
has been tormented in nightmares by the dead lately
+
SAND_Y_WALL_N_E
−
had a wonderful soapy bath recently
+
SAND_Y_WALL_N_S_E
−
had a nice bath recently
+
SAND_Y_WALL_N_W
−
was forced to eat vermin to survive lately
+
SAND_Y_WALL_S_E
−
was forced to eat a beloved creature to survive lately
+
SAND_Y_WALL_N_S_W
−
was forced to eat a treasured pet to survive lately
+
SAND_Y_WALL_N_S_W_E
−
has complained of the lack of chairs lately
+
SAND_Y_WALL_N_W_E
−
has complained of the crowded tables lately
+
SAND_Y_WALL_S_W_E
−
has complained of the lack of dining tables lately
+
SAND_W_WALL_N
−
has complained of the lack of a well lately
+
SAND_W_WALL_S
−
has complained of the nasty water lately
+
SAND_Y_WALL_W_E
−
was forced to drink bloody water lately
+
SAND_Y_WALL_N_S
−
was forced to drink gooey water lately
+
SAND_W_WALL_SE
−
was forced to drink ichorous water lately
+
SAND_W_WALL_NW
−
was forced to drink purulent water lately
+
SAND_W_WALL_E
−
was forced to drink slime lately
+
SAND_W_WALL_W
−
was forced to drink vomit lately
+
SAND_W_WALL_S_W
−
has suffered the travesty of art defacement
+
SAND_W_WALL_N_W
−
has been annoyed by flies
+
SAND_W_WALL_NE
−
has witnessed death
+
SAND_W_WALL_SW
−
has lost a pet recently
+
SAND_W_WALL_N_S_E
−
had a satisfying sparring session recently
+
SAND_W_WALL_N_W_E
−
killed somebody by accident while sparring recently
+
SAND_W_WALL_S_E
−
enjoyed starting a fist fight recently
+
SAND_W_WALL_N_E
−
enjoyed smashing up a building recently
+
SAND_W_WALL_N_S_W_E
−
enjoyed toppling something over recently
+
SAND_W_WALL_W_E
−
enjoyed throwing something recently
+
SAND_W_WALL_S_W_E
−
accidentally killed somebody in a fit of rage recently
+
SAND_W_WALL_N_S_W
−
has lost a spouse to tragedy recently
+
SAND_B_WALL_S
−
has lost a lover to tragedy recently
+
SAND_B_WALL_E
−
had a terrifying nightmare about an army of the dead
+
SAND_W_WALL_N_S
−
has lost an annoying acquaintance to tragedy recently
+
SAND_B_WALL_N
−
was just a little happy to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_NW
−
was happy to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_NE
−
was thrilled to lose an annoying acquaintance to tragedy recently
+
SAND_B_WALL_W
−
has lost a friend to tragedy recently
+
SAND_B_WALL_SE
−
has lost a sibling to tragedy recently
+
SAND_B_WALL_N_W
−
has lost a child to tragedy recently
+
SAND_B_WALL_S_E
−
has lost a mother to tragedy recently
+
SAND_B_WALL_SW
−
has lost a father to tragedy recently
+
SAND_B_WALL_S_W
−
was forced to endure the decay of a pet
+
SAND_B_WALL_N_W_E
−
was forced to endure the decay of a spouse
+
SAND_B_WALL_S_W_E
−
was forced to endure the decay of a lover
+
SAND_B_WALL_N_E
−
was forced to endure the decay of a sibling
+
SAND_B_WALL_N_S_E
−
was forced to endure the decay of a mother
+
SAND_B_WALL_W_E
−
was forced to endure the decay of a father
+
SAND_B_WALL_N_S
−
was forced to endure the decay of a child
+
SAND_B_WALL_N_S_W
−
was forced to endure the decay of a friend
+
SAND_B_WALL_N_S_W_E
−
was forced to endure the decay of an annoying acquaintance
+
SAND_R_WALL_E
−
has been accosted by terrible vermin
+
SAND_R_WALL_W
−
saw something unpleasant in a cage recently
+
SAND_R_WALL_N
−
was comforted by a wonderful creature in a cage recently
+
SAND_R_WALL_S
−
saw something unpleasant in a pond recently
+
SAND_R_WALL_NE
−
was comforted by a wonderful creature in a pond recently
+
SAND_R_WALL_SW
−
was able to rest and recuperate lately
+
SAND_R_WALL_SE
−
received water recently
+
SAND_R_WALL_NW
−
received food recently
+
SAND_R_WALL_S_E
−
was rescued recently
+
SAND_R_WALL_N_E
−
was overjoyed to be able to give somebody water lately
+
SAND_R_WALL_S_W
−
was happy to have been able to give somebody water lately
+
SAND_R_WALL_N_W
−
was pleased to have been able to give somebody water lately
+
SAND_R_WALL_S_W_E
−
gave somebody water lately
+
SAND_R_WALL_N_S_W
−
was irritated at having to give somebody water lately
+
SAND_R_WALL_N_S_E
−
was unhappy at having to give somebody water lately
+
SAND_R_WALL_N_W_E
−
has suffered the pain of having to give somebody water lately
+
METAL_BARS_WALL_N_W_E
−
was overjoyed to be able to give somebody food lately
+
METAL_BARS_WALL_S_W_E
−
was happy to have been able to give somebody food lately
+
METAL_BARS_WALL_N_E
−
was pleased to have been able to give somebody food lately
+
METAL_BARS_WALL_N_S_E
−
gave somebody food lately
+
METAL_BARS_WALL_W_E
−
was irritated at having to give somebody food lately
+
METAL_BARS_WALL_N_S
−
was unhappy at having to give somebody food lately
+
METAL_BARS_WALL_N_S_W
−
has suffered the pain of having to give somebody food lately
+
METAL_BARS_WALL_N_S_W_E
−
was overjoyed to be able to help somebody to bed lately
+
GEM_A_WALL_E
−
was happy to have been able to help somebody to bed lately
+
GEM_A_WALL_W
−
was pleased to have been able to help somebody to bed lately
+
GEM_A_WALL_N
−
brought somebody to bed lately
+
GEM_A_WALL_S
−
was irritated at having to haul somebody to bed lately
+
GEM_A_WALL_NE
−
was unhappy at having to haul somebody to bed lately
+
GEM_A_WALL_SW
−
has suffered the pain of having to haul somebody to bed lately
+
GEM_A_WALL_SE
−
has complained about the draft lately
+
GEM_A_WALL_NW
−
was worried not to have adequate protection lately
+
GEM_A_WALL_S_E
−
was upset about being relieved from duty
+
GEM_A_WALL_N_E
−
has been satisfied at work lately
+
GEM_A_WALL_S_W
−
was happy to have pleased a noble lately
+
GEM_A_WALL_N_W
−
was pleased that the tax collection went smoothly lately
+
GEM_A_WALL_S_W_E
−
was upset that a criminal could not be properly punished
+
GEM_A_WALL_N_S_W
−
was glad to have punishment reduced recently
+
GEM_A_WALL_N_S_E
−
was upset by the delayed punishment of a criminal
+
GEM_A_WALL_N_W_E
−
was glad to have punishment delayed recently
+
GEM_A_WALL_N_S
−
beat somebody recently
+
GEM_B_WALL_N
−
beat somebody with a hammer recently
+
GEM_A_WALL_N_S_W_E
−
was beaten recently
+
GEM_A_WALL_W_E
−
was beaten with a hammer recently
+
GEM_B_WALL_W
−
made a satisfying acquisition lately
+
GEM_B_WALL_SE
−
talked with a pet lately
+
GEM_B_WALL_S
−
talked with the spouse lately
+
GEM_B_WALL_E
−
talked with a lover lately
+
GEM_B_WALL_SW
−
talked with a sibling lately
+
GEM_B_WALL_S_W
−
talked with mother lately
+
GEM_B_WALL_NW
−
talked with father lately
+
GEM_B_WALL_NE
−
talked with a child lately
+
GEM_B_WALL_N_E
−
talked with a friend lately
+
GEM_B_WALL_N_S_E
−
was forced to talk to somebody annoying lately
+
GEM_B_WALL_N_W
−
talked with somebody lately
+
GEM_B_WALL_S_E
−
made a friend recently
+
GEM_B_WALL_N_S_W
−
formed a grudge recently
+
GEM_B_WALL_N_S_W_E
−
adopted a new pet recently
+
GEM_B_WALL_N_W_E
−
was unhappy with the lack of work last season
+
GEM_B_WALL_S_W_E
−
was caught in the rain recently
+
GEM_C_WALL_N
−
was caught in freakish weather recently
+
GEM_C_WALL_S
−
was caught in a snow storm recently
+
GEM_B_WALL_W_E
−
has been tired of eating the same old food lately
+
GEM_B_WALL_N_S
−
has been tired of drinking the same old booze lately
+
GEM_C_WALL_SE
−
ate rotten food lately
+
GEM_C_WALL_NW
−
drank something spoiled lately
+
GEM_C_WALL_E
−
took joy in slaughter lately
+
GEM_C_WALL_W
−
ate a pretty decent meal lately
+
GEM_C_WALL_S_W
−
ate a fine dish lately
+
GEM_C_WALL_N_W
−
ate a wonderful dish lately
+
GEM_C_WALL_NE
−
ate a truly decadent dish lately
+
GEM_C_WALL_SW
−
ate a legendary meal lately
+
GEM_C_WALL_N_S_E
−
had a pretty decent drink lately
+
GEM_C_WALL_N_W_E
−
had a fine drink lately
+
GEM_C_WALL_S_E
−
had a wonderful drink lately
+
GEM_C_WALL_N_E
−
had a truly decadent drink lately
+
GEM_C_WALL_N_S_W_E
−
had a legendary drink lately
+
GEM_C_WALL_W_E
−
was comforted by a pet lately
+
GEM_C_WALL_S_W_E
−
saw a beloved creature lately
+
GEM_C_WALL_N_S_W
−
was pleased to have a mandate deadline met lately
+
ORE_VEIN_WALL_NE
−
was angered that nobody could be punished for a recent failure
+
ORE_VEIN_WALL_SW
−
was upset by having a request ignored lately
+
ORE_VEIN_WALL_SE
−
was pleased by having a request approved lately
+
ORE_VEIN_WALL_NW
−
was upset by having a mandate ignored lately
+
ORE_VEIN_WALL_S_E
−
was upset by having a mandate deadline missed lately
+
ORE_VEIN_WALL_N_E
−
was comforted by a lovely waterfall lately
+
ORE_VEIN_WALL_S_W
−
was disgusted by a miasma lately
+
ORE_VEIN_WALL_N_W
−
choked on dust underground lately
+
ORE_VEIN_WALL_S_W_E
−
choked on smoke underground lately
+
ORE_VEIN_WALL_N_S_W
−
was knocked out during a cave-in lately
+
ORE_VEIN_WALL_N_S_E
−
was embarrassed to have to conduct an official meeting in a dining room
+
ORE_VEIN_WALL_N_W_E
−
was very embarrassed to have to conduct an official meeting in a bedroom
+
ORE_VEIN_WALL_N_S
−
was incredibly embarrassed not to have any rooms lately
+
ROCK_BLOCKS_WALL_N
−
was very happy to be elected mayor recently
+
ORE_VEIN_WALL_N_S_W_E
−
was very happy to be re-elected mayor recently
+
ORE_VEIN_WALL_W_E
−
was very satisfied to be chosen as the expedition leader recently
+
ROCK_BLOCKS_WALL_W
−
was greatly pleased to enter the nobility recently
+
ROCK_BLOCKS_WALL_SE
−
was very pleased to receive a higher rank of nobility recently
+
ROCK_BLOCKS_WALL_S
−
was proud to have become a mayor recently
+
ROCK_BLOCKS_WALL_E
−
sustained major injuries recently
+
ROCK_BLOCKS_WALL_SW
−
sustained minor injuries recently
+
ROCK_BLOCKS_WALL_S_W
−
slept in the mud recently
+
ROCK_BLOCKS_WALL_NW
−
slept in the grass recently
+
ROCK_BLOCKS_WALL_NE
−
slept in the dirt recently
+
ROCK_BLOCKS_WALL_N_E
−
slept on rocks recently
+
ROCK_BLOCKS_WALL_N_S_E
−
slept on ice recently
+
ROCK_BLOCKS_WALL_N_W
−
slept on a pile of driftwood recently
+
ROCK_BLOCKS_WALL_S_E
−
slept on a rough cave floor recently
+
ROCK_BLOCKS_WALL_N_S_W
−
slept on the floor recently
+
ROCK_BLOCKS_WALL_N_S_W_E
−
slept in a bedroom like a personal palace recently
+
ROCK_BLOCKS_WALL_N_W_E
−
slept in a fantastic bedroom recently
+
ROCK_BLOCKS_WALL_S_W_E
−
slept in a great bedroom recently
+
WOODEN_WALL_N
−
slept in a very good bedroom recently
+
WOODEN_WALL_S
−
slept in a good bedroom recently
+
ROCK_BLOCKS_WALL_W_E
−
slept in a horribly substandard bedroom recently
+
ROCK_BLOCKS_WALL_N_S
−
slept in a horrible bedroom recently
+
WOODEN_WALL_SE
−
slept in an awful bedroom recently
+
WOODEN_WALL_NW
−
slept in a very poor bedroom recently
+
WOODEN_WALL_E
−
slept in a poor bedroom recently
+
WOODEN_WALL_W
−
slept without a proper room recently
+
WOODEN_WALL_S_W
−
conducted a meeting in a setting worthy of legends recently
+
WOODEN_WALL_N_W
−
conducted a meeting in a fantastic setting recently
+
WOODEN_WALL_NE
−
conducted a meeting in a great setting recently
+
WOODEN_WALL_SW
−
conducted a meeting in a very good setting recently
+
WOODEN_WALL_N_S_E
−
conducted a meeting in a good setting recently
+
WOODEN_WALL_N_W_E
−
conducted a meeting in a horribly substandard setting recently
+
WOODEN_WALL_S_E
−
conducted a meeting in a horrible setting recently
+
WOODEN_WALL_N_E
−
conducted a meeting in an awful setting recently
+
WOODEN_WALL_N_S_W_E
−
conducted a meeting in a very poor setting recently
+
WOODEN_WALL_W_E
−
conducted a meeting in a poor setting recently
+
WOODEN_WALL_S_W_E
−
dined in a legendary dining room recently
+
WOODEN_WALL_N_S_W
−
dined in a fantastic dining room recently
+
METAL_BARS_WALL_S
−
dined in a great dining room recently
+
METAL_BARS_WALL_E
−
dined in a very good dining room recently
+
WOODEN_WALL_N_S
−
dined in a good dining room recently
+
METAL_BARS_WALL_N
−
dined in a horribly substandard dining room recently
+
METAL_BARS_WALL_NW
−
dined in a horrible dining room recently
+
METAL_BARS_WALL_NE
−
dined in an awful dining room recently
+
METAL_BARS_WALL_W
−
dined in a very poor dining room recently
+
METAL_BARS_WALL_SE
−
dined in a poor dining room recently
+
METAL_BARS_WALL_N_W
−
dined without a proper dining room recently
+
METAL_BARS_WALL_S_E
−
worried greatly about not having a tomb after gaining another year
+
METAL_BARS_WALL_SW
−
celebrated having a legendary tomb after gaining another year
+
METAL_BARS_WALL_S_W
−
celebrated having a fantastic tomb after gaining another year
+
MAGMA_2
−
celebrated having a great tomb after gaining another year
+
MAGMA_3
−
celebrated having a very good tomb after gaining another year
+
HIDDEN_ROCK_5
−
celebrated having a good tomb after gaining another year
+
MAGMA_1
−
worried about having a horribly substandard tomb after gaining another year
+
UNDERWATER_5
−
worried about having a horrible tomb after gaining another year
+
UNDERWATER_4
−
worried about having an awful tomb after gaining another year
+
UNDERWATER_7
−
worried about having a very poor tomb after gaining another year
+
UNDERWATER_6
−
worried about having a poor tomb after gaining another year
+
UNDERWATER_1
−
was greatly pleased at the state of demands recently
+
UNDERMAGMA_7
−
was very pleased at the state of demands recently
+
UNDERWATER_3
−
was pleased at the state of demands recently
+
UNDERWATER_2
−
was greatly angered at the state of demands recently
+
UNDERMAGMA_4
−
was very angered at the state of demands recently
+
UNDERMAGMA_3
−
was angered at the state of demands recently
+
UNDERMAGMA_6
−
was upset by not having enough chests lately
+
UNDERMAGMA_5
−
was upset by not having enough cabinets lately
+
UNDERWATER_7_LABEL
−
was upset by not having enough armor stands lately
+
UNDERWATER_6_LABEL
−
was upset by not having enough weapon racks lately
+
UNDERMAGMA_2
−
was upset to be wearing old clothing lately
+
UNDERMAGMA_1
−
was upset to be wearing tattered clothing lately
+
UNDERWATER_3_LABEL
−
was very upset to have worn clothes rot away lately
+
UNDERWATER_2_LABEL
−
was very embarrassed to be uncovered lately
+
UNDERWATER_5_LABEL
−
was embarrassed to have no shirt lately
+
UNDERWATER_4_LABEL
−
was embarrassed to have no shoes lately
+
UNDERMAGMA_6_LABEL
−
was very embarrassed to be uncloaked lately
+
UNDERMAGMA_5_LABEL
−
was unable to find an available hammer lately
+
UNDERWATER_1_LABEL
−
was nauseated by the sun lately
+
UNDERMAGMA_7_LABEL
−
was irritated by the sun lately
+
UNDERMAGMA_2_LABEL
−
was
+
UNDERMAGMA_1_LABEL
−
grumbling about
+
UNDERMAGMA_4_LABEL
−
depressed by
+
UNDERMAGMA_3_LABEL
−
angered by
+
UNDERWATER_EDGE_NE
−
enraged by
+
UNDERWATER_EDGE_W
−
was outraged at the ridiculous conviction of a long-dead corpse recently
+
UNDERWATER_EDGE_N
−
was outraged at the ridiculous conviction of an animal recently
+
UNDERWATER_EDGE_NW
−
was outraged at the bizarre conviction against all reason of the victim of a crime recently
+
UNDERWATER_EDGE_SW
−
was pleased to have received justice recently
+
UNDERWATER_EDGE_SE
−
was pleased that a family member received justice recently
+
UNDERWATER_EDGE_E
−
was yelled at by an unhappy citizen recently
+
UNDERWATER_EDGE_S
−
was cried on by an unhappy citizen recently
+
UNDERMAGMA_EDGE_NE
−
was satisfied to bring up job scarcity in a meeting lately
+
UNDERMAGMA_EDGE_W
−
was able to make suggestions about work allocations lately
+
UNDERMAGMA_EDGE_N
−
was glad to request weapon production lately
+
UNDERMAGMA_EDGE_NW
−
had a cathartic experience yelling at somebody in charge lately
+
UNDERMAGMA_EDGE_SW
−
yelled at somebody in charge lately and felt fantastic afterward
+
UNDERMAGMA_EDGE_SE
−
yelled at somebody in charge lately and felt great afterward
+
UNDERMAGMA_EDGE_E
−
yelled at somebody in charge lately and felt a lot better afterward
+
UNDERMAGMA_EDGE_S
−
yelled at somebody in charge lately and felt better afterward
+
TRACK_CARVED_W
−
yelled at somebody in charge lately and felt a little better afterward
+
TRACK_CARVED_E
−
yelled at somebody in charge lately
+
TRACK_CARVED_N
−
yelled at somebody in charge lately but only got angrier
+
TRACK_CARVED_S
−
had a cathartic experience crying on somebody in charge lately
+
TRACK_CARVED_NE
−
cried on somebody in charge lately and felt fantastic afterward
+
TRACK_CARVED_SW
−
cried on somebody in charge lately and felt great afterward
+
TRACK_CARVED_NS
−
cried on somebody in charge lately and felt a lot better afterward
+
TRACK_CARVED_NW
−
cried on somebody in charge lately and felt better afterward
+
TRACK_CARVED_NSW
−
cried on somebody in charge lately and felt a little better afterward
+
TRACK_CARVED_NSE
−
cried on somebody in charge lately
+
TRACK_CARVED_SE
−
cried on somebody in charge lately but only felt more depressed
+
TRACK_CARVED_WE
−
was unable to find somebody to complain to about job scarcity lately
+
TRACK_CARVED_NSWE
−
was unable to make suggestions about work allocations lately
+
TRACK_CONSTRUCTED_STONE_N
−
was unable to request weapon production lately
+
TRACK_CARVED_NWE
−
was unable to find somebody in charge to yell at lately
+
TRACK_CARVED_SWE
−
was unable to find somebody in charge to cry on lately
+
GEM_D_WALL_S
−
put off
+
GEM_D_WALL_E
−
flustered
+
GEM_C_WALL_N_S
−
upset
+
GEM_D_WALL_N
−
very upset
+
GEM_D_WALL_NW
−
greatly upset
+
GEM_D_WALL_NE
−
angered
+
GEM_D_WALL_W
−
enraged
+
GEM_D_WALL_SE
−
shattered
+
GEM_D_WALL_N_W
−
traumatized
+
GEM_D_WALL_S_E
−
utterly traumatized
+
GEM_D_WALL_SW
−
office
+
GEM_D_WALL_S_W
−
dining
+
GEM_D_WALL_N_W_E
−
sleeping
+
GEM_D_WALL_S_W_E
−
admired
+
GEM_D_WALL_N_E
−
very fine
+
GEM_D_WALL_N_S_E
−
splendid
+
GEM_D_WALL_W_E
−
wonderful
+
GEM_D_WALL_N_S
−
completely sublime
+
GEM_D_WALL_N_S_W
−
tastefully arranged
+
GEM_D_WALL_N_S_W_E
−
the former
+
STONE_WALL_N_3
−
the fortress
+
STONE_WALL_N_4
−
the color
+
STONE_WALL_N_1
−
When possible,
+
STONE_WALL_N_2
−
unknown meat
+
STONE_WALL_S_3
−
unknown fish
+
STONE_WALL_S_4
−
unknown plants
+
STONE_WALL_S_1
−
unknown drink
+
STONE_WALL_S_2
−
unknown liquid
+
STONE_WALL_E_3
−
unknown seeds
+
STONE_WALL_E_4
−
unknown leaves
+
STONE_WALL_E_1
−
unknown powder
+
STONE_WALL_E_2
−
unknown cheese
+
STONE_WALL_W_3
−
unknown item
+
STONE_WALL_W_4
−
unbelievably strong
+
STONE_WALL_W_1
−
mighty
+
STONE_WALL_W_2
−
very strong
+
STONE_WALL_NE
−
strong
+
STONE_WALL_SW
−
unfathomably weak
+
STONE_WALL_SE
−
unquestionably weak
+
STONE_WALL_NW
−
very weak
+
STONE_WALL_S_E
−
weak
+
STONE_WALL_N_E
−
amazingly agile
+
STONE_WALL_S_W
−
extremely agile
+
STONE_WALL_N_W
−
very agile
+
STONE_WALL_S_W_E
−
agile
+
STONE_WALL_N_S_W
−
abysmally clumsy
+
STONE_WALL_N_S_E
−
totally clumsy
+
STONE_WALL_N_W_E
−
quite clumsy
+
STONE_WALL_N_S_W_E_3
−
clumsy
+
STONE_WALL_N_S_W_E_4
−
basically unbreakable
+
STONE_WALL_N_S_W_E_1
−
incredibly tough
+
STONE_WALL_N_S_W_E_2
−
quite durable
+
STONE_WALL_W_E_3
−
tough
+
STONE_WALL_W_E_4
−
shockingly fragile
+
STONE_WALL_W_E_1
−
remarkably flimsy
+
STONE_WALL_W_E_2
−
very flimsy
+
STONE_WALL_N_S_3
−
flimsy
+
STONE_WALL_N_S_4
−
absolutely inexhaustible
+
STONE_WALL_N_S_1
−
indefatigable
+
STONE_WALL_N_S_2
−
very slow to tire
+
HIDDEN_ROCK_3
−
slow to tire
+
HIDDEN_ROCK_4
−
truly quick to tire
+
HIDDEN_ROCK_1
−
extremely quick to tire
+
HIDDEN_ROCK_2
−
very quick to tire
+
ROLLERS_WOOD_NSE_1
−
quick to tire
+
ROLLERS_WOOD_SWE_1
−
possessed of amazing recuperative powers
+
ROLLERS_WOOD_NW_1
−
incredibly quick to heal
+
ROLLERS_WOOD_NSW_1
−
quite quick to heal
+
ROLLERS_WOOD_S_1
−
quick to heal
+
ROLLERS_WOOD_N_1
−
shockingly slow to heal
+
ROLLERS_WOOD_NWE_1
−
really slow to heal
+
ROLLERS_WOOD_NSWE_1
−
very slow to heal
+
ROLLERS_WOOD_NS_2
−
slow to heal
+
ROLLERS_WOOD_WE_2
−
virtually never sick
+
ROLLERS_WOOD_E_1
−
almost never sick
+
ROLLERS_WOOD_W_1
−
very rarely sick
+
ROLLERS_WOOD_NE_2
−
rarely sick
+
ROLLERS_WOOD_NW_2
−
stunningly susceptible to disease
+
ROLLERS_WOOD_SE_2
−
really susceptible to disease
+
ROLLERS_WOOD_SW_2
−
quite susceptible to disease
+
ROLLERS_WOOD_SWE_2
−
susceptible to disease
+
ROLLERS_WOOD_NWE_2
−
but
+
ROLLERS_WOOD_NSW_2
−
awesome intellectual powers
+
ROLLERS_WOOD_NSE_2
−
great analytical abilities
+
ROLLERS_WOOD_N_2
−
very bad analytical abilities
+
ROLLERS_WOOD_E_2
−
poor analytical abilities
+
ROLLERS_WOOD_NSWE_2
−
unbreakable focus
+
ROLLERS_WOOD_S_2
−
very good focus
+
EERIE_PIT
−
the ability to focus
+
FLOOR_ASHES
−
the absolute inability to focus
+
ROLLERS_WOOD_W_2
−
really poor focus
+
FLOOR_STONE_ENGRAVED_PALETTE
−
quite poor focus
+
FLOOR_STONE_BLOCK
−
poor focus
+
FLOOR_STONE_ENGRAVED_NON_PALETTE
−
willpower
+
TREE_TRUNK_THICK_E
−
absolutely no willpower
+
TREE_TRUNK_THICK_W
−
next to no willpower
+
TREE_TRUNK_THICK_N
−
little willpower
+
TREE_TRUNK_THICK_S
−
great creativity
+
TREE_TRUNK_THICK_SW
−
very good creativity
+
TREE_TRUNK_THICK_SE
−
good creativity
+
TREE_TRUNK_THICK_NW
−
next to no creative talent
+
TREE_TRUNK_THICK_NE
−
lousy creativity
+
TREE_TRUNK_NWE
−
poor creativity
+
TREE_TRUNK_SWE
−
meager creativity
+
TREE_TRUNK_WE
−
uncanny intuition
+
TRACK_CONSTRUCTED_STONE_E
−
great intuition
+
TRACK_CONSTRUCTED_STONE_NS
−
very good intuition
+
TRACK_CONSTRUCTED_STONE_S
−
good intuition
+
TRACK_CONSTRUCTED_STONE_W
−
horrible intuition
+
TRACK_CONSTRUCTED_STONE_SW
−
lousy intuition
+
TRACK_CONSTRUCTED_STONE_SE
−
very bad intuition
+
TRACK_CONSTRUCTED_STONE_NW
−
bad intuition
+
TRACK_CONSTRUCTED_STONE_NE
−
absolutely boundless patience
+
TRACK_CONSTRUCTED_STONE_NSE
−
very little patience
+
TRACK_CONSTRUCTED_STONE_NWE
−
little patience
+
TRACK_CONSTRUCTED_STONE_WE
−
little memory to speak of
+
TRACK_CONSTRUCTED_STONE_NSW
−
difficulty with words and language
+
TRACK_CONSTRUCTED_WOOD_N
−
very little linguistic ability
+
TRACK_CONSTRUCTED_WOOD_S
−
little linguistic ability
+
TRACK_CONSTRUCTED_STONE_SWE
−
poor spatial senses
+
TRACK_CONSTRUCTED_STONE_NSWE
−
absolutely no feel for music at all
+
TRACK_CONSTRUCTED_WOOD_NS
−
next to no natural musical ability
+
TRACK_CONSTRUCTED_WOOD_NW
−
little natural inclination toward music
+
TRACK_CONSTRUCTED_WOOD_W
−
the utter inability to judge others' emotions
+
TRACK_CONSTRUCTED_WOOD_E
−
next to no empathy
+
TRACK_CONSTRUCTED_WOOD_SE
−
poor empathy
+
TRACK_CONSTRUCTED_WOOD_WE
−
Conduct Meeting
+
TRACK_CONSTRUCTED_WOOD_NE
−
Attend Meeting
+
TRACK_CONSTRUCTED_WOOD_SW
−
Soldier
+
TRACK_CONSTRUCTED_WOOD_NWE
−
Noble
+
TRACK_CONSTRUCTED_WOOD_SWE
−
Chained
+
TRACK_CONSTRUCTED_WOOD_NSW
−
Null Precise Civ Equipment Link:
+
TRACK_CONSTRUCTED_WOOD_NSE
−
Hauled
+
ROLLERS_STONE_WE_1
−
Multigrasp
+
ROLLERS_STONE_SE_1
−
Wrapped around
+
TRACK_CONSTRUCTED_WOOD_NSWE
−
Stuck in
+
ROLLERS_STONE_NS_1
−
Sewn into
+
ROLLERS_STONE_NW_1
−
Right shoulder
+
ROLLERS_STONE_NSW_1
−
Left shoulder
+
ROLLERS_STONE_SW_1
−
releases
+
ROLLERS_STONE_NE_1
−
drops
+
ROLLERS_STONE_NWE_1
−
Unit has misaligned body modifiers.  Adjusting.
+
ROLLERS_STONE_NSWE_1
−
Unit has misaligned bp modifiers.  Adjusting.
+
ROLLERS_STONE_NSE_1
−
Your miners have defaced a
+
ROLLERS_STONE_SWE_1
−
get your
+
ROLLERS_STONE_E_1
−
your very own
+
ROLLERS_STONE_W_1
−
real
+
ROLLERS_STONE_S_1
−
authentic
+
ROLLERS_STONE_N_1
−
clear
+
ROLLERS_STONE_SE_2
−
all the way
+
ROLLERS_STONE_SW_2
−
distant
+
ROLLERS_STONE_NS_2
−
faraway
+
ROLLERS_STONE_WE_2
−
fair
+
ROLLERS_STONE_NSW_2
−
the great
+
ROLLERS_STONE_NSE_2
−
here
+
ROLLERS_STONE_NE_2
−
right here
+
ROLLERS_STONE_NW_2
−
tanned
+
ROLLERS_STONE_NSWE_2
−
made
+
ROLLERS_STONE_S_2
−
the surrounding area
+
ROLLERS_STONE_SWE_2
−
just outside town
+
ROLLERS_STONE_NWE_2
−
the settlements
+
ROLLERS_STONE_W_2
−
some of my kind
+
ROLLERS_WOOD_NS_1
−
some of our kind
+
ROLLERS_STONE_N_2
−
out to the
+
ROLLERS_STONE_E_2
−
Are you interested in
+
ROLLERS_WOOD_SW_1
−
Might I interest you in
+
ROLLERS_WOOD_NE_1
−
Splendid
+
ROLLERS_WOOD_WE_1
−
Decent
+
ROLLERS_WOOD_SE_1
−
Fantastic
+
TREE_HEAVY_BRANCH_NSW
−
Excellent
+
TREE_HEAVY_BRANCH_NSE
−
there
+
TREE_HEAVY_BRANCH_SWE
−
right there
+
TREE_HEAVY_BRANCH_NWE
−
person
+
TREE_HEAVY_BRANCH_NW
−
Acceptable Liquid Flood Overflow
+
TREE_HEAVY_BRANCH_NE
−
Acceptable Fish Liquid Flood Overflow
+
TREE_HEAVY_BRANCH_SW
−
path fail:
+
TREE_HEAVY_BRANCH_SE
−
old. 
+
TREE_H
−
isn't very muscular but has a gigantic build
+
TREE_HEAVY_BRANCH_NS
−
bears untold amounts of fat over a gigantic frame
+
TREE_HEAVY_BRANCH_WE
−
has an enormous build but is very skinny
+
TREE_HEAVY_BRANCH_N
−
isn't strong but is very large
+
TREE_HEAVY_BRANCH_S
−
has a very large body with quite a bit of fat on it
+
TREE_HEAVY_BRANCH_W
−
has a very large frame but is incredibly skinny
+
TREE_TRUNK_THICK_INTERIOR
−
has a large body but it is very skinny and frail
+
TREE_TRUNK_SLOPE_TO_N
−
has bulky muscles on a large body
+
TREE_TRUNK_NSWE
−
has a large body but is quite weak
+
TREE_TRUNK_SLOPE_TO_E
−
has ill-defined muscles but is large overall
+
TREE_TRUNK_SLOPE_NSWE
−
has a large body made larger still by mounds of fat
+
TREE_TRUNK_SLOPE_TO_S
−
has a large body and is very fat
+
TREE_TRUNK_SLOPE_TO_W
−
has a large body but is incredibly skinny
+
TREE_TRUNK_SLOPE_NWE
−
would be lanky were it not for the massive muscles and slabs of lard
+
TREE_TRUNK_SLOPE_SWE
−
has a tall, skinny body that is very frail
+
TREE_TRUNK_SLOPE_NSW
−
packs extraordinary obesity on to what was once a tall and thin body
+
TREE_TRUNK_SLOPE_NSE
−
has a tall, thin frame but manages to be very fat
+
TREE_TRUNK_SLOPE_SW
−
has a tall, thin body layered with some fat
+
TREE_TRUNK_SLOPE_NE
−
has a tall, narrow body that is just incredibly skinny
+
TREE_TRUNK_SLOPE_NS
−
has a tall, thin frame with very little fat on it
+
TREE_TRUNK_SLOPE_NW
−
has a tall, thin body with little fat
+
TREE_TRUNK_SLOPE_N
−
has a short, broad body stacked thick with muscles and lard
+
TREE_TRUNK_SLOPE_S
−
has a short body that is broad yet with few traces of muscle or fat
+
TREE_TRUNK_SLOPE_SE
−
has a short broad body but is kind of weak and skinny at the same time
+
TREE_TRUNK_SLOPE_WE
−
has a stout muscular body
+
TREE_TRUNK_SLOPE_TOP
−
has a short broad body but is very frail
+
TREE_BRANCH
−
has a short broad body with little in the way of muscles
+
TREE_TRUNK_SLOPE_W
−
has a short broad body with ill-defined muscles
+
TREE_TRUNK_SLOPE_E
−
has a short broad body with a lot of fat on it
+
TREE_BRANCH_W
−
has a short, broad frame with almost no fat on it
+
TREE_BRANCH_E
−
has a short, broad body with very little fat
+
TREE_BRANCH_N
−
has a short, broad build overall but is somewhat skinny
+
TREE_BRANCH_S
−
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
+
TREE_BRANCH_SWE
−
has an incredibly broad body with some muscle and fat on it
+
TREE_BRANCH_NSWE
−
has an extremely broad frame with few traces of either muscle or fat
+
TREE_BRANCH_WE
−
has an incredibly broad body that is somewhat weak with only a little fat on it
+
TREE_BRANCH_NWE
−
has an incredibly broad body but is very frail
+
TREE_HEAVY_BRANCH
−
has an extremely broad body but is weak
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
−
has an incredibly broad body hung with curtains of lard
+
TREE_TWIGS_FULL1
−
has an extremely broad body with lots of fat on it
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
−
has an incredibly broad body with almost no fat on it
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
−
has an extremely broad body with very little fat
+
TREE_TWIGS_FULL4
−
has an extremely broad body with little fat
+
TREE_TWIGS_FULL_N
−
has a very broad body, with enormous lard pockets packed in with the giant muscles
+
TREE_TWIGS_FULL2
−
has a very broad, muscular, fat body
+
TREE_TWIGS_FULL3
−
has a very broad body but it is frail with very little fat on it
+
TREE_TWIGS_FULL_E
−
has a very broad body overall but it is weak with little fat on it
+
TREE_TWIGS_FULL_NW
−
has a very broad body but it is frail
+
TREE_TWIGS_FULL_S
−
has ill-defined muscles on an otherwise broad body
+
TREE_TWIGS_FULL_W
−
has a broad body that is somewhat weak
+
TREE_TWIGS_FULL_SE
−
has a very broad body and is incredibly fat
+
TREE_TWIGS_NSWE
−
has a very broad body but almost no fat
+
TREE_TWIGS_FULL_NE
−
has a very broad frame with very little fat on it
+
TREE_TWIGS_FULL_SW
−
has a very broad body with little fat
+
TREE_TWIGS_NSE
−
has a broad body bearing impressive muscles and a great load of fat
+
TREE_TWIGS_NSW
−
has incredible muscles stretched over a broad body
+
TREE_TWIGS_SWE
−
has a broad body but it is very frail
+
TREE_TWIGS_NWE
−
has a broad body made broader still by no shortage of surrounding lard
+
TREE_TWIGS_NE
−
has a broad body with almost no fat on it
+
TREE_TWIGS_SW
−
has a broad body with very little fat
+
TREE_TWIGS_NS
−
has a broad body with little fat
+
TREE_TWIGS_NW
−
has a broad body
+
TREE_TWIGS_N
−
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
+
TREE_TWIGS_S
−
has a long, thin body, thickened by muscle and fat
+
TREE_TWIGS_SE
−
has a long, thin frame, frail with very little fat
+
TREE_TWIGS_WE
−
has a long, thin body that is somewhat weak with little fat
+
TREE_BASE_TRUNK_NW
−
has a long, thin frame strapped with incredible muscles
+
TREE_BASE_TRUNK_N
−
has a long, thin frame hidden beneath copious rolls of lard
+
TREE_TWIGS_W
−
has a long, thin body with a lot of fat on it
+
TREE_TWIGS_E
−
has a long, thin body with some fat on it
+
TREE_BASE_TRUNK
−
has a long, thin body with almost no fat on it
+
TREE_BASE_TRUNK_E
−
has a long, thin body with very little fat
+
TREE_BASE_TRUNK_NE
−
has a long, thin frame with little fat
+
TREE_BASE_TRUNK_W
−
could be incredibly thin but has massive lardy rolls and enormous muscles
+
TREE_BASE_TRUNK_SE
−
has managed to put some muscle and fat on an extremely thin frame
+
TREE_BASE_SHADOW_NW
−
has an extremely thin body packed with huge muscles
+
TREE_BASE_TRUNK_SW
−
has an extremely thin frame underlying a massive lardy edifice
+
TREE_BASE_TRUNK_S
−
has an extremely thin frame with a lot of fat on it
+
TREE_BASE_SHADOW_W
−
has an incredibly thin frame with some fat on it
+
TREE_BASE_SHADOW_E
−
has an extremely thin body with almost no fat on it
+
TREE_BASE_SHADOW_N
−
has an extremely thin body with very litte fat on it
+
TREE_BASE_SHADOW_NE
−
has an incredibly thin body with little fat
+
TREE_BASE_SHADOW_SE
−
has a very thin build buried underneath endless muscles and fat
+
TREE_CAP_WALL_THICK_N
−
would be very thin but has opted for some muscle and fat
+
TREE_BASE_SHADOW_SW
−
has a very thin, frail body without visible traces of fat
+
TREE_BASE_SHADOW_S
−
would be very thin but bears an enormous lardy burden
+
TREE_CAP_WALL_THICK_W
−
has much fat on a very thin frame
+
TREE_CAP_WALL_THICK_NW
−
has a very thin frame with a bit of fat on it
+
TREE_CAP_WALL_THICK_S
−
has a very thin body with almost no fat on it
+
TREE_CAP_WALL_THICK_E
−
has a very thin frame with very little fat
+
TREE_CAP_WALL_THICK_SE
−
has a very thin body with little fat
+
TREE_CAP_WALL_N_S_E
−
has a thin frame but it is loaded with muscles and great layers of fat
+
TREE_CAP_WALL_THICK_NE
−
has a generally thin build with some muscle and fat on it
+
TREE_CAP_WALL_THICK_SW
−
has what was once a thin frame, now bearing enormous, thick layers of fat
+
TREE_CAP_WALL_S_W_E
−
has a once-thin frame, now belarded
+
TREE_CAP_WALL_N_W
−
has a thin frame with some fat on it
+
TREE_CAP_WALL_N_S_W
−
has a thin body with almost no fat on it
+
TREE_CAP_WALL_N_W_E
−
has a thin body with very little fat
+
TREE_CAP_WALL_S_E
−
has a thin body with little fat
+
TREE_CAP_WALL_N_S
−
has loaded a tall body with incredible muscles
+
TREE_CAP_WALL_N_E
−
has a very long body, frail and skinny
+
TREE_CAP_WALL_S_W
−
has a very long body that is beset by a morbid corpulence
+
TREE_HEAVY_BRANCH_E
−
has a frail body, long and incredibly skinny
+
TREE_LEAFLESS_TWIGS_FULL_S
−
has an incredibly muscular, long body
+
TREE_LEAFLESS_TWIGS_FULL_W
−
has put on an extreme amount of muscle, especially for one so short
+
TREE_HEAVY_BRANCH_NSWE
−
packs enormous muscles on to a very short body
+
TREE_LEAFLESS_TWIGS_FULL_N
−
carries massive amounts of fat, especially for one so short
+
TREE_LEAFLESS_TWIGS_FULL_NE
−
isn't very tall but makes up for it with muscle and fat
+
TREE_LEAFLESS_TWIGS_FULL_SW
−
isn't tall but has incredible muscles
+
TREE_LEAFLESS_TWIGS_FULL_E
−
has an extremely short body that is incredibly muscular
+
TREE_LEAFLESS_TWIGS_FULL_NW
−
has an incredibly short body but still manages to be very fat
+
TREE_LEAFLESS_TWIGS_SWE
−
carries great muscles on a very short body
+
TREE_LEAFLESS_TWIGS_NWE
−
has a very short body buttressed by rolls of lard
+
TREE_LEAFLESS_TWIGS_FULL_SE
−
has a small build yet is strapped with massive amounts of muscle and lard
+
TREE_LEAFLESS_TWIGS_NSWE
−
has a small build but is muscular and fat
+
TREE_LEAFLESS_TWIGS_NS
−
has a small build and is very weak and incredibly skinny
+
TREE_LEAFLESS_TWIGS_NW
−
has a small build and is weak and skinny
+
TREE_LEAFLESS_TWIGS_NSE
−
has incredible muscles over a small build
+
TREE_LEAFLESS_TWIGS_NSW
−
packs massive amounts of fat on to a small build
+
TREE_LEAFLESS_TWIGS_SE
−
has a small build but is very fat
+
TREE_LEAFLESS_TWIGS_WE
−
has a very small body bedecked with lardy rolls
+
TREE_LEAFLESS_TWIGS_NE
−
has an extremely small body but it is very muscular
+
TREE_LEAFLESS_TWIGS_SW
−
bears an enormous amount of fat for one so tiny
+
TREE_LEAFLESS_TWIGS_W
−
cut open
+
TREE_LEAFLESS_TWIGS_E
−
smashed open
+
TREE_LEAFLESS_TWIGS_N
−
broken open
+
TREE_LEAFLESS_TWIGS_S
−
torn open
+
TREE_OVERLEAVES_TRUNK_NSW
−
gouting
+
TREE_OVERLEAVES_TRUNK_NWE
−
gushing
+
TREE_LEAFLESS_TWIGS
−
spraying
+
TREE_OVERLEAVES_TRUNK_NSE
−
running with
+
TREE_OVERLEAVES_TRUNK_NE
−
dripping
+
TREE_OVERLEAVES_TRUNK_SW
−
oozing
+
TREE_OVERLEAVES_TRUNK_SWE
−
frost-bitten
+
TREE_OVERLEAVES_TRUNK_NW
−
frozen
+
TREE_OVERLEAVES_TRUNK_WE
−
blistered
+
TREE_OVERLEAVES_TRUNK_N
−
completely swollen
+
TREE_OVERLEAVES_TRUNK_SE
−
heavily swollen
+
TREE_OVERLEAVES_TRUNK_NS
−
very swollen
+
TREE_OVERLEAVES_TRUNK_E
−
quite swollen
+
TREE_OVERLEAVES_TRUNK_NSWE
−
swollen
+
TREE_OVERLEAVES_TRUNK_S
−
slightly swollen
+
TREE_OVERLEAVES_TRUNK_W
−
tall
+
TREE_OVERLEAVES_HEAVY_BRANCH_W
−
long
+
TREE_OVERLEAVES_HEAVY_BRANCH_E
−
high
+
TREE_OVERLEAVES_HEAVY_BRANCH_N
−
wide-set
+
TREE_OVERLEAVES_HEAVY_BRANCH_S
−
large-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW
−
small-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE
−
sunken
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS
−
protruding
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE
−
smooth
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
−
convex
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
−
concave
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW
−
curly
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE
−
straight
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
−
dense
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
−
sparse
+
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
−
thick
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
−
thin
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
−
upturned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
−
hooked
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
−
splayed out
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
−
flattened
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
−
great-lobed
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
−
fuse-lobed
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
−
gapped
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
−
crowded
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
−
high-cheekboned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
−
low-cheekboned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
−
broad-chinned
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
−
narrow-chinned
+
TREE_TWIGS_FULL2_FRUIT
−
jutting-chinned
+
TREE_TWIGS_FULL3_FRUIT
−
recess-chinned
+
TREE_TWIGS_FRUIT
−
square-chinned
+
TREE_TWIGS_FULL1_FRUIT
−
round-chinned
+
TREE_TWIGS_FULL_S_FRUIT
−
greasy
+
TREE_TWIGS_FULL_W_FRUIT
−
deep-voiced
+
TREE_TWIGS_FULL4_FRUIT
−
high-voiced
+
TREE_TWIGS_FULL_N_FRUIT
−
raspy-voiced
+
TREE_TWIGS_FULL_NE_FRUIT
−
clear-voiced
+
TREE_TWIGS_FULL_SW_FRUIT
−
body is
+
TREE_TWIGS_FULL_E_FRUIT
−
extremely tall
+
TREE_TWIGS_FULL_NW_FRUIT
−
somewhat tall
+
TREE_TWIGS_SWE_FRUIT
−
very short
+
TREE_TWIGS_NWE_FRUIT
−
somewhat short
+
TREE_TWIGS_FULL_SE_FRUIT
−
extraordinarily broad
+
TREE_TWIGS_NSWE_FRUIT
−
somewhat broad
+
TREE_TWIGS_NS_FRUIT
−
extremely narrow
+
TREE_TWIGS_NW_FRUIT
−
somewhat narrow
+
TREE_TWIGS_NSE_FRUIT
−
extremely long
+
TREE_TWIGS_NSW_FRUIT
−
quite long
+
TREE_TWIGS_SE_FRUIT
−
somewhat long
+
TREE_TWIGS_WE_FRUIT
−
extremely short
+
TREE_TWIGS_NE_FRUIT
−
incredibly high
+
TREE_TWIGS_SW_FRUIT
−
somewhat high
+
TREE_TWIGS_W_FRUIT
−
extremely low
+
TREE_TWIGS_E_FRUIT
−
slightly low
+
TREE_TWIGS_N_FRUIT
−
incredibly close-set
+
TREE_TWIGS_S_FRUIT
−
slightly close-set
+
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
−
very wide-set
+
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
−
slightly wide-set
+
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
−
deeply sunken
+
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
−
slightly sunken
+
TREE_OVERLEAVES_TRUNK_SW_FRUIT
−
bulging
+
TREE_OVERLEAVES_TRUNK_SE_FRUIT
−
slightly protruding
+
TREE_OVERLEAVES_TRUNK_NW_FRUIT
−
have very large irises
+
TREE_OVERLEAVES_TRUNK_NE_FRUIT
−
have large irises
+
TREE_OVERLEAVES_TRUNK_N_FRUIT
−
have slightly large irises
+
TREE_OVERLEAVES_TRUNK_S_FRUIT
−
have very thin irises
+
TREE_OVERLEAVES_TRUNK_NS_FRUIT
−
have thin irises
+
TREE_OVERLEAVES_TRUNK_WE_FRUIT
−
have slightly thin irises
+
TREE_OVERLEAVES_TRUNK_NSWE_FRUIT
−
very large-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FRUIT
−
slightly large-irised
+
TREE_OVERLEAVES_TRUNK_W_FRUIT
−
very thin-irised
+
TREE_OVERLEAVES_TRUNK_E_FRUIT
−
thin-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FRUIT
−
slightly thin-irised
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FRUIT
−
extremely wrinkled
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FRUIT
−
slightly wrinkled
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FRUIT
−
very smooth
+
TREE_CAP_THICK_INTERIOR
−
slightly smooth
+
TREE_CAP_FLOOR_1
−
wavy
+
TREE_CAP_WALL_W_E
−
incredibly straight
+
TREE_CAP_WALL_N_S_W_E
−
very convex
+
TREE_CAP_FLOOR_4
−
slightly convex
+
TREE_CAP_RAMP_N_S_W_E
−
incredibly concave
+
TREE_CAP_FLOOR_2
−
somewhat concave
+
TREE_CAP_FLOOR_3
−
extremely dense
+
TREE_CAP_RAMP_N_W_E
−
quite dense
+
TREE_CAP_RAMP_S_W_E
−
slightly dense
+
TREE_CAP_RAMP_N_S_E
−
extremely sparse
+
TREE_CAP_RAMP_N_S_W
−
quite sparse
+
TREE_CAP_RAMP_S_W
−
slightly sparse
+
TREE_CAP_RAMP_S_E
−
very thick
+
TREE_CAP_RAMP_N_W
−
slightly thick
+
TREE_CAP_RAMP_N_E
−
very thin
+
TREE_CAP_RAMP_N
−
somewhat thin
+
TREE_CAP_RAMP_S
−
incredibly upturned
+
TREE_CAP_RAMP_N_S
−
slightly upturned
+
TREE_CAP_RAMP_W_E
−
sharply hooked
+
TREE_TWIGS_AUTUMN
−
slightly hooked
+
TREE_TWIGS_FULL1_AUTUMN
−
very splayed out
+
TREE_CAP_RAMP_W
−
somewhat splayed out
+
TREE_CAP_RAMP_E
−
very flattened
+
TREE_TWIGS_FULL4_AUTUMN
−
slightly flattened
+
TREE_TWIGS_FULL_N_AUTUMN
−
have great swinging lobes
+
TREE_TWIGS_FULL2_AUTUMN
−
have large hanging lobes
+
TREE_TWIGS_FULL3_AUTUMN
−
are free-lobed
+
TREE_TWIGS_FULL_E_AUTUMN
−
are fuse-lobed
+
TREE_TWIGS_FULL_NW_AUTUMN
−
have nearly fused lobes
+
TREE_TWIGS_FULL_S_AUTUMN
−
have small lobes
+
TREE_TWIGS_FULL_W_AUTUMN
−
hanging-lobed
+
TREE_TWIGS_FULL_SE_AUTUMN
−
free-lobed
+
TREE_TWIGS_NSWE_AUTUMN
−
nearly fuse-lobed
+
TREE_TWIGS_FULL_NE_AUTUMN
−
small-lobed
+
TREE_TWIGS_FULL_SW_AUTUMN
−
widely-spaced
+
TREE_TWIGS_NSE_AUTUMN
−
tangled
+
TREE_TWIGS_NSW_AUTUMN
−
very round
+
TREE_TWIGS_SWE_AUTUMN
−
slightly rounded
+
TREE_TWIGS_NWE_AUTUMN
−
slit
+
TREE_TWIGS_NE_AUTUMN
−
somewhat greasy
+
TREE_TWIGS_SW_AUTUMN
−
crinkly
+
TREE_TWIGS_NS_AUTUMN
−
striped
+
TREE_TWIGS_NW_AUTUMN
−
mottled
+
TREE_TWIGS_N_AUTUMN
−
with a touch of
+
TREE_TWIGS_S_AUTUMN
−
with flecks of
+
TREE_TWIGS_SE_AUTUMN
−
with some
+
TREE_TWIGS_WE_AUTUMN
−
mixed with
+
TREE_OVERLEAVES_TRUNK_NSE_AUTUMN
−
are
+
TREE_OVERLEAVES_TRUNK_NSW_AUTUMN
−
has a deep, guttural voice
+
TREE_TWIGS_W_AUTUMN
−
has a high-pitched, clear voice
+
TREE_TWIGS_E_AUTUMN
−
has a high-pitched, grating voice
+
TREE_OVERLEAVES_TRUNK_NW_AUTUMN
−
has a clear, deep voice
+
TREE_OVERLEAVES_TRUNK_NE_AUTUMN
−
has a fairly deep and raspy voice
+
TREE_OVERLEAVES_TRUNK_NWE_AUTUMN
−
has a high squeaky voice
+
TREE_OVERLEAVES_TRUNK_SWE_AUTUMN
−
has a low, clear voice
+
TREE_OVERLEAVES_TRUNK_NS_AUTUMN
−
has a high, clear voice
+
TREE_OVERLEAVES_TRUNK_WE_AUTUMN
−
has a very clear voice
+
TREE_OVERLEAVES_TRUNK_SW_AUTUMN
−
has a clear voice
+
TREE_OVERLEAVES_TRUNK_SE_AUTUMN
−
has a grating, raspy voice
+
TREE_OVERLEAVES_TRUNK_W_AUTUMN
−
has a scratchy voice
+
TREE_OVERLEAVES_TRUNK_E_AUTUMN
−
has a very high-pitched voice
+
TREE_OVERLEAVES_TRUNK_N_AUTUMN
−
has a high voice
+
TREE_OVERLEAVES_TRUNK_S_AUTUMN
−
has a very deep voice
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FLOWER
−
has a low voice
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FLOWER
−
has very high cheekbones
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FLOWER
−
has high cheekbones
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FLOWER
−
has low cheekbones
+
GRASS_3
−
has very low cheekbones
+
GRASS_4
−
square chin
+
GRASS_1
−
round chin
+
GRASS_2
−
chin
+
GRASS_5C
−
has a massive
+
GRASS_5D
−
has a deeply recessed, broad
+
GRASS_5
−
has a narrow, jutting
+
GRASS_5B
−
has a deeply recessed, narrow
+
GRASS_8
−
has a broad, prominent
+
GRASS_9
−
has a broad, recessed
+
GRASS_6
−
has a narrow, prominent
+
GRASS_7
−
has a narrow, recessed
+
STONE_FLOOR_3
−
has a very broad
+
STONE_FLOOR_4
−
has a broad
+
STONE_FLOOR_1
−
has a very narrow
+
STONE_FLOOR_2
−
has a narrow
+
STONE_FLOOR_5C
−
has a jutting
+
STONE_FLOOR_5D
−
has a prominent
+
STONE_FLOOR_5
−
has a recessed
+
STONE_FLOOR_5B
−
has a deeply recessed
+
STONE_FLOOR_8
−
has a square chin
+
STONE_FLOOR_9
−
has an angular chin
+
STONE_FLOOR_6
−
has very round chin
+
STONE_FLOOR_7
−
has a round chin
+
SMOOTH_ICE_FLOOR
−
very long
+
GLASS_GREEN_FLOOR
−
medium-length
+
WOOD_FLOOR
−
clean-shaven
+
ROUGH_ICE_FLOOR
−
stubble
+
SAND_FLOOR_1
−
neatly combed
+
SAND_FLOOR_2
−
braided
+
GLASS_CLEAR_FLOOR
−
arranged in double braids
+
GLASS_CRYSTAL_FLOOR
−
tied in a pony tail
+
SAND_FLOOR_5
−
massive
+
SAND_FLOOR_5B
−
very long
+
SAND_FLOOR_3
−
long
+
SAND_FLOOR_4
−
short
+
SAND_FLOOR_6
−
very short
+
SAND_FLOOR_7
−
tiny
+
SAND_FLOOR_5C
−
curving scar. 
+
SAND_FLOOR_5D
−
straight scar. 
+
SAND_YELLOW_FLOOR_1
−
huge
+
SAND_YELLOW_FLOOR_2
−
very large
+
SAND_FLOOR_8
−
very small
+
SAND_FLOOR_9
−
dent. 
+
SAND_YELLOW_FLOOR_5
−
jagged scar. 
+
SAND_YELLOW_FLOOR_5B
−
You have disturbed the sleep of the dead!
+
SAND_YELLOW_FLOOR_3
−
sucks the wind out of
+
SAND_YELLOW_FLOOR_4
−
raises a high fever in
+
SAND_YELLOW_FLOOR_6
−
makes
+
SAND_YELLOW_FLOOR_7
−
convulse and retch
+
SAND_YELLOW_FLOOR_5C
−
inflicts excruciating pain upon
+
SAND_YELLOW_FLOOR_5D
−
causes a spell of dizziness in
+
SAND_WHITE_FLOOR_1
−
paralyzes
+
SAND_WHITE_FLOOR_2
−
stuns
+
SAND_YELLOW_FLOOR_8
−
You hear
+
SAND_YELLOW_FLOOR_9
−
RESERVED_BLOOD
+
SAND_WHITE_FLOOR_5
−
died in a cage.
+
SAND_WHITE_FLOOR_5B
−
fallen into a deep chasm.
+
SAND_WHITE_FLOOR_3
−
died of old age.
+
SAND_WHITE_FLOOR_4
−
been scared to death
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FRUIT
−
died in the dark.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FRUIT
−
starved to death.
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FRUIT
−
died of thirst.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FRUIT
−
drowned.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FRUIT
−
burned up in magma.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FRUIT
−
burned up in dragon fire.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FRUIT
−
boiled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FRUIT
−
melted.
+
TREE_TWIGS_FLOWER
−
condensed.
+
TREE_TWIGS_FULL1_FLOWER
−
solidified.
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FRUIT
−
died in the heat.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FRUIT
−
been encased in cooling lava.
+
TREE_TWIGS_FULL4_FLOWER
−
been encased in cooling magma.
+
TREE_TWIGS_FULL_N_FLOWER
−
been encased in ice.
+
TREE_TWIGS_FULL2_FLOWER
−
frozen to death.
+
TREE_TWIGS_FULL3_FLOWER
−
burned to death.
+
TREE_TWIGS_FULL_E_FLOWER
−
been scalded to death.
+
TREE_TWIGS_FULL_NW_FLOWER
−
burned up in a magma mist.
+
TREE_TWIGS_FULL_S_FLOWER
−
been crushed by a drawbridge.
+
TREE_TWIGS_FULL_W_FLOWER
−
been crushed under the collapsing ceiling.
+
TREE_TWIGS_FULL_SE_FLOWER
−
been killed by falling rocks.
+
TREE_TWIGS_NSWE_FLOWER
−
been shot and killed.
+
TREE_TWIGS_FULL_NE_FLOWER
−
bled to death.
+
TREE_TWIGS_FULL_SW_FLOWER
−
succumbed to infection.
+
TREE_TWIGS_NSE_FLOWER
−
suffocated.
+
TREE_TWIGS_NSW_FLOWER
−
been struck down.
+
TREE_TWIGS_SWE_FLOWER
−
been slaughtered.
+
TREE_TWIGS_NWE_FLOWER
−
been scuttled.
+
TREE_TWIGS_NE_FLOWER
−
been hacked to pieces.
+
TREE_TWIGS_SW_FLOWER
−
been beheaded.
+
TREE_TWIGS_NS_FLOWER
−
been crucified.
+
TREE_TWIGS_NW_FLOWER
−
been buried alive.
+
TREE_TWIGS_N_FLOWER
−
been executed by being left out in the air.
+
TREE_TWIGS_S_FLOWER
−
been executed by drowning.
+
TREE_TWIGS_SE_FLOWER
−
been burned alive.
+
TREE_TWIGS_WE_FLOWER
−
been fed to beasts.
+
TREE_OVERLEAVES_TRUNK_NSE_FLOWER
−
been drained of blood
+
TREE_OVERLEAVES_TRUNK_NSW_FLOWER
−
been drained of blood by
+
TREE_TWIGS_W_FLOWER
−
been murdered by
+
TREE_TWIGS_E_FLOWER
−
been killed by a trap.
+
TREE_OVERLEAVES_TRUNK_NW_FLOWER
−
vanished.
+
TREE_OVERLEAVES_TRUNK_NE_FLOWER
−
collapsed.
+
TREE_OVERLEAVES_TRUNK_NWE_FLOWER
−
died after colliding with an obstacle.
+
TREE_OVERLEAVES_TRUNK_SWE_FLOWER
−
been impaled on spikes.
+
TREE_OVERLEAVES_TRUNK_NS_FLOWER
−
been put to rest.
+
TREE_OVERLEAVES_TRUNK_WE_FLOWER
−
been found dead.
+
TREE_OVERLEAVES_TRUNK_SW_FLOWER
−
been found dead, contorted in fear!
+
TREE_OVERLEAVES_TRUNK_SE_FLOWER
−
been found, starved to death.
+
TREE_OVERLEAVES_TRUNK_W_FLOWER
−
been found dead, dehydrated.
+
TREE_OVERLEAVES_TRUNK_E_FLOWER
−
been found dead, drowned.
+
TREE_OVERLEAVES_TRUNK_N_FLOWER
−
been found dead, badly burned.
+
TREE_OVERLEAVES_TRUNK_S_FLOWER
−
been found boiled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FLOWER
−
been found melted.
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FLOWER
−
been found condensed.
+
TREE_OVERLEAVES_TRUNK_NSWE_FLOWER
−
been found solidified.
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FLOWER
−
been found dead, frozen.
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FLOWER
−
been found dead, badly crushed.
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FLOWER
−
been found scuttled.
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FLOWER
−
been found dead, completely drained of blood!
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FLOWER
−
data/save/current/unit-
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FLOWER
−
unit-
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FLOWER
−
SQUADS/LEADERS
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FLOWER
−
SQUAD POSITIONS
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FLOWER
−
CANDIDATES
+
RECTANGLE_CURSOR_W
−
VACANT
+
RECTANGLE_CURSOR_INTERIOR
−
AVAILABLE
+
RECTANGLE_CURSOR_N_S
−
You need somebody who
+
RECTANGLE_CURSOR_N_S_E
−
can appoint this position.
+
RECTANGLE_CURSOR_S_W_E
−
Squad:
+
RECTANGLE_CURSOR_S_W
−
move/station order
+
RECTANGLE_CURSOR_E
−
kill order
+
RECTANGLE_CURSOR_N_W_E
−
defend order
+
RECTANGLE_CURSOR_W_E
−
patrol order
+
RECTANGLE_CURSOR_N_S_W_E
−
training
+
RECTANGLE_CURSOR_S
−
skilled
+
RECTANGLE_CURSOR_S_E
−
Schedule:
+
RECTANGLE_CURSOR_UNPASSABLE_N_E
−
Order:
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W
−
Uniform
+
RECTANGLE_CURSOR_UNPASSABLE_N_W
−
ERROR
+
RECTANGLE_CURSOR_UNPASSABLE_N
−
ALERTS
+
RECTANGLE_CURSOR_UNPASSABLE_W
−
SQUADS
+
RECTANGLE_CURSOR_UNPASSABLE_INTERIOR
−
BURROWS
+
RECTANGLE_CURSOR_UNPASSABLE_N_S
−
Civilian alert:
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_E
−
Are you sure?  Squad alert schedules will be lost!
+
RECTANGLE_CURSOR_UNPASSABLE_S_W_E
−
POSITION UNIFORM
+
RECTANGLE_CURSOR_UNPASSABLE_S_W
−
missing item
+
RECTANGLE_CURSOR_UNPASSABLE_E
−
leather
+
RECTANGLE_CURSOR_UNPASSABLE_N_W_E
−
silk
+
RECTANGLE_CURSOR_UNPASSABLE_W_E
−
plant fiber
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E
−
metal
+
RECTANGLE_CURSOR_UNPASSABLE_S
−
wood
+
RECTANGLE_CURSOR_UNPASSABLE_S_E
−
stone
+
RECTANGLE_CURSOR_WATER_N_E
−
bone
+
RECTANGLE_CURSOR_WATER_N_S_W
−
shell
+
RECTANGLE_CURSOR_WATER_N_W
−
pearl
+
RECTANGLE_CURSOR_WATER_N
−
tooth
+
RECTANGLE_CURSOR_WATER_W
−
horn
+
RECTANGLE_CURSOR_WATER_INTERIOR
−
BROKEN
+
RECTANGLE_CURSOR_WATER_N_S
−
individual choice
+
RECTANGLE_CURSOR_WATER_N_S_E
−
indiv choice, melee
+
RECTANGLE_CURSOR_WATER_S_W_E
−
indiv choice, ranged
+
RECTANGLE_CURSOR_WATER_S_W
−
any color
+
RECTANGLE_CURSOR_WATER_E
−
any material
+
RECTANGLE_CURSOR_WATER_N_W_E
−
specific armor
+
RECTANGLE_CURSOR_WATER_W_E
−
specific helm
+
RECTANGLE_CURSOR_WATER_N_S_W_E
−
specific pants
+
RECTANGLE_CURSOR_WATER_S
−
specific gloves
+
RECTANGLE_CURSOR_WATER_S_E
−
specific shoes
+
RECTANGLE_CURSOR_FAILURE_N_E
−
specific shield
+
RECTANGLE_CURSOR_FAILURE_N_S_W
−
specific weapon
+
RECTANGLE_CURSOR_FAILURE_N_W
−
UNIFORMS
+
RECTANGLE_CURSOR_FAILURE_N
−
ITEMS
+
RECTANGLE_CURSOR_FAILURE_W
−
SELECTION
+
RECTANGLE_CURSOR_FAILURE_INTERIOR
−
SQUADS/GROUP
+
RECTANGLE_CURSOR_FAILURE_N_S
−
AMMUNITION
+
RECTANGLE_CURSOR_FAILURE_N_S_E
−
ASSIGNED
+
RECTANGLE_CURSOR_FAILURE_S_W_E
−
Hunters
+
RECTANGLE_CURSOR_FAILURE_S_W
−
Carry water
+
RECTANGLE_CURSOR_FAILURE_E
−
Carry any drink
+
RECTANGLE_CURSOR_FAILURE_N_W_E
−
Carry one food
+
RECTANGLE_CURSOR_FAILURE_W_E
−
Carry two food
+
RECTANGLE_CURSOR_FAILURE_N_S_W_E
−
Carry three food
+
RECTANGLE_CURSOR_FAILURE_S
−
Leave Vacant
+
RECTANGLE_CURSOR_FAILURE_S_E
−
There are no reasonable candidates.
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_E
−
Lowest Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W
−
Low Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W
−
Medium Precision
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N
−
High Precision
+
SAND_WHITE_FLOOR_6
−
Highest Precision
+
SAND_WHITE_FLOOR_7
−
All counts accurate
+
SAND_WHITE_FLOOR_5C
−
Your bookkeeper has done enough work to attain
+
SAND_WHITE_FLOOR_5D
−
Your bookkeeper needs to work in an office to improve precision
+
SAND_BLACK_FLOOR_1
−
low precision
+
SAND_BLACK_FLOOR_2
−
medium precision
+
SAND_WHITE_FLOOR_8
−
high precision
+
SAND_WHITE_FLOOR_9
−
highest precision
+
SAND_BLACK_FLOOR_5
−
The stockpile records are
+
SAND_BLACK_FLOOR_5B
−
Duplicate Object:
+
SAND_BLACK_FLOOR_3
−
inorganic
+
SAND_BLACK_FLOOR_4
−
plant
+
SAND_BLACK_FLOOR_6
−
creaturebody
+
SAND_BLACK_FLOOR_7
−
creaturebodygloss
+
SAND_BLACK_FLOOR_5C
−
entity
+
SAND_BLACK_FLOOR_5D
−
word
+
SAND_RED_FLOOR_1
−
symbol
+
SAND_RED_FLOOR_2
−
translation
+
SAND_BLACK_FLOOR_8
−
color
+
SAND_BLACK_FLOOR_9
−
shape
+
SAND_RED_FLOOR_5
−
color_pattern
+
SAND_RED_FLOOR_5B
−
reaction
+
SAND_RED_FLOOR_3
−
material_template
+
SAND_RED_FLOOR_4
−
tissue_template
+
SAND_RED_FLOOR_6
−
body_detail_plan
+
SAND_RED_FLOOR_7
−
creature_variation
+
SAND_RED_FLOOR_5C
−
interaction
+
SAND_RED_FLOOR_5D
−
failed vermin colony deletion
+
METAL_FLOOR
−
Generating world using parameter set
+
FURROWED_SOIL_1
−
Null unit chunk on export
+
SAND_RED_FLOOR_8
−
The wet season has arrived!
+
SAND_RED_FLOOR_9
−
Spring has arrived!
+
FURROWED_SOIL_4
−
Spring has arrived on the calendar.
+
DIRT_FLOOR_1
−
Summer has arrived on the calendar.
+
FURROWED_SOIL_2
−
The dry season has come.
+
FURROWED_SOIL_3
−
Autumn has come.
+
DIRT_FLOOR_4
−
Autumn has arrived on the calendar.
+
DIRT_FLOOR_5
−
Winter is upon you.
+
DIRT_FLOOR_2
−
Winter has arrived on the calendar.
+
DIRT_FLOOR_3
−
This artwork appears on
+
DIRT_FLOOR_5D
−
This work of art is a
+
DIRT_FLOOR_6
−
This artwork appears on a
+
DIRT_FLOOR_5B
−
This artwork appears
+
DIRT_FLOOR_5C
−
This engraving appears on a floor
+
DIRT_FLOOR_9
−
This engraving appears on a wall
+
FORGOTTEN_BEAST_ICON
−
This artwork is a
+
DIRT_FLOOR_7
−
The item
+
DIRT_FLOOR_8
−
Engraved
+
NIGHT_CREATURE_ICON
−
The artwork relates to
+
ANGEL_ICON
−
The image is
+
TITAN_ICON
−
the symbol of
+
DEMON_ICON
−
migrating
+
LOOK_CURSOR
−
nomadic
+
TALK_CURSOR
−
local
+
RAMP_UP_ARROW
−
outcast
+
RAMP_DOWN_ARROW
−
civilization
+
ERROR_CURSOR_CURSOR
−
group
+
OUT_OF_BOUNDS_CURSOR
−
government
+
LEGAL_JUMP_CURSOR
−
vessel
+
ILLEGAL_JUMP_CURSOR
−
religion
+
RECTANGLE_CURSOR_N_E
−
miltary unit
+
RECTANGLE_CURSOR_N_S_W
−
objects/text/book_instruction.txt
+
RECTANGLE_CURSOR_N_W
−
objects/text/book_art.txt
+
RECTANGLE_CURSOR_N
−
objects/text/secret_death.txt
+
OVERLAY_RAMP_WITH_WALL_W
−
objects/language_*
+
OVERLAY_RAMP_WITH_WALL_E
−
objects/descriptor_shape_*
+
OVERLAY_RAMP_WITH_WALL_N
−
objects/descriptor_color_*
+
OVERLAY_RAMP_WITH_WALL_S
−
objects/descriptor_pattern_*
+
OVERLAY_RAMP_WITH_WALL_SE
−
objects/material_template_*
+
OVERLAY_RAMP_WITH_WALL_NE
−
objects/inorganic_*
+
OVERLAY_RAMP_WITH_WALL_NW
−
objects/plant_*
+
OVERLAY_RAMP_WITH_WALL_SW
−
objects/tissue_template_*
+
OVERLAY_RAMP_WITH_WALL_SW_SE
−
objects/item_*
+
OVERLAY_RAMP_WITH_WALL_NW_SW
−
objects/building_*
+
OVERLAY_RAMP_WITH_WALL_NW_NE
−
objects/b_detail_plan_*
+
OVERLAY_RAMP_WITH_WALL_NE_SE
−
objects/body_*
+
OVERLAY_RAMP_WITH_WALL_W_SE
−
objects/c_variation_*
+
OVERLAY_RAMP_WITH_WALL_N_SW
−
objects/creature_*
+
OVERLAY_RAMP_OTHER
−
objects/entity_*
+
OVERLAY_RAMP_WITH_WALL_S_NE
−
objects/reaction_*
+
OVERLAY_RAMP_WITH_WALL_S_NW
−
objects/interaction_*
+
OVERLAY_RAMP_WITH_WALL_W_NE
−
objects/
+
OVERLAY_RAMP_WITH_WALL_E_NW
−
Missing Material Template:
+
OVERLAY_RAMP_WITH_WALL_E_SW
−
Missing Inorganic Gloss:
+
OVERLAY_RAMP_WITH_WALL_S_W_NE
−
Missing Plant Gloss:
+
OVERLAY_RAMP_WITH_WALL_N_W_SE
−
Missing Tissue Template:
+
OVERLAY_RAMP_WITH_WALL_N_SE
−
Missing Item Definition:
+
OVERLAY_RAMP_WITH_WALL_S_E_NW
−
Missing Building Definition:
+
OVERLAY_RAMP_WITH_WALL_E_NW_SW
−
Missing Body Detail Plan:
+
OVERLAY_RAMP_WITH_WALL_S_NW_NE
−
Missing Creature Body Definition:
+
OVERLAY_RAMP_WITH_WALL_N_E_SW
−
Missing Creature Body Gloss Definition
+
OVERLAY_RAMP_WITH_WALL_N_SW_SE
−
Missing Creature Variation:
+
OVERLAY_RAMP_WITH_WALL_NE_SW
−
Missing Creature Definition:
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW_SE
−
Missing Entity Definition
+
OVERLAY_RAMP_WITH_WALL_W_NE_SE
−
Missing Word Definition
+
OVERLAY_RAMP_WITH_WALL_NW_SE
−
Missing Symbol Definition
+
OVERLAY_RAMP_WITH_WALL_NW_SW_SE
−
Missing Translation Definition
+
OVERLAY_RAMP_WITH_WALL_NE_SW_SE
−
Missing Color Definition
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW
−
Missing Shape Definition
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SE
−
Missing Color Pattern Definition
+
GRASS_RAMP_WITH_WALL_N_S_W
−
Missing Reaction Definition
+
GRASS_RAMP_WITH_WALL_N_W_E
−
Missing Interaction Definition:
+
GRASS_RAMP_WITH_WALL_N_S_E_W
−
Site Map:  Extra Item Occupancy
+
GRASS_RAMP_WITH_WALL_N_S_E
−
very near
+
GRASS_RAMP_WITH_WALL_N_W
−
nearly a day's travel
+
GRASS_RAMP_WITH_WALL_N_E
−
inaccessible from here
+
GRASS_RAMP_WITH_WALL_S_W_E
−
The weather has cleared.
+
GRASS_RAMP_WITH_WALL_N_S
−
Load Game: Invalid Job ID Number,
+
GRASS_RAMP_WITH_WALL_W_E
−
Load Game: Invalid Unit ID Number,
+
GRASS_RAMP_WITH_WALL_N
−
Load Game: Invalid Item ID Number,
+
GRASS_RAMP_WITH_WALL_S_W
−
Load Game: Invalid Entity ID Number
+
GRASS_RAMP_WITH_WALL_S_E
−
Load Game: Invalid Nemesis ID Number,
+
GRASS_RAMP_WITH_WALL_E
−
Load Game: Invalid Building ID Number,
+
GRASS_RAMP_WITH_WALL_NW
−
Load Game: Invalid Machine ID Number
+
GRASS_RAMP_WITH_WALL_S
−
Load Game: Invalid Flow Guide ID Number
+
GRASS_RAMP_WITH_WALL_W
−
Load Game: Invalid Artifact ID Number,
+
GRASS_RAMP_WITH_WALL_NE
−
Unloaded
+
GRASS_RAMP_WITH_WALL_NW_NE
−
Load Game: Invalid Proj ID Number
+
GRASS_RAMP_WITH_WALL_SW
−
Load Game: Invalid Schedule ID Number
+
GRASS_RAMP_WITH_WALL_SE
−
Load Game: Invalid Task ID Number
+
GRASS_RAMP_WITH_WALL_NW_SW
−
Load Game: Invalid Unit Chunk ID Number
+
GRASS_RAMP_OTHER
−
Load Game: Invalid Art Image Chunk ID Number
+
GRASS_RAMP_WITH_WALL_NE_SE
−
Load Game: Invalid Hist Figure ID Number
+
GRASS_RAMP_WITH_WALL_SW_SE
−
Load Game: Invalid Hist Event ID Number
+
GRASS_RAMP_WITH_WALL_N_SW
−
Load Game: Invalid Hist Event Collection ID Number
+
GRASS_RAMP_WITH_WALL_E_NW
−
Load Game: Invalid Squad ID Number
+
GRASS_RAMP_WITH_WALL_S_NE
−
Load Game: Invalid Formation ID Number
+
GRASS_RAMP_WITH_WALL_W_SE
−
Load Game: Invalid Activity ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W
−
Load Game: Invalid Interaction Instance ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_INTERIOR
−
Load Game: Invalid Written Content ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S
−
Load Game: Invalid Identity ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_E
−
Load Game: Invalid Incident ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W_E
−
Load Game: Invalid Crime ID Number
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W
−
Tell them it was
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_E
−
You will remember
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W_E
−
Halt in the name of
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W_E
−
Night creatures!
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W_E
−
Night creature!
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S
−
You feel uneasy.
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_E
−
data/save/current/site-
+
RECTANGLE_CURSOR_FAILURE_WATER_N_E
−
site-
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W
−
You have discovered a river.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W
−
You have discovered an expansive cavern deep underground.
+
RECTANGLE_CURSOR_FAILURE_WATER_N
−
You have discovered a great magma sea.
+
RECTANGLE_CURSOR_FAILURE_WATER_W
−
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.
+
RECTANGLE_CURSOR_FAILURE_WATER_INTERIOR
−
You have discovered a cave entrance.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S
−
You have discovered a downward passage.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_E
−
You have discovered a deep pit.
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W_E
−
You have discovered a magma pool.
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W
−
You have discovered a volcano.
+
RECTANGLE_CURSOR_FAILURE_WATER_E
−
You have found a curious underground structure.
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W_E
−
You have struck
+
RECTANGLE_CURSOR_FAILURE_WATER_W_E
−
column update out of bounds:
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W_E
−
Evaluate Wagon Edge Access Overflow
+
RECTANGLE_CURSOR_FAILURE_WATER_S
−
The falling debris has defaced a
+
RECTANGLE_CURSOR_FAILURE_WATER_S_E
−
Sizing Flow... Overflow
+
RECTANGLE_CURSOR_BAD_N_E
−
Dungeon Floodfill Overflow
+
RECTANGLE_CURSOR_BAD_N_S_W
−
Dungeon Floodfill Overflow 3
+
RECTANGLE_CURSOR_BAD_N_W
−
Dungeon Floodfill Overflow 4
+
RECTANGLE_CURSOR_BAD_N
−
Dungeon Flood Fill Overflow 2
+
RECTANGLE_CURSOR_BAD_W
−
The impertinent vegetation has defaced a
+
RECTANGLE_CURSOR_BAD_INTERIOR
−
They have decided to forego any formal celebrations.
+
RECTANGLE_CURSOR_BAD_N_S
−
wooden
+
RECTANGLE_CURSOR_BAD_N_S_E
−
soap
+
RECTANGLE_CURSOR_BAD_S_W_E
−
ivory/tooth
+
RECTANGLE_CURSOR_BAD_S_W
−
unknown material
+
RECTANGLE_CURSOR_BAD_E
−
data/init/arena.txt
+
RECTANGLE_CURSOR_BAD_N_W_E
−
underworld
+
RECTANGLE_CURSOR_BAD_W_E
−
green glass gems
+
RECTANGLE_CURSOR_BAD_N_S_W_E
−
clear glass gems
+
RECTANGLE_CURSOR_BAD_S
−
crystal glass gems
+
RECTANGLE_CURSOR_BAD_S_E
−
MbP?
+
RECENTER_INDICATOR_3
−
RSDS{#
+
TARGET_INDICATOR_1
−
FMOD_System_Create
+
RECENTER_INDICATOR_1
−
fmodex.dll
+
RECENTER_INDICATOR_2
−
inflateInit_
+
PATROL_ROUTE_POINT
−
deflateEnd
+
PATROL_ROUTE_LINE
−
inflate
+
TARGET_INDICATOR_2
−
deflateInit_
+
TARGET_INDICATOR_3
−
inflateEnd
+
OVERLAY_RAMP_WITH_WALL_N_S_E
−
deflate
+
OVERLAY_RAMP_WITH_WALL_N_S_W
−
zlib1.dll
+
VIEWPORT_GRID
−
SDL_CreateSemaphore
+
OVERLAY_RAMP_WITH_WALL_N_S_E_W
−
SDL_WM_SetIcon
+
OVERLAY_RAMP_WITH_WALL_N_S
−
SDL_Init
+
OVERLAY_RAMP_WITH_WALL_N_W
−
SDL_DestroySemaphore
+
OVERLAY_RAMP_WITH_WALL_N_W_E
−
SDL_SetVideoMode
+
OVERLAY_RAMP_WITH_WALL_S_W_E
−
SDL_GL_GetAttribute
+
OVERLAY_RAMP_WITH_WALL_S_E
−
SDL_GetAppState
+
OVERLAY_RAMP_WITH_WALL_W_E
−
SDL_SemWait
+
OVERLAY_RAMP_WITH_WALL_N_E
−
SDL_GL_SwapBuffers
+
OVERLAY_RAMP_WITH_WALL_S_W
−
SDL_FillRect
+
STONE_RAMP_WITH_WALL_N_S_E_W
−
SDL_WM_SetCaption
+
STONE_RAMP_WITH_WALL_N_S_E
−
SDL_PollEvent
+
SOIL_RAMP_WITH_WALL_NW_SW_SE
−
SDL_EnableUNICODE
+
SOIL_RAMP_WITH_WALL_NE_SW_SE
−
SDL_ThreadID
+
STONE_RAMP_WITH_WALL_S_W_E
−
SDL_InitSubSystem
+
STONE_RAMP_WITH_WALL_N_S
−
SDL_ShowCursor
+
STONE_RAMP_WITH_WALL_N_S_W
−
SDL_NumJoysticks
+
STONE_RAMP_WITH_WALL_N_W_E
−
SDL_GetMouseState
+
STONE_RAMP_WITH_WALL_S_W
−
SDL_CreateThread
+
STONE_RAMP_WITH_WALL_S_E
−
SDL_SemPost
+
STONE_RAMP_WITH_WALL_N_W
−
SDL_SemTryWait
+
STONE_RAMP_WITH_WALL_N_E
−
SDL_Delay
+
STONE_RAMP_WITH_WALL_S
−
SDL_LockSurface
+
STONE_RAMP_WITH_WALL_W
−
SDL_UnlockSurface
+
STONE_RAMP_WITH_WALL_W_E
−
SDL_GetVideoSurface
+
STONE_RAMP_WITH_WALL_N
−
SDL_UpperBlit
+
STONE_RAMP_WITH_WALL_SW
−
SDL_GetTicks
+
STONE_RAMP_WITH_WALL_SE
−
SDL_GetError
+
STONE_RAMP_WITH_WALL_E
−
SDL_GL_SetAttribute
+
STONE_RAMP_WITH_WALL_NW
−
SDL_GetVideoInfo
+
STONE_RAMP_WITH_WALL_NE_SE
−
SDL_MapRGB
+
STONE_RAMP_WITH_WALL_SW_SE
−
SDL_CreateRGBSurface
+
STONE_RAMP_WITH_WALL_NE
−
SDL_Flip
+
STONE_RAMP_WITH_WALL_NW_NE
−
SDL_EnableKeyRepeat
+
STONE_RAMP_WITH_WALL_S_NE
−
SDL_Quit
+
STONE_RAMP_WITH_WALL_W_SE
−
SDL_FreeSurface
+
STONE_RAMP_WITH_WALL_NW_SW
−
SDL_SaveBMP_RW
+
STONE_RAMP_OTHER
−
SDL_RWFromFile
+
STONE_RAMP_WITH_WALL_E_SW
−
SDL_CreateRGBSurfaceFrom
+
STONE_RAMP_WITH_WALL_S_NW
−
SDL_DisplayFormat
+
STONE_RAMP_WITH_WALL_N_SW
−
SDL_DisplayFormatAlpha
+
STONE_RAMP_WITH_WALL_E_NW
−
SDL_GetRGBA
+
STONE_RAMP_WITH_WALL_S_E_NW
−
SDL_ConvertSurface
+
STONE_RAMP_WITH_WALL_S_W_NE
−
SDL_SetAlpha
+
STONE_RAMP_WITH_WALL_W_NE
−
SDL_SetColorKey
+
STONE_RAMP_WITH_WALL_N_SE
−
SDL.dll
+
STONE_RAMP_WITH_WALL_N_SW_SE
−
IMG_Load
+
STONE_RAMP_WITH_WALL_E_NW_SW
−
SDL_image.dll
+
STONE_RAMP_WITH_WALL_N_W_SE
−
timeEndPeriod
+
STONE_RAMP_WITH_WALL_N_E_SW
−
timeBeginPeriod
+
STONE_RAMP_WITH_WALL_NW_SE
−
WINMM.dll
+
STONE_RAMP_WITH_WALL_NE_SW
−
TTF_WasInit
+
STONE_RAMP_WITH_WALL_S_NW_NE
−
TTF_FontHeight
+
STONE_RAMP_WITH_WALL_W_NE_SE
−
TTF_GlyphMetrics
+
STONE_RAMP_WITH_WALL_NW_NE_SE
−
TTF_RenderUNICODE_Blended
+
STONE_RAMP_WITH_WALL_NW_SW_SE
−
TTF_SizeUNICODE
+
STONE_RAMP_WITH_WALL_NW_NE_SW_SE
−
TTF_OpenFont
+
STONE_RAMP_WITH_WALL_NW_NE_SW
−
TTF_CloseFont
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E_W
−
TTF_Init
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E
−
SDL_ttf.dll
+
STONE_RAMP_WITH_WALL_NE_SW_SE
−
CreateDirectoryA
+
MULTILEVEL_AIR
−
GetTickCount
+
MULTILEVEL_RAMP_WITH_WALL_S_W_E
−
FindFirstFileA
+
MULTILEVEL_RAMP_WITH_WALL_N_S
−
FindClose
+
MULTILEVEL_RAMP_WITH_WALL_N_S_W
−
FindNextFileA
+
MULTILEVEL_RAMP_WITH_WALL_N_W_E
−
SetPriorityClass
+
MULTILEVEL_RAMP_WITH_WALL_S_W
−
GetCurrentProcess
+
MULTILEVEL_RAMP_WITH_WALL_S_E
−
KERNEL32.dll
+
MULTILEVEL_RAMP_WITH_WALL_N_W
−
MessageBoxA
+
MULTILEVEL_RAMP_WITH_WALL_N_E
−
USER32.dll
+
MULTILEVEL_RAMP_WITH_WALL_S
−
MSVCP100.dll
+
MULTILEVEL_RAMP_WITH_WALL_W
−
memmove
+
MULTILEVEL_RAMP_WITH_WALL_W_E
−
fputc
+
MULTILEVEL_RAMP_WITH_WALL_N
−
ungetc
+
GRASS_RAMP_WITH_WALL_W_NE
−
fgetpos
+
GRASS_RAMP_WITH_WALL_N_SE
−
fflush
+
GRASS_RAMP_WITH_WALL_E_SW
−
fgetc
+
GRASS_RAMP_WITH_WALL_S_NW
−
fsetpos
+
GRASS_RAMP_WITH_WALL_N_W_SE
−
setvbuf
+
GRASS_RAMP_WITH_WALL_N_E_SW
−
memcpy_s
+
GRASS_RAMP_WITH_WALL_S_E_NW
−
fwrite
+
GRASS_RAMP_WITH_WALL_S_W_NE
−
fclose
+
GRASS_RAMP_WITH_WALL_S_NW_NE
−
memchr
+
GRASS_RAMP_WITH_WALL_W_NE_SE
−
atoi
+
GRASS_RAMP_WITH_WALL_N_SW_SE
−
strtoul
+
GRASS_RAMP_WITH_WALL_E_NW_SW
−
qsort
+
GRASS_RAMP_WITH_WALL_NW_NE_SW_SE
−
exit
+
GRASS_RAMP_WITH_WALL_NW_NE_SW
−
strstr
+
GRASS_RAMP_WITH_WALL_NW_SE
−
abort
+
GRASS_RAMP_WITH_WALL_NE_SW
−
sprintf
+
GRASS_RAMP_WITH_WALL_NE_SW_SE
−
isspace
+
SOIL_RAMP_WITH_WALL_N_S_E_W
−
fprintf
+
GRASS_RAMP_WITH_WALL_NW_NE_SE
−
realloc
+
GRASS_RAMP_WITH_WALL_NW_SW_SE
−
puts
+
SOIL_RAMP_WITH_WALL_N_W_E
−
remove
+
SOIL_RAMP_WITH_WALL_S_W_E
−
rename
+
SOIL_RAMP_WITH_WALL_N_S_E
−
srand
+
SOIL_RAMP_WITH_WALL_N_S_W
−
ceil
+
SOIL_RAMP_WITH_WALL_N_E
−
modf
+
SOIL_RAMP_WITH_WALL_S_W
−
printf
+
SOIL_RAMP_WITH_WALL_N_S
−
ldiv
+
SOIL_RAMP_WITH_WALL_N_W
−
strtol
+
SOIL_RAMP_WITH_WALL_N
−
isgraph
+
SOIL_RAMP_WITH_WALL_S
−
rand
+
SOIL_RAMP_WITH_WALL_S_E
−
MSVCR100.dll
+
SOIL_RAMP_WITH_WALL_W_E
−
glDeleteTextures
+
SOIL_RAMP_WITH_WALL_NW
−
glEnableClientState
+
SOIL_RAMP_WITH_WALL_SW
−
glAlphaFunc
+
SOIL_RAMP_WITH_WALL_W
−
glClear
+
SOIL_RAMP_WITH_WALL_E
−
glAccum
+
SOIL_RAMP_WITH_WALL_NW_NE
−
glBindTexture
+
SOIL_RAMP_WITH_WALL_NE_SE
−
glTexImage2D
+
SOIL_RAMP_WITH_WALL_SE
−
glDisable
+
SOIL_RAMP_WITH_WALL_NE
−
glColorPointer
+
SOIL_RAMP_OTHER
−
glDrawArrays
+
SOIL_RAMP_WITH_WALL_S_NE
−
glTexParameteri
+
SOIL_RAMP_WITH_WALL_SW_SE
−
glDisableClientState
+
SOIL_RAMP_WITH_WALL_NW_SW
−
glBlendFunc
+
SOIL_RAMP_WITH_WALL_E_NW
−
glMatrixMode
+
SOIL_RAMP_WITH_WALL_E_SW
−
glViewport
+
SOIL_RAMP_WITH_WALL_W_SE
−
glVertexPointer
+
SOIL_RAMP_WITH_WALL_N_SW
−
glTexCoordPointer
+
SOIL_RAMP_WITH_WALL_N_SE
−
glEnable
+
SOIL_RAMP_WITH_WALL_S_E_NW
−
glGenTextures
+
SOIL_RAMP_WITH_WALL_S_NW
−
glLoadIdentity
+
SOIL_RAMP_WITH_WALL_W_NE
−
glGetString
+
SOIL_RAMP_WITH_WALL_N_E_SW
−
wglGetCurrentDC
+
SOIL_RAMP_WITH_WALL_N_SW_SE
−
wglGetProcAddress
+
SOIL_RAMP_WITH_WALL_S_W_NE
−
glTexSubImage2D
+
SOIL_RAMP_WITH_WALL_N_W_SE
−
glGetTexLevelParameteriv
+
SOIL_RAMP_WITH_WALL_W_NE_SE
−
glPixelStorei
+
SOIL_RAMP_WITH_WALL_NW_SE
−
glTexEnvi
+
SOIL_RAMP_WITH_WALL_E_NW_SW
−
OPENGL32.dll
+
SOIL_RAMP_WITH_WALL_S_NW_NE
−
gluOrtho2D
+
SOIL_RAMP_WITH_WALL_NW_NE_SW
−
GLU32.dll
+
SOIL_RAMP_WITH_WALL_NW_NE_SE
−
EncodePointer
+
SOIL_RAMP_WITH_WALL_NE_SW
−
DecodePointer
+
SOIL_RAMP_WITH_WALL_NW_NE_SW_SE
−
InterlockedExchange
+
FULL_NSE
−
Sleep
+
FULL_NWE
−
InterlockedCompareExchange
+
FULL_SE
−
HeapSetInformation
+
FULL_NSW
−
GetStartupInfoW
+
PARTIAL_1B
−
TerminateProcess
+
PARTIAL_1C
−
UnhandledExceptionFilter
+
FULL_SWE
−
SetUnhandledExceptionFilter
+
PARTIAL_1A
−
IsDebuggerPresent
+
PARTIAL_2B
−
QueryPerformanceCounter
+
PARTIAL_2C
−
GetCurrentThreadId
+
PARTIAL_1D
−
GetCurrentProcessId
+
PARTIAL_2A
−
GetSystemTimeAsFileTime
+
PARTIAL_3B
−
GetModuleHandleA
+
PARTIAL_3C
−
GetCommandLineA
+
PARTIAL_2D
−
FreeLibrary
+
PARTIAL_3A
−
LoadLibraryA
+
PARTIAL_4B
−
strrchr
+
PARTIAL_4C
−
SDL_SetModuleHandle
+
PARTIAL_3D
−
SDL_strlcpy
+
PARTIAL_4A
−
memset
+
RIVER_TO_NE
−
memcpy
+
RIVER_TO_SW
−
IsProcessorFeaturePresent
+
PARTIAL_4D
−
</pre>
+
RIVER_TO_NW
 +
RIVER_TO_S
 +
RIVER_TO_W
 +
RIVER_TO_SE
 +
RIVER_TO_N
 +
RIVER_BED_N
 +
RIVER_BED_S
 +
RIVER_TO_E
 +
RIVER_BED
 +
RIVER_BED_N_W
 +
RIVER_BED_N_E
 +
RIVER_BED_W
 +
RIVER_BED_E
 +
RIVER_BED_SOURCE
 +
RIVER_BED_NW
 +
RIVER_BED_S_E
 +
RIVER_BED_S_W
 +
RIVER_BED_SE
 +
RIVER_BED_NE_SW
 +
RIVER_BED_NE
 +
RIVER_BED_SW
 +
BROOK_TO_NE
 +
BROOK_TO_SW
 +
RIVER_BED_NW_SE
 +
BROOK_TO_NW
 +
BROOK_TO_S
 +
BROOK_TO_W
 +
BROOK_TO_SE
 +
BROOK_TO_N
 +
BROOK_BED_N
 +
BROOK_BED_S
 +
BROOK_TO_E
 +
BROOK_BED
 +
BROOK_BED_N_W
 +
BROOK_BED_N_E
 +
BROOK_BED_W
 +
BROOK_BED_E
 +
BROOK_BED_SOURCE
 +
BROOK_BED_NW
 +
BROOK_BED_S_E
 +
BROOK_BED_S_W
 +
MULTILEVEL_RAMP_WITH_WALL_SW
 +
MULTILEVEL_RAMP_WITH_WALL_SE
 +
MULTILEVEL_RAMP_WITH_WALL_E
 +
MULTILEVEL_RAMP_WITH_WALL_NW
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE
 +
MULTILEVEL_RAMP_WITH_WALL_S_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SW
 +
MULTILEVEL_RAMP_OTHER
 +
MULTILEVEL_RAMP_WITH_WALL_E_SW
 +
MULTILEVEL_RAMP_WITH_WALL_S_NW
 +
MULTILEVEL_RAMP_WITH_WALL_N_SW
 +
MULTILEVEL_RAMP_WITH_WALL_E_NW
 +
MULTILEVEL_RAMP_WITH_WALL_S_E_NW
 +
MULTILEVEL_RAMP_WITH_WALL_S_W_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_NE
 +
MULTILEVEL_RAMP_WITH_WALL_N_SE
 +
MULTILEVEL_RAMP_WITH_WALL_N_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_E_NW_SW
 +
MULTILEVEL_RAMP_WITH_WALL_N_W_SE
 +
MULTILEVEL_RAMP_WITH_WALL_N_E_SW
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SW
 +
MULTILEVEL_RAMP_WITH_WALL_S_NW_NE
 +
MULTILEVEL_RAMP_WITH_WALL_W_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW_SE
 +
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW
 +
SPATTER_BLOOD_RED
 +
SPATTER_BLOOD_CYAN
 +
MULTILEVEL_RAMP_WITH_WALL_NE_SW_SE
 +
SPATTER_SNOW
 +
SPATTER_BLOOD_ICHOR
 +
SPATTER_DUST
 +
SPATTER_BLOOD_MAGENTA
 +
SPATTER_BLOOD_GOO
 +
SPATTER_FRUIT_LARGE
 +
SPATTER_LEAVES
 +
SPATTER_FRUIT
 +
SPATTER_FRUIT_SMALL
 +
SPATTER_VOMIT
 +
SPATTER_SLIME
 +
SPATTER_MAGMA
 +
SPATTER_MUD
 +
FULL_NSWE_B
 +
FULL_NSWE_C
 +
SPATTER_WATER
 +
FULL_NSWE_A
 +
FULL_ISOLATED
 +
FULL_NS
 +
FULL_NSWE_D
 +
FULL_NSWE_E
 +
FULL_S
 +
FULL_W
 +
FULL_WE
 +
FULL_N
 +
FULL_NE
 +
FULL_SW
 +
FULL_E
 +
FULL_NW
 +
ITEM_FLOODGATE_DAMAGE
 +
ITEM_FLOODGATE_BLOOD
 +
ITEM_FLOODGATE_ENGRAVING
 +
ITEM_FLOODGATE_BANDS
 +
ITEM_FLOODGATE_MUD
 +
ITEM_GRATE_WOOD
 +
ITEM_FLOODGATE_VOMIT
 +
ITEM_FLOODGATE_WATER
 +
ITEM_GRATE_WOOD_FLOOR_OPEN
 +
ITEM_GRATE_WOOD_FLOOR_CLOSED
 +
ITEM_GRATE_WOOD_WALL_OPEN
 +
ITEM_GRATE_WOOD_WALL_CLOSED
 +
ITEM_GRATE_STONE_WALL_CLOSED
 +
ITEM_GRATE_STONE_FLOOR_OPEN
 +
ITEM_GRATE_STONE
 +
ITEM_GRATE_STONE_WALL_OPEN
 +
ITEM_GRATE_METAL_WALL_OPEN
 +
ITEM_GRATE_METAL_WALL_CLOSED
 +
ITEM_GRATE_STONE_FLOOR_CLOSED
 +
ITEM_GRATE_METAL
 +
ITEM_GRATE_GLASS
 +
ITEM_GRATE_GLASS_WALL_OPEN
 +
ITEM_GRATE_METAL_FLOOR_OPEN
 +
ITEM_GRATE_METAL_FLOOR_CLOSED
 +
ITEM_GRATE_GLASS_FLOOR_CLOSED
 +
ITEM_DOOR_STONE
 +
ITEM_GRATE_GLASS_WALL_CLOSED
 +
ITEM_GRATE_GLASS_FLOOR_OPEN
 +
ITEM_DOOR_WOOD_OPEN
 +
ITEM_DOOR_METAL
 +
ITEM_DOOR_STONE_OPEN
 +
ITEM_DOOR_WOOD
 +
ITEM_DOOR_GLASS_OPEN
 +
ITEM_DOOR_WOOD_CLOSED
 +
ITEM_DOOR_METAL_OPEN
 +
ITEM_DOOR_GLASS
 +
ITEM_DOOR_GLASS_CLOSED
 +
ITEM_DOOR_VARIANT
 +
ITEM_DOOR_STONE_CLOSED
 +
ITEM_DOOR_METAL_CLOSED
 +
ITEM_DOOR_STUDS
 +
ITEM_DOOR_ENGRAVING
 +
ITEM_DOOR_SPIKES
 +
ITEM_DOOR_RINGS
 +
ITEM_DOOR_BLOOD
 +
ITEM_DOOR_VOMIT
 +
ITEM_DOOR_BANDS
 +
ITEM_DOOR_DAMAGE
 +
ITEM_DOOR_FORBIDDEN
 +
ITEM_CHAIN_METAL
 +
ITEM_DOOR_WATER
 +
ITEM_DOOR_MUD
 +
ITEM_FLASK_LEATHER
 +
ITEM_FLASK_GLASS
Â