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Difference between revisions of "String dump/raw"
Joostheger (talk | contribs) (Made the stringdump much more readable) |
Joostheger (talk | contribs) |
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| Line 13,836: | Line 13,836: | ||
get hungry. | get hungry. | ||
autosave | autosave | ||
| − | + | [C:2:0:1]Strike the earth![C:7:0:0] | |
| − | slab engraved | + | slab engraved |
| − | [Requires | + | [Requires |
| − | Building Placement Distance Overflow | + | Building Placement Distance Overflow |
| − | no slabs engraved | + | no slabs engraved |
| − | [Requires fuel] | + | [Requires fuel] |
| − | Engrave Memorial Slab | + | Engrave Memorial Slab |
| − | [Requires ore] | + | [Requires ore] |
| − | [Requires ore, fuel] | + | [Requires ore, fuel] |
| − | Siege Equipment | + | Siege Equipment |
| − | Weapons and Ammunition | + | Weapons and Ammunition |
| − | Metal Clothing | + | Metal Clothing |
| − | Other Objects | + | Other Objects |
| − | Entombed | + | Entombed |
(opens menu) | (opens menu) | ||
| − | Not memorialized | + | Not memorialized |
| − | There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your | + | There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your |
| − | Outpost:[C:7:0:0] You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of | + | Outpost:[C:7:0:0] You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of |
| − | . You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the | + | . You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the |
| − | charges | + | charges |
| − | Have they gone on adventures or moved on to richer delving at new frontier settlements? | + | Have they gone on adventures or moved on to richer delving at new frontier settlements? |
| − | How have your sturdy charges fared in your absence? | + | How have your sturdy charges fared in your absence? |
| − | Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place. Will you strike the earth again? | + | Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place. Will you strike the earth again? |
| − | Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them. | + | Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them. |
| − | Outpost Revisited:[C:7:0:0] You have returned. | + | Outpost Revisited:[C:7:0:0] You have returned. |
| − | dfhooks_prerender | + | dfhooks_prerender |
| − | dfhooks_update | + | dfhooks_update |
| − | dfhooks_shutdown | + | dfhooks_shutdown |
| − | dfhooks_init | + | dfhooks_init |
| − | dfhooks_ncurses_key | + | dfhooks_ncurses_key |
| − | dfhooks_sdl_event | + | dfhooks_sdl_event |
| − | PRINT_MODE | + | PRINT_MODE |
| − | TEXT not supported on windows | + | TEXT not supported on windows |
| − | EMERGENCY: Unknown case in async_wait | + | EMERGENCY: Unknown case in async_wait |
| − | SDL initialization failure | + | SDL initialization failure |
| − | SDL initialization failure, trying windowed mode | + | SDL initialization failure, trying windowed mode |
| − | Resizing font to | + | Resizing font to |
| − | Resizing grid to | + | Resizing grid to |
| − | Font size: | + | Font size: |
| − | New window size: | + | New window size: |
| − | INIT FAILED! | + | INIT FAILED! |
| − | SDL_MOUSE_RELATIVE_SCALING | + | SDL_MOUSE_RELATIVE_SCALING |
| − | Unable to create texture! | + | Unable to create texture! |
| − | Fatal error | + | Fatal error |
| − | %s: %s | + | %s: %s |
| − | stoi argument out of range | + | stoi argument out of range |
| − | invalid stoi argument | + | invalid stoi argument |
| − | Shift+ | + | Shift+ |
| − | NO BINDING | + | NO BINDING |
| − | Missing binding displayed: | + | Missing binding displayed: |
| − | [MOUSEWHEEL: | + | [MOUSEWHEEL: |
| − | :DOWN] | + | :DOWN] |
| − | [BUTTON: | + | [BUTTON: |
| − | [BIND: | + | [BIND: |
| − | I/O error while writing keyboard mapping | + | I/O error while writing keyboard mapping |
| − | [VERSION:1] | + | [VERSION:1] |
| − | Saving bindings to | + | Saving bindings to |
| − | Unknown binding: | + | Unknown binding: |
| − | Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]: | + | Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]: |
| − | Broken button (should be [BUTTON:#:#]): | + | Broken button (should be [BUTTON:#:#]): |
| − | prefs/macros | + | prefs/macros |
| − | prefs/macros/ | + | prefs/macros/ |
| − | prefs/macros/*.mak | + | prefs/macros/*.mak |
| − | Quantity not numeric or Unexpected tab(s) while loading macro: | + | Quantity not numeric or Unexpected tab(s) while loading macro: |
| − | Binding missing while loading macro: | + | Binding missing while loading macro: |
| − | Binding name unknown while loading macro: | + | Binding name unknown while loading macro: |
| − | End of group | + | End of group |
| − | End of macro | + | End of macro |
| − | I/O error while loading macro | + | I/O error while loading macro |
| − | Broken unicode: | + | Broken unicode: |
| − | Unknown SDLKey: | + | Unknown SDLKey: |
| − | Broken repeat request: | + | Broken repeat request: |
| − | [MOUSEWHEEL:*:*] | + | [MOUSEWHEEL:*:*] |
| − | Loading bindings from | + | Loading bindings from |
| − | REPEAT_BROKEN | + | REPEAT_BROKEN |
| − | REPEAT_FAST | + | REPEAT_FAST |
| − | REPEAT_SLOW | + | REPEAT_SLOW |
| − | REPEAT_NOT | + | REPEAT_NOT |
| − | Mousewheel | + | Mousewheel |
| − | Button | + | Button |
| − | list too long | + | list too long |
| − | TS_PREFERRED_SHAPING | + | TS_PREFERRED_SHAPING |
| − | TS_MAINTAIN_LENGTH | + | TS_MAINTAIN_LENGTH |
| − | TISSUE_STYLE | + | TISSUE_STYLE |
| − | SELECT_ENTITY | + | SELECT_ENTITY |
| − | CUT_ENTITY | + | CUT_ENTITY |
| − | + | #NAAM? | |
Crafts | Crafts | ||
| − | CHEESE_MAT | + | CHEESE_MAT |
| − | associating gloves out of range: | + | associating gloves out of range: |
| − | associating shoes out of range: | + | associating shoes out of range: |
| − | associating helm out of range: | + | associating helm out of range: |
| − | associating pants out of range: | + | associating pants out of range: |
| − | associating armor out of range: | + | associating armor out of range: |
| − | USE_EVIL_PLANTS | + | USE_EVIL_PLANTS |
| − | USE_GOOD_WOOD | + | USE_GOOD_WOOD |
| − | USE_EVIL_WOOD | + | USE_EVIL_WOOD |
| − | USE_GOOD_ANIMALS | + | USE_GOOD_ANIMALS |
| − | USE_EVIL_ANIMALS | + | USE_EVIL_ANIMALS |
| − | USE_CAVE_ANIMALS | + | USE_CAVE_ANIMALS |
| − | OUTDOOR_FARMING | + | OUTDOOR_FARMING |
| − | INDOOR_FARMING | + | INDOOR_FARMING |
| − | OUTDOOR_GARDENS | + | OUTDOOR_GARDENS |
| − | INDOOR_GARDENS | + | INDOOR_GARDENS |
| − | OUTDOOR_ORCHARDS | + | OUTDOOR_ORCHARDS |
| − | INDOOR_ORCHARDS | + | INDOOR_ORCHARDS |
| − | OUTDOOR_WOOD | + | OUTDOOR_WOOD |
| − | INDOOR_WOOD | + | INDOOR_WOOD |
| − | OCEAN_PRODUCTS | + | OCEAN_PRODUCTS |
| − | RIVER_PRODUCTS | + | RIVER_PRODUCTS |
| − | WILL_ACCEPT_TRIBUTE | + | WILL_ACCEPT_TRIBUTE |
| − | WORLD_CONSTRUCTION | + | WORLD_CONSTRUCTION |
| − | PERMITTED_REACTION | + | PERMITTED_REACTION |
| − | PERMITTED_BUILDING | + | PERMITTED_BUILDING |
| − | PERMITTED_JOB | + | PERMITTED_JOB |
| − | STONE_SHAPE | + | STONE_SHAPE |
| − | GEM_SHAPE | + | GEM_SHAPE |
| − | SKULKING | + | SKULKING |
| − | MERCHANT_NOBILITY | + | MERCHANT_NOBILITY |
| − | BIOME_SUPPORT | + | BIOME_SUPPORT |
| − | SETTLEMENT_BIOME | + | SETTLEMENT_BIOME |
| − | EXCLUSIVE_START_BIOME | + | EXCLUSIVE_START_BIOME |
| − | START_BIOME | + | START_BIOME |
| − | BANDITRY | + | BANDITRY |
| − | LOCAL_BANDITRY | + | LOCAL_BANDITRY |
| − | USE_GOOD_PLANTS | + | USE_GOOD_PLANTS |
| − | METAL_PREF | + | METAL_PREF |
| − | CURRENCY_BY_YEAR | + | CURRENCY_BY_YEAR |
| − | SITE_GUARDIAN | + | SITE_GUARDIAN |
| − | CLOTHING | + | CLOTHING |
| − | SUBTERRANEAN_CLOTHING | + | SUBTERRANEAN_CLOTHING |
| − | ITEM_THIEF | + | ITEM_THIEF |
| − | BABYSNATCHER | + | BABYSNATCHER |
| − | LAYER_LINKED | + | LAYER_LINKED |
| − | AMBUSHER | + | AMBUSHER |
| − | SIEGER | + | SIEGER |
| − | ALL_MAIN_POPS_CONTROLLABLE | + | ALL_MAIN_POPS_CONTROLLABLE |
| − | INDIV_CONTROLLABLE | + | INDIV_CONTROLLABLE |
| − | SITE_CONTROLLABLE | + | SITE_CONTROLLABLE |
| − | CIV_CONTROLLABLE | + | CIV_CONTROLLABLE |
| − | TRANSLATION | + | TRANSLATION |
| − | DIGGER | + | DIGGER |
| − | WOOD_ARMOR | + | WOOD_ARMOR |
| − | WOOD_WEAPONS | + | WOOD_WEAPONS |
| − | MINING_UNDERWORLD_DISASTERS | + | MINING_UNDERWORLD_DISASTERS |
| − | GENERATE_DANCE_FORMS | + | GENERATE_DANCE_FORMS |
| − | GENERATE_MUSICAL_FORMS | + | GENERATE_MUSICAL_FORMS |
| − | GENERATE_POETIC_FORMS | + | GENERATE_POETIC_FORMS |
| − | GENERATE_PERCUSSION_INSTRUMENTS | + | GENERATE_PERCUSSION_INSTRUMENTS |
| − | GENERATE_WIND_INSTRUMENTS | + | GENERATE_WIND_INSTRUMENTS |
| − | GENERATE_STRINGED_INSTRUMENTS | + | GENERATE_STRINGED_INSTRUMENTS |
| − | GENERATE_KEYBOARD_INSTRUMENTS | + | GENERATE_KEYBOARD_INSTRUMENTS |
| − | DIVINE_MAT_CLOTHING | + | DIVINE_MAT_CLOTHING |
| − | DIVINE_MAT_CRAFTS | + | DIVINE_MAT_CRAFTS |
| − | DIVINE_MAT_ARMOR | + | DIVINE_MAT_ARMOR |
| − | DIVINE_MAT_WEAPONS | + | DIVINE_MAT_WEAPONS |
| − | STONE_PREF | + | STONE_PREF |
| − | GEM_PREF | + | GEM_PREF |
| − | VARIABLE_POSITIONS | + | VARIABLE_POSITIONS |
| − | FRIENDLY_COLOR | + | FRIENDLY_COLOR |
| − | CULL_SYMBOL | + | CULL_SYMBOL |
| − | SUBSELECT_SYMBOL | + | SUBSELECT_SYMBOL |
| − | REMAINING | + | REMAINING |
| − | SELECT_SYMBOL | + | SELECT_SYMBOL |
| − | CURRENCY | + | CURRENCY |
| − | ITEM_IMPROVEMENT_MODIFIER | + | ITEM_IMPROVEMENT_MODIFIER |
| − | ART_IMAGE_ELEMENT_MODIFIER | + | ART_IMAGE_ELEMENT_MODIFIER |
| − | ART_FACET_MODIFIER | + | ART_FACET_MODIFIER |
| − | SPHERE_ALIGNMENT | + | SPHERE_ALIGNMENT |
| − | COMMON_DOMESTIC_PET | + | COMMON_DOMESTIC_PET |
| − | COMMON_DOMESTIC_MOUNT | + | COMMON_DOMESTIC_MOUNT |
| − | COMMON_DOMESTIC_PULL | + | COMMON_DOMESTIC_PULL |
| − | COMMON_DOMESTIC_PACK | + | COMMON_DOMESTIC_PACK |
| − | USE_ANIMAL_PRODUCTS | + | USE_ANIMAL_PRODUCTS |
| − | ANIMAL_NEVER_PACK_ANIMAL | + | ANIMAL_NEVER_PACK_ANIMAL |
| − | ANIMAL_ALWAYS_PET | + | ANIMAL_ALWAYS_PET |
| − | ANIMAL_NEVER_PET | + | ANIMAL_NEVER_PET |
| − | ANIMAL_ALWAYS_SIEGE | + | ANIMAL_ALWAYS_SIEGE |
| − | ANIMAL_NEVER_SIEGE | + | ANIMAL_NEVER_SIEGE |
| − | ANIMAL_ALWAYS_WAGON_PULLER | + | ANIMAL_ALWAYS_WAGON_PULLER |
| − | ANIMAL_NEVER_WAGON_PULLER | + | ANIMAL_NEVER_WAGON_PULLER |
| − | ANIMAL_ALWAYS_MOUNT | + | ANIMAL_ALWAYS_MOUNT |
| − | ANIMAL_NEVER_MOUNT | + | ANIMAL_NEVER_MOUNT |
| − | ANIMAL_ALWAYS_PRESENT | + | ANIMAL_ALWAYS_PRESENT |
| − | ANIMAL_FORBIDDEN_CLASS | + | ANIMAL_FORBIDDEN_CLASS |
| − | ANIMAL_CLASS | + | ANIMAL_CLASS |
| − | ANIMAL_CASTE_TOKEN | + | ANIMAL_CASTE_TOKEN |
| − | ANIMAL_TOKEN | + | ANIMAL_TOKEN |
| − | POSITION | + | POSITION |
| − | SITE_VARIABLE_POSITIONS | + | SITE_VARIABLE_POSITIONS |
| − | ACTIVE_SEASON | + | ACTIVE_SEASON |
| − | MERCHANT_BODYGUARDS | + | MERCHANT_BODYGUARDS |
| − | DIPLOMAT_BODYGUARDS | + | DIPLOMAT_BODYGUARDS |
| − | TREE_CAP_DIPLOMACY | + | TREE_CAP_DIPLOMACY |
| − | RELIGION_SPHERE | + | RELIGION_SPHERE |
| − | MAX_POP_NUMBER | + | MAX_POP_NUMBER |
| − | MAX_SITE_POP_NUMBER | + | MAX_SITE_POP_NUMBER |
| − | MAX_STARTING_CIV_NUMBER | + | MAX_STARTING_CIV_NUMBER |
| − | WANDERER | + | WANDERER |
| − | VARIABLE_VALUE | + | VARIABLE_VALUE |
| − | SET_SCHOLARS_ON_VALUES_AND_JOBS | + | SET_SCHOLARS_ON_VALUES_AND_JOBS |
| − | NO_ARTIFACT_CLAIMS | + | NO_ARTIFACT_CLAIMS |
| − | BUILDS_OUTDOOR_TOMBS | + | BUILDS_OUTDOOR_TOMBS |
| − | BUILDS_OUTDOOR_FORTIFICATIONS | + | BUILDS_OUTDOOR_FORTIFICATIONS |
| − | ABUSE_BODIES | + | ABUSE_BODIES |
| − | EQUIPMENT_IMPROVEMENTS | + | EQUIPMENT_IMPROVEMENTS |
| − | INVADERS_IGNORE_NEUTRALS | + | INVADERS_IGNORE_NEUTRALS |
| − | IMPROVED_BOWS | + | IMPROVED_BOWS |
| − | USE_MISC_PROCESSED_WOOD_PRODUCTS | + | USE_MISC_PROCESSED_WOOD_PRODUCTS |
| − | USE_ANY_PET_RACE | + | USE_ANY_PET_RACE |
| − | USE_NON_EXOTIC_PET_RACE | + | USE_NON_EXOTIC_PET_RACE |
| − | TOLERATES_SITE | + | TOLERATES_SITE |
| − | LIKES_SITE | + | LIKES_SITE |
| − | DEFAULT_SITE_TYPE | + | DEFAULT_SITE_TYPE |
| − | PROGRESS_TRIGGER_TRADE_SIEGE | + | PROGRESS_TRIGGER_TRADE_SIEGE |
| − | PROGRESS_TRIGGER_PROD_SIEGE | + | PROGRESS_TRIGGER_PROD_SIEGE |
| − | PROGRESS_TRIGGER_POP_SIEGE | + | PROGRESS_TRIGGER_POP_SIEGE |
| − | PROGRESS_TRIGGER_TRADE | + | PROGRESS_TRIGGER_TRADE |
| − | PROGRESS_TRIGGER_PRODUCTION | + | PROGRESS_TRIGGER_PRODUCTION |
| − | PROGRESS_TRIGGER_POPULATION | + | PROGRESS_TRIGGER_POPULATION |
| − | NAME_FEMALE | + | NAME_FEMALE |
| − | NAME_MALE | + | NAME_MALE |
| − | LAND_NAME | + | LAND_NAME |
| − | AS_NEEDED | + | AS_NEEDED |
| − | COMMANDER | + | COMMANDER |
| − | RESPONSIBILITY | + | RESPONSIBILITY |
| − | LAND_HOLDER | + | LAND_HOLDER |
capped | capped | ||
| − | : Precedence exceeding | + | : Precedence exceeding |
| − | : Negative precedence changed to zero | + | : Negative precedence changed to zero |
| − | PRECEDENCE | + | PRECEDENCE |
| − | REQUIRES_POPULATION | + | REQUIRES_POPULATION |
| − | REPLACED_BY | + | REPLACED_BY |
| − | APPOINTED_BY | + | APPOINTED_BY |
| − | BY_POSITION | + | BY_POSITION |
| − | BY_HEIR | + | BY_HEIR |
| − | : REQUIRED_OFFICE negative, set to 0 | + | : REQUIRED_OFFICE negative, set to 0 |
| − | REQUIRED_OFFICE | + | REQUIRED_OFFICE |
| − | : REQUIRED_STANDS exceeds 100, capped | + | : REQUIRED_STANDS exceeds 100, capped |
| − | : REQUIRED_STANDS negative, set to 0 | + | : REQUIRED_STANDS negative, set to 0 |
| − | REQUIRED_STANDS | + | REQUIRED_STANDS |
| − | : REQUIRED_RACKS exceeds 100, capped | + | : REQUIRED_RACKS exceeds 100, capped |
| − | : REQUIRED_RACKS negative, set to 0 | + | : REQUIRED_RACKS negative, set to 0 |
| − | REQUIRED_RACKS | + | REQUIRED_RACKS |
| − | : REQUIRED_CABINETS exceeds 100, capped | + | : REQUIRED_CABINETS exceeds 100, capped |
| − | : REQUIRED_CABINETS negative, set to 0 | + | : REQUIRED_CABINETS negative, set to 0 |
| − | REQUIRED_CABINETS | + | REQUIRED_CABINETS |
| − | : REQUIRED_BOXES exceeds 100, capped | + | : REQUIRED_BOXES exceeds 100, capped |
| − | : REQUIRED_BOXES negative, set to 0 | + | : REQUIRED_BOXES negative, set to 0 |
| − | REQUIRED_BOXES | + | REQUIRED_BOXES |
| − | SPOUSE_FEMALE | + | SPOUSE_FEMALE |
| − | SPOUSE_MALE | + | SPOUSE_MALE |
| − | DO_NOT_CULL | + | DO_NOT_CULL |
| − | CHAT_WORTHY | + | CHAT_WORTHY |
| − | BRAG_ON_KILL | + | BRAG_ON_KILL |
| − | FLASHES | + | FLASHES |
| − | SPECIAL_BURIAL | + | SPECIAL_BURIAL |
| − | EXECUTION_SKILL | + | EXECUTION_SKILL |
| − | has equal foreground/background colors without brightness, background set to 0 | + | has equal foreground/background colors without brightness, background set to 0 |
| − | has invalid brightness value (must be 0 or 1), set to 0 | + | has invalid brightness value (must be 0 or 1), set to 0 |
| − | has background color > 7, set to 0 | + | has background color > 7, set to 0 |
| − | has negative background color, set to 0 | + | has negative background color, set to 0 |
| − | has foreground color > 7, set to 7 | + | has foreground color > 7, set to 7 |
| − | has negative foreground color, set to 7 | + | has negative foreground color, set to 7 |
| − | ELECTED | + | ELECTED |
| − | REQUIRES_MARKET | + | REQUIRES_MARKET |
| − | CONQUERED_SITE | + | CONQUERED_SITE |
| − | ANIMAL_ALWAYS_PACK_ANIMAL | + | ANIMAL_ALWAYS_PACK_ANIMAL |
| − | SUCCESSION | + | SUCCESSION |
| − | DETERMINES_COIN_DESIGN | + | DETERMINES_COIN_DESIGN |
| − | EXPORTED_IN_LEGENDS | + | EXPORTED_IN_LEGENDS |
| − | MILITARY_SCREEN_ONLY | + | MILITARY_SCREEN_ONLY |
| − | GENDER | + | GENDER |
| − | REJECTED_CLASS | + | REJECTED_CLASS |
| − | REJECTED_CREATURE | + | REJECTED_CREATURE |
| − | ALLOWED_CLASS | + | ALLOWED_CLASS |
| − | ALLOWED_CREATURE | + | ALLOWED_CREATURE |
| − | QUEST_GIVER | + | QUEST_GIVER |
| − | KILL_QUEST | + | KILL_QUEST |
| − | PUNISHMENT_EXEMPTION | + | PUNISHMENT_EXEMPTION |
| − | SLEEP_PRETENSION | + | SLEEP_PRETENSION |
| − | MENIAL_WORK_EXEMPTION_SPOUSE | + | MENIAL_WORK_EXEMPTION_SPOUSE |
| − | MENIAL_WORK_EXEMPTION | + | MENIAL_WORK_EXEMPTION |
| − | RULES_FROM_LOCATION | + | RULES_FROM_LOCATION |
| − | : DEMAND_MAX exceeds 100, capped | + | : DEMAND_MAX exceeds 100, capped |
| − | : DEMAND_MAX negative, set to 0 | + | : DEMAND_MAX negative, set to 0 |
| − | DEMAND_MAX | + | DEMAND_MAX |
| − | : MANDATE_MAX exceeds 100, capped | + | : MANDATE_MAX exceeds 100, capped |
| − | : MANDATE_MAX negative, set to 0 | + | : MANDATE_MAX negative, set to 0 |
| − | MANDATE_MAX | + | MANDATE_MAX |
| − | : REQUIRED_TOMB exceeds 1000000, capped | + | : REQUIRED_TOMB exceeds 1000000, capped |
| − | : REQUIRED_TOMB negative, set to 0 | + | : REQUIRED_TOMB negative, set to 0 |
| − | REQUIRED_TOMB | + | REQUIRED_TOMB |
| − | : REQUIRED_DINING exceeds 1000000, capped | + | : REQUIRED_DINING exceeds 1000000, capped |
| − | : REQUIRED_DINING negative, set to 0 | + | : REQUIRED_DINING negative, set to 0 |
| − | REQUIRED_DINING | + | REQUIRED_DINING |
| − | : REQUIRED_BEDROOM exceeds 1000000, capped | + | : REQUIRED_BEDROOM exceeds 1000000, capped |
| − | : REQUIRED_BEDROOM negative, set to 0 | + | : REQUIRED_BEDROOM negative, set to 0 |
| − | REQUIRED_BEDROOM | + | REQUIRED_BEDROOM |
| − | : REQUIRED_OFFICE exceeds 1000000, capped | + | : REQUIRED_OFFICE exceeds 1000000, capped |
| − | Unrecognized Entity Token: | + | Unrecognized Entity Token: |
| − | DUTY_BOUND | + | DUTY_BOUND |
| − | ACCOUNT_EXEMPT | + | ACCOUNT_EXEMPT |
| − | chieftain | + | chieftain |
| − | warlords | + | warlords |
| − | warlord | + | warlord |
| − | ringleaders | + | ringleaders |
| − | ringleader | + | ringleader |
| − | commanders | + | commanders |
| − | commander | + | commander |
| − | captains | + | captains |
| − | captain | + | captain |
| − | chieftesses | + | chieftesses |
| − | chieftess | + | chieftess |
| − | chiefs | + | chiefs |
| − | bosses | + | bosses |
| − | leaders | + | leaders |
| − | CUSTOM_BANDIT_LEADER | + | CUSTOM_BANDIT_LEADER |
| − | Initiate | + | Initiate |
| − | Soldier | + | Soldier |
| − | Sergeant | + | Sergeant |
| − | Captain | + | Captain |
| − | Grandmaster | + | Grandmaster |
masters | masters | ||
master | master | ||
commanders | commanders | ||
| − | generals | + | generals |
| − | general | + | general |
| − | CUSTOM_MERCENARY_LEADER | + | CUSTOM_MERCENARY_LEADER |
| − | soldiers | + | soldiers |
| − | soldier | + | soldier |
| − | chieftains | + | chieftains |
| − | Unrecognized entity helm token: | + | Unrecognized entity helm token: |
| − | Unrecognized entity ammo token: | + | Unrecognized entity ammo token: |
| − | Unrecognized entity armor token: | + | Unrecognized entity armor token: |
| − | Unrecognized entity weapon token: | + | Unrecognized entity weapon token: |
| − | Unrecognized entity digger token: | + | Unrecognized entity digger token: |
| − | Unrecognized entity creature token: | + | Unrecognized entity creature token: |
| − | *** Error(s) finalizing the entity | + | *** Error(s) finalizing the entity |
| − | Stone shape not found: | + | Stone shape not found: |
| − | Gem shape not found: | + | Gem shape not found: |
| − | Unrecognized entity position rejected creature token: | + | Unrecognized entity position rejected creature token: |
| − | Unrecognized entity position rejected caste token: | + | Unrecognized entity position rejected caste token: |
| − | Unrecognized entity position allowed creature token: | + | Unrecognized entity position allowed creature token: |
| − | Unrecognized entity position allowed caste token: | + | Unrecognized entity position allowed caste token: |
| − | Unrecognized symbol: | + | Unrecognized symbol: |
| − | Unrecognized entity siege ammo token: | + | Unrecognized entity siege ammo token: |
| − | Unrecognized entity tool token: | + | Unrecognized entity tool token: |
| − | Unrecognized entity instrument token: | + | Unrecognized entity instrument token: |
| − | Unrecognized entity toy token: | + | Unrecognized entity toy token: |
| − | Unrecognized entity trapcomp token: | + | Unrecognized entity trapcomp token: |
| − | Unrecognized entity shield token: | + | Unrecognized entity shield token: |
| − | Unrecognized entity pants token: | + | Unrecognized entity pants token: |
| − | Unrecognized entity shoes token: | + | Unrecognized entity shoes token: |
| − | Unrecognized entity gloves token: | + | Unrecognized entity gloves token: |
| − | baron consort | + | baron consort |
| − | baronesses | + | baronesses |
| − | baroness | + | baroness |
| − | barons | + | barons |
| − | CUSTOM_LAW_MAKER_2 | + | CUSTOM_LAW_MAKER_2 |
| − | most high priests | + | most high priests |
| − | most high priest | + | most high priest |
| − | most sacred | + | most sacred |
| − | most holy | + | most holy |
| − | most exalted | + | most exalted |
| − | absolute | + | absolute |
| − | most high | + | most high |
| − | HIGHEST_PRIEST | + | HIGHEST_PRIEST |
| − | NULL artifact on wg loot building, skipping | + | NULL artifact on wg loot building, skipping |
| − | treasurers | + | treasurers |
| − | constables | + | constables |
| − | constable | + | constable |
| − | marshals | + | marshals |
| − | marshal | + | marshal |
| − | field | + | field |
| − | CUSTOM_MILITARY_STRATEGY | + | CUSTOM_MILITARY_STRATEGY |
| − | war leaders | + | war leaders |
| − | war leader | + | war leader |
| − | CUSTOM_MILITARY_GOALS | + | CUSTOM_MILITARY_GOALS |
| − | law-givers | + | law-givers |
| − | law-giver | + | law-giver |
| − | , entity # | + | , entity # |
| − | Murder-target mismatch: year | + | Murder-target mismatch: year |
| − | baronesses consort | + | baronesses consort |
| − | baroness consort | + | baroness consort |
| − | barons consort | + | barons consort |
| − | Exalted | + | Exalted |
| − | Ultimate | + | Ultimate |
| − | Perfect | + | Perfect |
| − | Bearer | + | Bearer |
| − | grappling | + | grappling |
| − | blowgun | + | blowgun |
| − | crossbow | + | crossbow |
| − | hammer | + | hammer |
| − | treasurer | + | treasurer |
| − | CUSTOM_MERCENARY_TREASURER | + | CUSTOM_MERCENARY_TREASURER |
on your left | on your left | ||
on your right | on your right | ||
| − | , the | + | , the |
| − | , at the end of the hall | + | , at the end of the hall |
| − | , the door on your left | + | , the door on your left |
| − | , the door on your right | + | , the door on your right |
| − | up the stairs | + | up the stairs |
Novice | Novice | ||
Bearer | Bearer | ||
| Line 14,252: | Line 14,252: | ||
caretakers | caretakers | ||
caretaker | caretaker | ||
| − | bridge | + | bridge |
| − | tunnel | + | tunnel |
| − | magistrates | + | magistrates |
| − | magistrate | + | magistrate |
| − | justices | + | justices |
| − | judges | + | judges |
| − | Metal armor | + | Metal armor |
| − | Leather armor | + | Leather armor |
| − | [ITEM: | + | [ITEM: |
| − | [RECLAIM_SKILL: | + | [RECLAIM_SKILL: |
| − | [SKILL: | + | [SKILL: |
| − | TITLE: | + | TITLE: |
| − | [PROFILE] | + | [PROFILE] |
has self-referential diplomacy state | has self-referential diplomacy state | ||
| − | Entity | + | Entity |
| − | midmap construction path build failure | + | midmap construction path build failure |
| − | failure to get end square construction for transport link | + | failure to get end square construction for transport link |
| − | failure to get start square construction for transport link | + | failure to get start square construction for transport link |
| − | WORSHIP_HF | + | WORSHIP_HF |
| − | abbots | + | abbots |
| − | chamberlains | + | chamberlains |
| − | chamberlain | + | chamberlain |
| − | advisors | + | advisors |
| − | advisor | + | advisor |
| − | counselors | + | counselors |
| − | counselor | + | counselor |
| − | justiciars | + | justiciars |
| − | justiciar | + | justiciar |
| − | keepers of the seal | + | keepers of the seal |
| − | keeper of the seal | + | keeper of the seal |
| − | chancellors | + | chancellors |
| − | chancellor | + | chancellor |
| − | chief | + | chief |
| − | royal | + | royal |
| − | CUSTOM_OFFICIAL_ | + | CUSTOM_OFFICIAL_ |
| − | harvest | + | harvest |
| − | CUSTOM_MARKET_OFFICIAL_ | + | CUSTOM_MARKET_OFFICIAL_ |
| − | housekeepers | + | housekeepers |
| − | housekeeper | + | housekeeper |
| − | executioners | + | executioners |
| − | executioner | + | executioner |
| − | cup-bearers | + | cup-bearers |
| − | cup-bearer | + | cup-bearer |
| − | butlers | + | butlers |
| − | butler | + | butler |
| − | masters of beasts | + | masters of beasts |
| − | master of beasts | + | master of beasts |
| − | bookkeeper | + | bookkeeper |
| − | clerks | + | clerks |
| − | stewards | + | stewards |
| − | steward | + | steward |
| − | alderperson | + | alderperson |
| − | CUSTOM_GUILD_CLERK | + | CUSTOM_GUILD_CLERK |
| − | CUSTOM_GUILD_STEWARD | + | CUSTOM_GUILD_STEWARD |
| − | CUSTOM_GUILD_ALDERPERSON | + | CUSTOM_GUILD_ALDERPERSON |
| − | doyennes | + | doyennes |
| − | doyenne | + | doyenne |
| − | doyens | + | doyens |
| − | CUSTOM_GUILD_LEADER | + | CUSTOM_GUILD_LEADER |
| − | guard army unattached from parent army | + | guard army unattached from parent army |
| − | invalid nem in army during guard creation | + | invalid nem in army during guard creation |
| − | camp order missing parent -- army will camp forever | + | camp order missing parent -- army will camp forever |
| − | (Set out | + | (Set out |
| − | Mission Report: | + | Mission Report: |
| − | Monster | + | Monster |
trying to generate musical form without speech or instruments | trying to generate musical form without speech or instruments | ||
| − | has assumed the position of | + | has assumed the position of |
| − | [ENTITY: | + | [ENTITY: |
| − | [OBJECT:ENTITY] | + | [OBJECT:ENTITY] |
| − | entity_layer | + | entity_layer |
| − | recordkeepers | + | recordkeepers |
| − | recordkeeper | + | recordkeeper |
| − | bookkeepers | + | bookkeepers |
| − | possibly buriable | + | possibly buriable |
| − | unrotten | + | unrotten |
| − | undisturbed | + | undisturbed |
| − | collected | + | collected |
| − | sharpenable | + | sharpenable |
| − | empty | + | empty |
| − | processable | + | processable |
| − | cookable | + | cookable |
| − | solid | + | solid |
| − | extract-bearing plant | + | extract-bearing plant |
| − | extract-bearing fish | + | extract-bearing fish |
| − | extract-bearing small creature | + | extract-bearing small creature |
| − | processable (to vial) | + | processable (to vial) |
| − | processable (to barrel) | + | processable (to barrel) |
| − | tameable small creature | + | tameable small creature |
| − | sand-bearing | + | sand-bearing |
| − | Tribute Report: | + | Tribute Report: |
| − | Tribute is being unloaded. (A report is available.) | + | Tribute is being unloaded. (A report is available.) |
| − | Merchants have arrived and are unloading their goods. | + | Merchants have arrived and are unloading their goods. |
| − | A trade depot is requiered for the delivery of the tribute. | + | A trade depot is requiered for the delivery of the tribute. |
| − | The merchants need a trade depot to unload their goods. | + | The merchants need a trade depot to unload their goods. |
| − | An animal | + | An animal |
| − | has become a | + | has become a |
| − | has adopted | + | has adopted |
| − | Something has pulled a lever! | + | Something has pulled a lever! |
| − | Something has triggered a pressure plate! | + | Something has triggered a pressure plate! |
| − | Something has emptied a cage! | + | Something has emptied a cage! |
| − | Something has unchained a creature! | + | Something has unchained a creature! |
| − | unused | + | unused |
| − | improvable | + | improvable |
| − | butcherable | + | butcherable |
| − | millable | + | millable |
| − | Miner destination wiped | + | Miner destination wiped |
| − | now know a few facts about | + | now know a few facts about |
training. | training. | ||
| − | have attained a general familiarity with | + | have attained a general familiarity with |
training methods. | training methods. | ||
| − | are now quite knowledgeable | + | are now quite knowledgeable |
trainers. | trainers. | ||
| − | are now expert | + | are now expert |
| − | non-artifact | + | non-artifact |
| − | wooden | + | wooden |
| − | stone | + | stone |
| − | + | #NAAM? | |
| − | CALCIUM_CARBONATE | + | CALCIUM_CARBONATE |
| − | calcite/limestone/chalk/marble | + | calcite/limestone/chalk/marble |
| − | CAN_GLAZE | + | CAN_GLAZE |
| − | glazable | + | glazable |
| − | GYPSUM | + | GYPSUM |
| − | gypsum | + | gypsum |
| − | paper-making | + | paper-making |
| − | paper-slurry | + | paper-slurry |
| − | lye/milk-free | + | lye/milk-free |
| − | blunt | + | blunt |
| − | unengraved | + | unengraved |
| − | unimproved | + | unimproved |
| − | written-on | + | written-on |
| − | non-absorbent | + | non-absorbent |
| − | food storage | + | food storage |
| − | non-pressed | + | non-pressed |
| − | woven | + | woven |
| − | metal | + | metal |
| − | edged | + | edged |
| − | on-ground | + | on-ground |
| − | divine | + | divine |
| − | artifact | + | artifact |
| − | fire-safe | + | fire-safe |
| − | magma-safe | + | magma-safe |
| − | building material | + | building material |
| − | non-economic | + | non-economic |
| − | plant | + | plant |
| − | leather | + | leather |
| − | hair/wool | + | hair/wool |
| − | shell | + | shell |
| − | pearl | + | pearl |
| − | plaster-containing | + | plaster-containing |
| − | ivory/tooth | + | ivory/tooth |
| − | glass | + | glass |
| − | lye-bearing | + | lye-bearing |
| − | milkable | + | milkable |
| − | finished good | + | finished good |
| − | furniture | + | furniture |
| − | dyeable | + | dyeable |
| − | totemable | + | totemable |
| − | glass-making | + | glass-making |
| − | melt-designated | + | melt-designated |
| − | deep material | + | deep material |
| − | sewn-imageless | + | sewn-imageless |
| − | screw | + | screw |
| − | divination | + | divination |
| − | games of chance | + | games of chance |
that isn't a bin | that isn't a bin | ||
| − | Short Pathing Flood Overflow | + | Short Pathing Flood Overflow |
| − | meat-carving holder | + | meat-carving holder |
| − | meal container | + | meal container |
| − | liquid container | + | liquid container |
| − | food storage | + | food storage |
| − | nest box | + | nest box |
| − | small object container | + | small object container |
| − | track cart | + | track cart |
| − | heavy object hauler | + | heavy object hauler |
| − | stand-and-work | + | stand-and-work |
| − | sheet roller | + | sheet roller |
| − | folded sheet protector | + | folded sheet protector |
| − | writing container | + | writing container |
| − | bookcase | + | bookcase |
| − | display object | + | display object |
| − | offering placement | + | offering placement |
| − | paper-slurryable | + | paper-slurryable |
| − | RENDER_MAT | + | RENDER_MAT |
| − | renderable | + | renderable |
| − | SOAP_MAT | + | SOAP_MAT |
| − | fatty | + | fatty |
| − | tannable | + | tannable |
| − | + | #NAAM? | |
| − | + | #NAAM? | |
| − | liquid cooking | + | liquid cooking |
| − | liquid scoop | + | liquid scoop |
| − | powder grinding receptacle | + | powder grinding receptacle |
| − | powder grinding | + | powder grinding |
| − | meat carving | + | meat carving |
| − | meat boning | + | meat boning |
| − | meat slicing | + | meat slicing |
| − | meat cleaving | + | meat cleaving |
| − | TALLOW | + | TALLOW |
| − | tallow | + | tallow |
| − | BAG_ITEM | + | BAG_ITEM |
| − | bag-processable | + | bag-processable |
| − | fermentable | + | fermentable |
| − | GLAZE_MAT | + | GLAZE_MAT |
| − | glaze | + | glaze |
| − | HONEYCOMB_PRESS_MAT | + | HONEYCOMB_PRESS_MAT |
| − | honey-bearing | + | honey-bearing |
| − | PARCHMENT_MAT | + | PARCHMENT_MAT |
| − | parchment-producing | + | parchment-producing |
| − | PRESS_LIQUID_MAT | + | PRESS_LIQUID_MAT |
| − | oil-bearing | + | oil-bearing |
| − | PRESS_PAPER_MAT | + | PRESS_PAPER_MAT |
| − | by a | + | by a |
| − | rough | + | rough |
block | block | ||
| − | the cave | + | the cave |
| − | the river | + | the river |
| − | the magma pool | + | the magma pool |
| − | the pit | + | the pit |
| − | the underworld portal | + | the underworld portal |
| − | the volcano | + | the volcano |
| − | the underworld | + | the underworld |
| − | the subterranean water | + | the subterranean water |
| − | : Null Pop Num | + | : Null Pop Num |
deposit | deposit | ||
| − | One of the compressed files on disk has errors in it. Restore from backup if you are able. | + | One of the compressed files on disk has errors in it. Restore from backup if you are able. |
| − | The glowing barrier has disappeared! | + | The glowing barrier has disappeared! |
| − | Deep within this strange place, we've uncovered what must be a treasure of the gods! | + | Deep within this strange place, we've uncovered what must be a treasure of the gods! |
| − | The glowing barrier has disappeared, replaced by terrible shrieks from the underworld! | + | The glowing barrier has disappeared, replaced by terrible shrieks from the underworld! |
| − | Apocalypse! We are being judged by the gods! | + | Apocalypse! We are being judged by the gods! |
| − | Something evil is emerging from this newly exposed pocket! | + | Something evil is emerging from this newly exposed pocket! |
| − | We checked that stone for heat! What devilry is this?! | + | We checked that stone for heat! What devilry is this?! |
| − | Some ancient horror was encased here, until now! | + | Some ancient horror was encased here, until now! |
| − | We have unleashed the echo of a forgotten divine retribution! | + | We have unleashed the echo of a forgotten divine retribution! |
| − | Horrifying screams come from the darkness below! | + | Horrifying screams come from the darkness below! |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: What a pleasant surprise! Not a single tree here weeps from the abuses meted out with such ease by your people. Joy! The dwarves have turned a page, not that we would make paper. A travesty! Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: What a pleasant surprise! Not a single tree here weeps from the abuses meted out with such ease by your people. Joy! The dwarves have turned a page, not that we would make paper. A travesty! Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun. |
| − | elves_firstcontact2 | + | elves_firstcontact2 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you. |
| − | elves_firstcontact1 | + | elves_firstcontact1 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings from the woodlands. We have much to discuss. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings from the woodlands. We have much to discuss. |
| − | elves_standard1 | + | elves_standard1 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Although we do not always see eye to eye (ha!), I bid you farewell. May you someday embrace nature as you embrace the rocks and mud. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Although we do not always see eye to eye (ha!), I bid you farewell. May you someday embrace nature as you embrace the rocks and mud. |
| − | elves_standard_bye | + | elves_standard_bye |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings, noble dwarf. There is much to discuss. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings, noble dwarf. There is much to discuss. |
| − | human_standard1 | + | human_standard1 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE]. I bid you farewell. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE]. I bid you farewell. |
| − | human_standard_bye | + | human_standard_bye |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: On behalf of the Merchants' Guild, let me extend greetings to your people. There is much to discuss. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: On behalf of the Merchants' Guild, let me extend greetings to your people. There is much to discuss. |
| − | human_trade1 | + | human_trade1 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves. |
| − | human_trade_bye | + | human_trade_bye |
| − | UNIT_COMBAT_REPORT | + | UNIT_COMBAT_REPORT |
| − | D_DISPLAY | + | D_DISPLAY |
| − | UNIT_COMBAT_REPORT_ALL_ACTIVE | + | UNIT_COMBAT_REPORT_ALL_ACTIVE |
| − | Command Line: World generation aborted because folder exists. | + | Command Line: World generation aborted because folder exists. |
| − | Command Line: World generation initiated. | + | Command Line: World generation initiated. |
| − | data/installed_mods | + | data/installed_mods |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I am your liaison from the Mountainhomes. Let's discuss your situation. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I am your liaison from the Mountainhomes. Let's discuss your situation. |
| − | dwarf_liaison1 | + | dwarf_liaison1 |
| − | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Farewell, [VAR:NATIVENAME:MEETING:NOBLE]. I look forward to our meeting next year. Our fortunes rise and fall together. | + | [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Farewell, [VAR:NATIVENAME:MEETING:NOBLE]. I look forward to our meeting next year. Our fortunes rise and fall together. |
| − | dwarf_liaison_bye | + | dwarf_liaison_bye |
| − | Synchronizing folders... | + | Synchronizing folders... |
| − | Saving agreements... | + | Saving agreements... |
| − | Saving tracking info... | + | Saving tracking info... |
| − | Saving parameters... | + | Saving parameters... |
| − | Cleaning stranded objects... | + | Cleaning stranded objects... |
| − | Cleaning game objects... | + | Cleaning game objects... |
| − | Passing a few weeks to get things ready... | + | Passing a few weeks to get things ready... |
| − | data/init/announcements.txt | + | data/init/announcements.txt |
| − | Command Line: | + | Command Line: |
| − | *** STARTING NEW GAME *** | + | *** STARTING NEW GAME *** |
| − | Cleaning play objects... | + | Cleaning play objects... |
| − | A_DISPLAY | + | A_DISPLAY |
| − | RECENTER | + | RECENTER |
| − | DO_MEGA | + | DO_MEGA |
| − | Offloading art images... | + | Offloading art images... |
| − | Saving world | + | Saving world |
| − | Command Line: World exported. | + | Command Line: World exported. |
| − | save/current/world.dat | + | save/current/world.dat |
| − | Saving history... | + | Saving history... |
| − | Saving civilized populations... | + | Saving civilized populations... |
| − | Saving map data... | + | Saving map data... |
| − | Sorting world information... | + | Sorting world information... |
| − | hatch cover | + | hatch cover |
| − | floodgate | + | floodgate |
| − | coffer | + | coffer |
| − | limb/body | + | limb/body |
| − | backpack | + | backpack |
| − | quiver | + | quiver |
| − | crutch | + | crutch |
| − | splint | + | splint |
| − | stones | + | stones |
| − | raw crystal glass | + | raw crystal glass |
| − | raw clear glass | + | raw clear glass |
| − | charcoal | + | charcoal |
wafers | wafers | ||
| − | cut clear glass gems | + | cut clear glass gems |
| − | cut green glass gems | + | cut green glass gems |
| − | refined coal | + | refined coal |
| − | portal | + | portal |
| − | blocks | + | blocks |
| − | cut crystal glass gems | + | cut crystal glass gems |
| − | [DIPSCRIPT:HUMAN_STANDARD] | + | [DIPSCRIPT:HUMAN_STANDARD] |
| − | HUMAN_STANDARD | + | HUMAN_STANDARD |
| − | [TEXTVIEWER:elves_standard_bye] | + | [TEXTVIEWER:elves_standard_bye] |
| − | [TEXTVIEWER:elves_standard1] | + | [TEXTVIEWER:elves_standard1] |
| − | [DIPSCRIPT:HUMAN_TRADE] | + | [DIPSCRIPT:HUMAN_TRADE] |
| − | HUMAN_TRADE | + | HUMAN_TRADE |
| − | [TEXTVIEWER:human_standard_bye] | + | [TEXTVIEWER:human_standard_bye] |
| − | [TEXTVIEWER:human_standard1] | + | [TEXTVIEWER:human_standard1] |
| − | Jobs removed from unpowered | + | Jobs removed from unpowered |
| − | were unable to complete the | + | were unable to complete the |
| − | [TEXTVIEWER:human_trade_bye] | + | [TEXTVIEWER:human_trade_bye] |
| − | [TEXTVIEWER:human_trade1] | + | [TEXTVIEWER:human_trade1] |
| − | raw green glass | + | raw green glass |
| − | branch | + | branch |
| − | grown | + | grown |
| − | [CONSTRUCTTOPICLIST] | + | [CONSTRUCTTOPICLIST] |
| − | [TEXTVIEWER:dwarf_liaison1] | + | [TEXTVIEWER:dwarf_liaison1] |
| − | [DIPSCRIPT:DWARF_LIAISON] | + | [DIPSCRIPT:DWARF_LIAISON] |
| − | DWARF_LIAISON | + | DWARF_LIAISON |
| − | [DIPSCRIPT:ELVES_FIRSTCONTACT] | + | [DIPSCRIPT:ELVES_FIRSTCONTACT] |
| − | ELVES_FIRSTCONTACT | + | ELVES_FIRSTCONTACT |
| − | [TEXTVIEWER:dwarf_liaison_bye] | + | [TEXTVIEWER:dwarf_liaison_bye] |
| − | [TOPICDISCUSSION] | + | [TOPICDISCUSSION] |
| − | [TEXTVIEWER:elves_firstcontact2] | + | [TEXTVIEWER:elves_firstcontact2] |
| − | [ELSE] | + | [ELSE] |
| − | [TEXTVIEWER:elves_firstcontact1] | + | [TEXTVIEWER:elves_firstcontact1] |
| − | [IF:GLOBAL:TREESREMOVED:>:GLOBAL:0] | + | [IF:GLOBAL:TREESREMOVED:>:GLOBAL:0] |
| − | [DIPSCRIPT:ELVES_STANDARD] | + | [DIPSCRIPT:ELVES_STANDARD] |
| − | ELVES_STANDARD | + | ELVES_STANDARD |
| − | [HISTORY_DIPEV:FIRSTCONTACT] | + | [HISTORY_DIPEV:FIRSTCONTACT] |
| − | [ENDIF] | + | [ENDIF] |
| − | ballista parts | + | ballista parts |
| − | trap component | + | trap component |
| − | pipe section | + | pipe section |
| − | siege ammo | + | siege ammo |
| − | ballista arrow head | + | ballista arrow head |
| − | amulet | + | amulet |
| − | scepter | + | scepter |
| − | ammunition | + | ammunition |
| − | crystal glass | + | crystal glass |
| − | clear glass | + | clear glass |
| − | green glass | + | green glass |
| − | perfect | + | perfect |
| − | stagnant | + | stagnant |
| − | slimy | + | slimy |
| − | vomitous | + | vomitous |
| − | sticky | + | sticky |
| − | ichorous | + | ichorous |
| − | purulent | + | purulent |
| − | gooey | + | gooey |
| − | dirty | + | dirty |
| − | laced with | + | laced with |
paste | paste | ||
| − | bloody | + | bloody |
| − | mechanisms | + | mechanisms |
| − | catapult parts | + | catapult parts |
| − | cheese | + | cheese |
| − | powder | + | powder |
| − | animal trap | + | animal trap |
| − | bucket | + | bucket |
| − | barrel | + | barrel |
| − | strands | + | strands |
| − | throne | + | throne |
| − | codices | + | codices |
| − | + | #NAAM? | |
| − | tanned hide | + | tanned hide |
| − | filthy | + | filthy |
| − | rotten | + | rotten |
| − | figurine | + | figurine |
| − | sarcophag | + | sarcophag |
| − | casket | + | casket |
| − | musical instrument | + | musical instrument |
| − | waterskin | + | waterskin |
| − | unglazed | + | unglazed |
| − | terrarium | + | terrarium |
| − | window | + | window |
| − | goblet | + | goblet |
| − | small tame animal | + | small tame animal |
| − | small live animal | + | small live animal |
chops | chops | ||
| − | preserved | + | preserved |
| − | prepared meal | + | prepared meal |
| − | suits of | + | suits of |
| − | chain | + | chain |
| − | weapon | + | weapon |
| − | /buckler | + | /buckler |
| − | shield | + | shield |
| − | handwear | + | handwear |
| − | silk body part | + | silk body part |
| − | plant part | + | plant part |
| − | corpse | + | corpse |
| − | yarn body part | + | yarn body part |
| − | soap body part | + | soap body part |
| − | wooden body part | + | wooden body part |
| − | leather body part | + | leather body part |
| − | withered | + | withered |
| − | Rotten | + | Rotten |
| − | strand body part | + | strand body part |
| − | leaf or fruit | + | leaf or fruit |
| − | leaves and fruit | + | leaves and fruit |
| − | woven clothing shop sign | + | woven clothing shop sign |
| − | leather shop sign | + | leather shop sign |
| − | cloth shop sign | + | cloth shop sign |
| − | general imports sign | + | general imports sign |
| − | bowyer's shop sign | + | bowyer's shop sign |
| − | gem cutter's shop sign | + | gem cutter's shop sign |
| − | bone carver's shop sign | + | bone carver's shop sign |
| − | leather clothing shop sign | + | leather clothing shop sign |
| − | carpenter's shop sign | + | carpenter's shop sign |
| − | leather goods shop sign | + | leather goods shop sign |
| − | metal craft shop sign | + | metal craft shop sign |
| − | blacksmith's shop sign | + | blacksmith's shop sign |
| − | tavern sign | + | tavern sign |
| − | metal furniture shop sign | + | metal furniture shop sign |
| − | stone furniture shop sign | + | stone furniture shop sign |
| − | bracelet | + | bracelet |
| − | earring | + | earring |
| − | statue | + | statue |
| − | millstone | + | millstone |
| − | traction bench | + | traction bench |
| − | armorsmith's shop sign | + | armorsmith's shop sign |
| − | weaponsmith's shop sign | + | weaponsmith's shop sign |
| − | craft shop sign | + | craft shop sign |
| − | memorial | + | memorial |
| − | clothing imports sign | + | clothing imports sign |
| − | food imports sign | + | food imports sign |
| − | food shop sign | + | food shop sign |
| − | general store sign | + | general store sign |
| − | Opulent Throne Room | + | Opulent Throne Room |
| − | Royal Throne Room | + | Royal Throne Room |
| − | Evaluate Depot Caravan Access Overflow | + | Evaluate Depot Caravan Access Overflow |
| − | Decent Study | + | Decent Study |
| − | Splendid Study | + | Splendid Study |
| − | Throne Room | + | Throne Room |
| − | Royal Bedroom | + | Royal Bedroom |
| − | No Study | + | No Study |
| − | Meager Study | + | Meager Study |
| − | Modest Study | + | Modest Study |
| − | Decent Quarters | + | Decent Quarters |
| − | Fine Quarters | + | Fine Quarters |
| − | Great Bedroom | + | Great Bedroom |
| − | Grand Bedroom | + | Grand Bedroom |
| − | Tiny streaks of lightning streak quickly over the object's surface. | + | Tiny streaks of lightning streak quickly over the object's surface. |
| − | The item smells like wet earth. | + | The item smells like wet earth. |
| − | The item is covered with small bumps. | + | The item is covered with small bumps. |
| − | The item constantly emits a nearly inaudible high-pitched whistle. | + | The item constantly emits a nearly inaudible high-pitched whistle. |
| − | No access to | + | No access to |
| − | The item sounds like rustling leaves when moved. | + | The item sounds like rustling leaves when moved. |
| − | The item is covered with minute gray hairs. | + | The item is covered with minute gray hairs. |
| − | Creatures that look at the item cannot think negative thoughts. | + | Creatures that look at the item cannot think negative thoughts. |
| − | Metropolis | + | Metropolis |
| − | Capital | + | Capital |
| − | No access | + | No access |
| − | Outpost | + | Outpost |
| − | Hamlet | + | Hamlet |
| − | Village | + | Village |
| − | offers it to | + | offers it to |
claims it as a personal treasure. | claims it as a personal treasure. | ||
| − | claims it as a family heirloom | + | claims it as a family heirloom |
| − | claims it as an heirloom in the name of the family ancestor | + | claims it as an heirloom in the name of the family ancestor |
| − | no material | + | no material |
caught in a cloud of flames! | caught in a cloud of flames! | ||
| − | The object looks oddly square. | + | The object looks oddly square. |
| − | The air around the object seems warped as if it were very hot, yet the item is cool to the touch. | + | The air around the object seems warped as if it were very hot, yet the item is cool to the touch. |
| − | The item sparkles with a supernatural brilliance. | + | The item sparkles with a supernatural brilliance. |
caught up in the web! | caught up in the web! | ||
| − | legwear | + | legwear |
| − | headwear | + | headwear |
| − | footwear | + | footwear |
| − | A thief has stolen | + | A thief has stolen |
| − | has stolen | + | has stolen |
| − | A kidnapper has made off with | + | A kidnapper has made off with |
has been possessed! | has been possessed! | ||
withdraws from society... | withdraws from society... | ||
is taken by a fey mood! | is taken by a fey mood! | ||
| − | has created | + | has created |
begins to stalk and brood... | begins to stalk and brood... | ||
looses a roaring laughter, fell and terrible! | looses a roaring laughter, fell and terrible! | ||
| − | Item Hauling | + | Item Hauling |
| − | Refuse Hauling | + | Refuse Hauling |
| − | Food Hauling | + | Food Hauling |
| − | Wood Hauling | + | Wood Hauling |
| − | Animal Care | + | Animal Care |
| − | Stone Engraving | + | Stone Engraving |
| − | Push/Haul Vehicles | + | Push/Haul Vehicles |
| − | Animal Hauling | + | Animal Hauling |
| − | Feed Patients/Prisoners | + | Feed Patients/Prisoners |
| − | Dressing Wounds | + | Dressing Wounds |
| − | Setting Bones | + | Setting Bones |
| − | Diagnosis | + | Diagnosis |
| − | Plant Processing | + | Plant Processing |
| − | Clothesmaking | + | Clothesmaking |
| − | Small Animal Dissection | + | Small Animal Dissection |
| − | Recovering Wounded | + | Recovering Wounded |
| − | Stone Hauling | + | Stone Hauling |
| − | No Tomb | + | No Tomb |
| − | Servant's Burial Chamber | + | Servant's Burial Chamber |
| − | Burial Chamber | + | Burial Chamber |
have been disturbed. | have been disturbed. | ||
| − | group of | + | group of |
has been disturbed. | has been disturbed. | ||
| − | an official land of the realm | + | an official land of the realm |
| − | caught in a burst of | + | caught in a burst of |
its way out of confinement! | its way out of confinement! | ||
| − | swarm of | + | swarm of |
| − | ROOM SHARING INDEX OUT OF BOUNDS: | + | ROOM SHARING INDEX OUT OF BOUNDS: |
| − | lumber limits | + | lumber limits |
| − | an even more official land of the realm | + | an even more official land of the realm |
| − | and the surrounding lands have been made | + | and the surrounding lands have been made |
| − | No Quarters | + | No Quarters |
| − | Meager Quarters | + | Meager Quarters |
| − | Modest Quarters | + | Modest Quarters |
| − | Quarters | + | Quarters |
| − | Fine Dining Room | + | Fine Dining Room |
| − | Great Dining Room | + | Great Dining Room |
| − | Grand Dining Room | + | Grand Dining Room |
| − | Royal Dining Room | + | Royal Dining Room |
| − | No Dining Room | + | No Dining Room |
| − | Meager Dining Room | + | Meager Dining Room |
| − | Modest Dining Room | + | Modest Dining Room |
| − | Decent Dining Room | + | Decent Dining Room |
| − | Fine Tomb | + | Fine Tomb |
| − | Mausoleum | + | Mausoleum |
| − | Grand Mausoleum | + | Grand Mausoleum |
| − | Royal Mausoleum | + | Royal Mausoleum |
| − | TEXT_SET | + | TEXT_SET |
| − | INTERACTION | + | INTERACTION |
| − | REACTION | + | REACTION |
| − | PALETTE | + | PALETTE |
| − | save/current/*.dat | + | save/current/*.dat |
| − | world.dat | + | world.dat |
| − | /*.dat | + | /*.dat |
| − | world.sav | + | world.sav |
| − | save/current/*.sav | + | save/current/*.sav |
| − | created a masterpiece | + | created a masterpiece |
| − | You have | + | You have |
| − | Healthcare | + | Healthcare |
| − | Hunting/Related | + | Hunting/Related |
| − | Stoneworking | + | Stoneworking |
| − | Woodworking | + | Woodworking |
| − | Other Jobs | + | Other Jobs |
| − | Jewelry | + | Jewelry |
| − | Fishing/Related | + | Fishing/Related |
| − | Farming/Related | + | Farming/Related |
| − | DESCRIPTOR_SHAPE | + | DESCRIPTOR_SHAPE |
| − | BUILDING | + | BUILDING |
| − | MATERIAL_TEMPLATE | + | MATERIAL_TEMPLATE |
| − | LANGUAGE | + | LANGUAGE |
| − | TILE_PAGE | + | TILE_PAGE |
| − | GRAPHICS | + | GRAPHICS |
| − | DESCRIPTOR_COLOR | + | DESCRIPTOR_COLOR |
| − | DESCRIPTOR_PATTERN | + | DESCRIPTOR_PATTERN |
| − | Armoring | + | Armoring |
| − | Furnace Operating | + | Furnace Operating |
| − | Hunting | + | Hunting |
| − | Farming (Fields) | + | Farming (Fields) |
| − | Siege Operating | + | Siege Operating |
| − | Stonecrafting | + | Stonecrafting |
| − | Metalcrafting | + | Metalcrafting |
| − | Blacksmithing | + | Blacksmithing |
| − | Trade Good Hauling | + | Trade Good Hauling |
| − | Pump Operating | + | Pump Operating |
| − | Mechanics | + | Mechanics |
| − | Crossbow-making | + | Crossbow-making |
| − | Wall/Floor Construction | + | Wall/Floor Construction |
| − | Road Building | + | Road Building |
| − | Lever Operation | + | Lever Operation |
| − | Water Hauling | + | Water Hauling |
| − | shadow | + | shadow |
| − | bad variant access | + | bad variant access |
| − | graphics/tile_page_* | + | graphics/tile_page_* |
| − | *** Error(s) found in the file" | + | *** Error(s) found in the file" |
graphics/graphics_* | graphics/graphics_* | ||
graphics/palette_* | graphics/palette_* | ||
| Line 37,775: | Line 37,775: | ||
.?AVcreature_interaction_effectst@@ | .?AVcreature_interaction_effectst@@ | ||
.?AVcreature_interaction_effect_display_namest@@ | .?AVcreature_interaction_effect_display_namest@@ | ||
| − | .? | + | .?AV" |
| + | " | ||
| + | c" | ||
" | " | ||
reature_interaction_effect_remove_simple_flagst@@ | reature_interaction_effect_remove_simple_flagst@@ | ||
Revision as of 15:33, 1 December 2023
!This program cannot be run in DOS mode. api-ms-win-core-synch-l1-2-0.dll SleepConditionVariableCS WakeAllConditionVariable bad allocation Out of memory - aborting Fatal Error UTF-16LE Unknown exception bad array new length string too long TRANS_NAME nameless FIRST_NAME PRO_POS PRO_OBJ PRO_SUB PRO_REF <structure> </local_id> <local_id> <type>counting house</type> </name> <name> </structure> <type>guildhall</type> <type>hospital</type> <type>tower</type> <type>mead hall</type> <type>keep</type> <type>dark tower</type> <type>underworld spire</type> <type>temple</type> </worship_hfid> <worship_hfid> </entity_id> <entity_id> <type>library</type> </copied_artifact_id> <copied_artifact_id> <type>inn tavern</type> <type>market</type> <type>tomb</type> <type>dungeon</type> <subtype>standard</subtype> <subtype>sewers</subtype> <subtype>catacombs</subtype> vector too long invalid string position Training Session Activity Research Activity Event Worship Socialize empties empty picks up pick up has shared many tales from beyond embraces has shared a rumor from abroad. has shared a few rumors. has discovered gives you Ponder has become a student of Learn Teach Discuss Write about Meditate on Go to Combat Training Pray to Lead Combat Training Organize Combat Training Play Make Believe Wait for Combat Training Play with Promote Preach on Inveigh Against Family Loyalty Friendship Cunning Fairness Eloquence Tradition Decorum Cooperation Artwork Stoicism Independence Self-Control Introspection Harmony Tranquility Craftsmanship Merriment Martial Prowess Sacrifice Hard Work Perseverance Competition Commerce Leisure Time Nature Romance Knowledge Tell Story Listen to Sermon Recite Poetry Listen to Story Simulate Listen to Poetry Perform Music Perform Dance Listen to Music Go to Watch Dance Organize Demonstration Wait for Serve Watch Go to Individual Combat Drill Serve Customer /Resting Individual Combat Drill Go to Sparring Match Watch Sparring Practice Go to Sparring Practice DOUBLE TAGGED ITEM: By Activity, Archery Practice There are not enough dancers. There is not enough room to perform here. You cannot perform here. You could not find a partner. Some children begins playing with playing make believe. The performers the story of a sermon on an improvised recital of reciting the poem improvised music, the musical composition an improvised dance, dancing You continue the sermon. in the middle of You continue the story. The sermon continues. You begin The story continues. The poetry enters the verse paragraph line. the stanza verse paragraph You continue the poem. stanza You enter The poem continues. The music enters The dance enters a new section with the introduction a simple passage of the theme the exposition of the second theme of the first theme a recapitulation of the previous passage of the two themes the synthesis a verse of previous passages the finale a chorus a bridge-passage the coda second first a series of variations on the first theme on the theme on the second theme You continue the dance. You continue the music. The dance continues. You conclude your performance. The music continues. Some performers finish their act. The performers are finished. concludes a performance. has finished performing. You feel like you know the basic rules of You've learned forth an awe-inspiring sermon for the ages! a lucid and powerful sermon. artfully deliver just can't give a sermon very well. giving a creditable sermon. a mesmerizing tale! weave the story in vivid detail. stumble telling the tale quite well. bring over the details. choose the poem to life with this flawless recitation. recite the perfect phrasing. enunciate the words evocatively. speak crisply. mumble well. poorly. , having completely forgotten the words. instrument and the delivering a virtuoso performance on the are indistinguishable! could nearly pass for the voice of the is absolutely flawless. with skill. sound beautifully. playing the vaguely like the intended singing chanting a mockery of the doesn't with a shameworthy performance. seem to know how to play the and even forget sloppily dance some of the words. dancing exceptionally. flawlessly, like someone out of a legend! dancing well. tangled up. The pages are blank. It has no writing. It has no pages. Alias: Associated Plot: Highest known in organization Associated Organization: We haven't performed for some time. We are going the wrong way. We should be making better progress. We should have made it there by now. We must not abandon The oppressor has been overthrown! We have arrived at our destination. We must go back. Empty announcement flying , but it is deflected by by the spinning , but the attack is deflected by , lightly tapping the target! , but there is no force! , but it passes right through! in the from behind from the side with the part is smashed into the body, an unrecognizable mass! splits in gore! collapses! , but the attack passes right through! , but it glances away! , but the attack glances away! and the severed part sails off in an arc! is cloven asunder! explodes into gore! collapses into a lump of gore! is crushed! the injured part is ripped into loose shreds! is torn apart! and it is mostly cut away from the rest of the torso! out of the wound through the tearing passing through a hole in the main part jamming the denting bruising apart tearing apart shattering chipping fracturing chipping fracturing denting bruising tearing apart shattering tearing the rest of through a hole in the through the and spilling breaking away most of half of a piece of rancid stinking filthy reeking rotten decomposing a major artery an artery has been opened by the attack many nerves The geldables have been torn away! It is a gelding strike! It is a gelding blow! been severed a ligament has been a motor nerve a sensory nerve is ripped to shreds! breaks! attack is interrupted! sprained bruised a tendon strained latches on firmly latch on firmly! latches on firmly! become enraged! has lodged firmly in the wound! latch on firmly been stunned again! been stunned! having more trouble breathing! having trouble breathing! propelled away by the force of the blow! been knocked unconscious! is injected into the crumbles over the splatters over the flows over the looks even more sick! sick! pours over the is sucked out of the wound! No team/side Independent (Tame) Equipment Skills Conditions Create Side # Creature Scattered cumulus No cumulus clouds Cumulonimbus (rain) Many cumulus (rain) Tame/mountable Set the weather, temperature, and time. No fog Nimbostratus (rain) Thin mist No stratus Cirrus Stratus (rain) Altostratus Scorching Dragonfire Thick fog Absolute zero Deathly cold Morning Subterranean Below freezing Freezing Evening Early evening Late morning Late afternoon Early afternoon Late night Early morning and others have returned. have returned. , the performance troupe, has arrived. , a performance troupe, is visiting. has arrived. is visiting. has brought back a few rumors. has brought back a rumor from abroad. has returned. has brought back many tales from beyond The dead walk. Hide while you still can! Forms twisted from their nature, legion of the night. What hope remains? Autumn Winter Spring Summer Spoils Report: and others army is located out of bounds: teleporting FORCED_ADMINISTRATOR The enemy have come and are laying siege to the fortress. An army is invading! An army has come to your lands seeking a parley. A vile force of darkness has arrived! A vile force of darkness has arrived, seeking a parley! The enemy have come and are preparing to lay siege. They seek a parley! has been conquered and now , has been incorporated into your holdings. has been founded , has been conquered and overlord overlords looks to your thriving economy for its future prosperity. vector<bool> too long Empty biased index vector Biased index vector computation error bad cast save/current themselves prostrating torturing before devouring committing a depraved act upon burning admiring save/current/art_image- save/current/ art_image- raising striking down praying to hiding cooking contemplating impaled on engraving surrounded by shooting fighting with massacring refusing greeting embracing speaking with committing a depraved act being tortured in a fetal position making a submissive gesture falling smeared out into a spiral laughing hanging from being flayed by being mutilated by weeping praying screaming cringing confused offended withering away suffering striking a triumphant pose striking a menacing pose traveling laboring making a plaintive gesture being shot burning melting terrified dejected [/LPAGE] Untitled , the deity of [LPAGE:HF: skeletal , depicted as a ghostly rotting cooking contemplating unnaturally contorted engraving being mutilated being flayed [LPAGE:ARTIFACT: female the deity of will be installed at target will be installed at Weight: Owner: Click a building to link to Cannot link to Link to Sunk into depression... Throwing a tantrum! Corrupt Soldier Mood: Stumbling obliviously! Specify image In a martial trance! Enraged at all enemies! View stockpile Engraving Value: Overcome by terror! Corrupt Strange Mood: Overwhelmed by horror! In emotional shock! Running around crazed! Crawling around crazed! Staring off into space... In a berserk rage! Stricken by melancholy... Possessed by unknown forces! Running around babbling! Crawling around babbling! Brooding darkly... Has a horrible fell look! Peculiarly secretive... Has the aspect of one fey! Wallowing in misery! Taken by a fright! Shaken to the core! Truly mortified! Lost in despair! Anguished! Distressed! Completely dismayed! with grief! itself Writhing in agony! Drowning in sadness! Beside Experiencing mortal fear! himself herself Child does the expelling Spouse is elected Child is nobility Child is not present Spouse does the expelling Holds elected office Spouse is nobility Spouse is not present Cannot expel or send away: Creator of Nobility Does the expelling Emotionally overloaded! In existential crisis! Somebody Pet of Thoughts Military Personality Groups Relations Overview Cancel Health Child is elected Send away Send to Resists sickness Clumsy Recovers quickly High stamina Child: children Strong Spouse: Lover: lovers High kinesthetic sense Musical High social awareness Developed empathy Good memory Patient Good spatial sense Good with language High willpower Good focus Good intuition Creative Recovers slowly Low stamina Good analytical ability Sickly Quick to love Poor social awareness Envious Hateful Not musical Poor spatial sense Poor empathy Poor kinesthetic sense Impatient Poor intuition Bad with words Poor memory Poor focus Poor analytical ability Not creative Low willpower Polite Flatterer Fearless Disdains advice Stubborn Brawler Prone to discord Wasteful Easily stressed Lustful Intemperate Greedy Depression-prone Cheerful Anxious Anger-prone Private Bashful Obstinate Perfectionist Single-minded Curious Hopeful Extravagant Vengeful Overconfident Gracious Ambitious Inclined to abstract Flights of fancy Slow to love Artistically inclined Overbearing Gregarious Thrill-seeker Frenetic Thoughtless Dutiful Trusting Orderly Emotional obsessive Tolerant Altruistic Swayed by emotions Seeks harmony Not wasteful Quarreler Temperate Not greedy Quick to give up Avoid fights Not anxious Slow to anger Resilient Not lustful Not envious Slow to hate Not easily depressed Cheerless Incurious Quick to despair Overshares Shameless Low self esteem Not vengeful Scatterbrained Merciful Ungrateful Not ambitious Humorless Austere Fearful Overreliant on advice Not vain Pusillanimous Avoids excitement Leisurely Not inclined to abstract Fact-oriented Distrustful Sloppy Unassertive Not altruistic Unswayed by emotions Overcautious Not dutiful Acquiescing Inattentive Emotionally distant Intolerant Values cooperation Values artwork Values stoicism Values independence Values fairness Values eloquence Values tradition Values decorum Values power Values friendship Values cunning Values truth Values law Not inclined to create art Values family Values loyalty Values commerce Values leisure time Values nature Values romance Values sacrifice Values hard work Values perseverance Values competition Values craftwork Values merriment Values skill Values martial prowess Values self-control Values introspection Values harmony Values tranquility Disdains artwork Disdains tradition Disdains independence Disdains cooperation Disdains eloquence Disdains cunning Disdains decorum Disdains fairness Disdains friendship Disdains family Disdains truth Disdains power Values knowledge Values peace Disdains loyalty Disdains law Disdains leisure time Disdains perseverance Disdains romance Disdains commerce Disdains hard work Disdains skill Disdains competition Disdains sacrifice Disdains merriment Disdains harmony Disdains martial prowess Disdains craftwork Disdains introspection Disdains stoicism Disdains tranquility Disdains self-control Paralyzed Unconscious Sluggish Partially paralyzed Thirsty Dehydrated Drowsy Very drowsy Stressed Haggard Hungry Starving Disdains peace Disdains nature Harrowed Disdains knowledge Bleeding Heavy bleeding Extreme pain Drowning Nauseous Winded Stunned Over-exerted Exhausted Focused Focused! Distracted Distracted! Squad: (Rusty) (V Rusty) Needs Healthy Haul: No official position Partially webbed Webbed Injured Seriously injured Uphold tradition Hear eloquence Make merry Self-examination Learn something Excitement Be with friends Be with family Stay occupied Meditate Admire art Be creative Unmet need: No unmet needs Drink alcohol Wander Be extravagant Think abstractly Help somebody Eat good meal Cause trouble See animal Make romance Acquire object See great beast Martial training Craft object Take it easy Practice skill Geography Chemistry Engineering Medicine Mathematics Philosophy Natural history Astronomy Combat Description Other skills Social Wounds Status History Treatment Dialog Choreography Musical composition Autobiography Biography Letter Chronicle Short story Musical form Poetic form Manual Dance form Work details No assigned rooms Locations Workshops Star chart Dictionary Star catalogue Cultural comparison Cultural history Treatise on technological evolution Alternate history Biographical dictionary Comparative biography Encyclopedia Genealogy Doctor Monster slayer Surgeon Diagnostician Scholar Performer Mercenary Scribe No dedicated workshop assignments No work details Tavern keeper No location assignments Will only do assigned tasks Work animals Cannot assign work details Will do available tasks anywhere War buddy Childhood friend Fellow scholar Obsession Father Bonded Pet owner Mother Spouse Cannot assign work animals Bone doctor No relationships No assigned or assignable work animals Pure hate Disliked Grudge Religious persecutor Supernatural vengeance Jealous grudge Athletic rival Friend Persecutor Business rival Fellow athlete Fellow artist Close friend Kindred spirit Considers violent Considers dancer Good for business Considers psychotic Considers storyteller Considers preacher Considers bard Considers poet Considers monster Intruder Considers bully Considers brigand Long-term acquaintance Object of worship Passing acquaintance Former apprentice Former master Considers flatterer Considers quarreler Master Loyal soldier Companion Apprentice Member of hated group Member of respected group Friendly fighter Enemy fighter Considers killer Friendly terms Comrade Considers murderer Outcast Military organization Merchant company Performance troupe Migrating group Vessel crew Religion Nomadic group No groups Site government Civilization Protector of the weak Hunter Treasure hunter Preserver of knowledge Noted monster Infamous monster Feared as a monster Certainly feared as a monster Certainly considered an intruder Noted intruder according Legendary monster Considered an intruder Respected for heroic acts Greatly respected for heroic acts Infamous intruder Legendary intruder guild Famous her Legendary hero Certainly considered a brawler Moted brawler Legendary villain Considered a brawler Considered a bully Certainly considered a bully Famous brawler Legendary brawler Legendary bully Feared as a brigand Noted bully Infamous bully Infamous brigand Legendary brigand Certainly feared as a brigand Noted brigand Feared as a killer Greatly feared as a killer Infamous murderer Legendary murderer Legendary killer Respected as a hunter Noted killer Infamous killer Great hunter Legendary hunter Skilled hunter Talented hunter Noted villain Infamous villain Feared as a villain Greatly feared as a villain Legendary loyal soldier Respected for fighter Noted loyal soldier Famous loyal soldier Famous fighter Legendary fighter Greatly respected for fighter Noted fighter Noted enemy fighter Infamous enemy fighter Feared for violent opposition Greatly feared for violent oppositoin Greatly feared as a murderer Noted murderer Legendary enemy fighter Feared as a murderer Famous treasure hunter Legendary treasure hunter Greatly respected for hunting treasure Noted treasure hunter Noted preserver of the knowledge Famous preserver of the knowledge Respected for preserving the knowledge Greatly respected for preserving the knowledge Greatly respected for protecting the weak Noted protector of the weak Legendary preserver of the knowledge Respected for protecting the weak Respected for loyalty Greatly respected for loyalty Famous protector of the weak Legendary protector of the weak Former member Prisoner Former slave Criminal Member Citizen Considered a thief Certainly considered a thief Former mercenary Former Legendary thief Respected for hunting treasure Noted thief Infamous thief Preferences Slated for removal *** Forbidden *** Memories Recent thoughts Values Traits Uniform No orders No squad assigned Worker Former prisoner Former worker Remove building Cancel construction been claimed by This building has Construction inactive. Construction suspended. Suspend construction Resume construction Construction initiated. Waiting for construction... Construction nearly done. Partially constructed. Removal inactive. Removal suspended. Trap Occupied: Cancel removal
" I must have
needs
mutters things... certain things Leave me. I need..."
screams works with menacing fury! works, darkly brooding...
" Yes. I need broods keeps muttering works furiously! works secretly... cloth... thread leather... skin sketches bars... metal stone... rock blocks... bricks... gems... shining raw... clear raw... green rough... color raw... crystal a shell bones... yes tree... life a corpse square blocks cut gems stacked cloth stacked leather a quarry rough gems of metal shining bars a forest rough gems and glass glass and burning wood skeletons pictures of shells will do available tasks anywhere will only do assigned tasks A manager is required to add work orders to the shop. Work orders cannot be assigned to this building. Workers cannot be assigned to this building. Add new task Only one master may be assigned to each workshop. This workshop is free for anybody to use. Link lever Need accessible mechanisms. Link plate Pull lever Workers Work orders Hanging Stable Foundation Start Pump Manually Stop Pumping Manually Inactive Active Total Power Needed: Total Power: The well is dry. The well is operational. Frozen Elsewhere Frozen Here General work orders allowed: Work orders can be added specifically for this shop. The bucket is full. There is no bucket.
* Destroys colony
Gather any products Do not gather products
* Requires a jug * Requires wild colony or
Install colony when ready Do not install colony
* Existing hive
On display This is a memorial to Assign new display items Assigned Pumps from the east Pumps from the north Pumps from the west Pumps from the south before this restraint will You must designate a dungeon This furniture is a part of multiple rooms. be used for imprisonment. Unassigned occupant Occupant Aquarium Terrarium Too many hives Not ready to be split
- Output restricted
- No output
Outdoor access
* Saves colony for split
Ready to be split No outdoor access Unnamed animal training area Unnamed clay collection area Unnamed bedroom Unnamed plant gathering area Unnamed museum Unnamed zoo Unnamed pen/pasture Unnamed meeting hall Unnamed pit/pond Unnamed fishing area Unnamed sculpture garden Unnamed memorial hall Unnamed water source This furniture is a part of Unnamed sand collection area Unnamed dump Orientation Not in Use Forbidden Operated by Mechanisms Chained Assigned and chained Prepare to Fire Fire at Will Unnamed dining hall Unnamed dormitory Unnamed zone Unnamed tomb Unnamed archery range Unnamed office Unnamed dungeon Unnamed barracks Nest box claimed by Deceased Move goods to/from depot Nest box unclaimed before this coffin will You must designate a tomb This is the resting place of be used for burial. HATCH TAKEN BY INVADERS HATCH USED BY INTRUDER Retake hatch to forbid it. DOOR TAKEN BY INVADERS Passable DOOR USED BY INTRUDER Retake door to forbid it. Nothing Large gem Broker cannot access depot Broker can access depot Desired bait: You do not have a broker. Anyone requested at depot Broker requested at depot Broker: No trader needed at depot
items
Awaiting There are no merchants trading right now. Disengaged is best) Show items Show linked buildings Poor soil every season (Cavern soil Set to fertilize Not set to fertilize Fertilize Current amount: Trap Baited: No seeds Leave fallow asking questions heard this was a good place to search for monsters. seeking work as a scholar seeking work as a mercenary seeking sanctuary for diplomacy to perform to relax seeking work as a performer to slay beasts This visitor has come This visitor is ready to leave. to study to pray
was the place to look for long-term work. would make a good base for a mercenary. would be a safe place to stay.
believes
was the place to entertain people. was the place to enjoy oneself. was the place for long-term scholarship. was the place to perform research.
was curious about went on this journey out of curiosity.
was the place to admire fine architecture. was the place for a good drink.
heard heard this was the place for those seeking danger.
was the place for prayer.
[C:6:0:0] doesn't feel [C:3:0:1] [C:2:0:1] was in feels didn't feel is in [C:7:0:1]
about the location of
is seeking information [C:7:0:0] You can learn more about this visitor after they chat with a local. grim satisfaction horrified grieves grieved suspicious fondness shocked alarmed satisfied annoyed grumpy grouchy [C:4:0:1] [C:5:0:1] [C:1:0:1] [C:6:0:1] affection adoration aggravated agitated vengeful admiration accepting gaiety blissful triumph excited bitter caring aroused apathetic aversion astonished amused anxious anguish alienated ambivalent amazed distressed embarrassed elated dislike disillusioned displeasure dismayed despair delighted disgusted disappointed contemptuous confused dejected content gratitude guilty frustrated frightened gloomy gleeful afraid exhilarated ferocity empathy exasperated enjoyment lustful lonely mortified miserable jovial loathing jubilant interested insulted isolated irritated hateful humiliated hopeless regretful relieved repentant remorseful pleasure rejected enraptured panics panicked passionate patient nostalgic nervous outraged optimistic wonder unhappy wrathful worried terrified tenderness uneasy thrilled shaken servile sympathy ashamed restless resentful self-pity indignant remembering dwelling upon
[C:7:0:1] [C:7:0:0] [C:5:0:0]
anything reliving
[C:5:0:1]
enthusiastic euphoric pessimistic existential crisis zealous expectant defeated Cleaning Making weapons Making armor Making projectiles
intellectual values
Building Making furniture
intellectual values and changed to rethink
changed
personal tendencies
, [C:5:0:1] , [C:5:0:0] allowed and mulling over the recurring memory letter short story autobiography biography manual This is an untitled chronicle Making anvils star catalogue star chart , authored by alternate history cultural comparison dictionary treatise on technological evolution genealogy biographical dictionary cultural history encyclopedia musical composition dialog comparative biography choreography It is an example of Squad Order Population: ~3000 Population: ~2000 Population: ~5000 Population: ~4000 Population: ~7500 Population: ~6000 Population: >10000 Population: ~10000 Inaccessible from your location Your location A half day's travel A short trip A day's travel Nearly a day's travel
days' travel
More than a day's travel Population: ~10 Population: <10 Population: ~30 Population: ~20 Population: ~50 Population: ~40 Population: ~75 Population: ~60 Population: ~200 Population: ~100 Population: ~400 Population: ~300 Population: ~600 Population: ~500 Population: ~1000 Population: ~750 Artifacts (Rumored) Cannot raid your civilization Economically linked to you Prisoners They accept tribute Skirmishing No contact They offer tribute Alliance They accept
tribute
Civilization: They offer No civilized population Site government: Terror Imports from Exports to Petty Annoyance Accepting tribute Your site government
civilization
Offering tribute Click to raid this site (creates new mission) Unnamed Cannot order mission without leader Click to explore this site (creates new mission) Click to request workers Inaccessible mission location Cannot make request without leader No workers available Pillage Demand Tribute from Make Request of Explore You have no agreements with this land. This land has no important leaders. Agreed in year Pending Trade Agreement (Exports to Requests (Imports from a broker with appraisal skill. You accept their tribute every Vengeance You can look at trade information once you have Offerings from and more... Click for assignments and details
commander
Messenger (unfilled)
traveling
No commanders
messenger
No messengers Recover Rescue Seize Take Over Demand surrender and occupy WARNING: If successful, your soldiers will join the Demand ongoing tribute Conquer and occupy Raze (openly attack and destroy site) Demand one-time tribute Raid (squads will try to avoid detection) Pillage (openly attack) Loot other items Steal livestock Release other prisoners Take important treasures No notable skills Free captives belonging to your civilization This mission cannot be altered now. Remove Location unknown Click to rescue (creates new mission) Last in Last known to be traveling No reports available Click to view all news and rumors No messengers available No squads available On this mission No specific orders occupation and not return. Your new holdings will be manageable from this screen.
marched on claimed
the army of Artifacts Reports Civilizations Missing citizens Missions News and rumors Click to recover (creates new mission) Center on fort Claimed by local Claimed by local family Last held by Claimed by your local government
founded after a long journey from the lands of reclaimed on behalf of
crushed an insurrection a group calling itself was overthrown after an insurrection waited out an insurrection an insurrection against
began in was known to be
, replacing
in the name of became
Unknown creature
(not possible)
elevation , position Unnamed recenter location Recenter to was kidnapped
from led by descended upon
refugees calling themselves
fled from the area just before an army moved on in search of a better future after the horrible mismanagement of gave up on their occupation of was conquered
Saving items... Saving units... Characterizing raw data... Allocating space... Offloading art... Opening file... Preliminary cleaning... Offloading units... Initializing... Checking directory structure... Add new recenter location Saving game Not yet asssigned Hotkey: Unknown item
(hidden)
Saving squads... Saving formations... Saving world events... Saving coin information... Saving mandates... Saving work quotas... Saving local animal populations... Saving events... Saving effects... Saving entities... Saving machines... Saving flow guides... Saving projectiles... Saving buildings... Saving jobs... Saving schedules... Saving belief systems... Saving image sets... Saving art forms... Saving occupations... Saving cultural identities... Saving agreement... Saving army controllers... Saving tracking information... Saving vehicles... Saving armies... Saving incidents... Saving crimes... Saving written content... Saving identities... Saving activities... Saving interactions... Woodcutting Information sheets Mining Stockpiles Interactive tutorial Camera controls Closing file... Finishing... Saving adventure data... Saving general information... Saving artifacts... Saving active historical figures... Saving fortress information... Saving world information... Saving divination sets... Saving announcements... Meeting areas and locations Ramps and channels Handling light aquifers Clothing Traps and levers Offices and administrative work Ore and smelting Other food sources Bins, bags, and barrels Survival Planting [Completed] Information and guides Alerts Preparing for the caravan [Viewed] There is a folder with this name already. Popup: The world Popup: Work orders Popup: Justice Popup: Squads Popup: Work details Popup: Nobles Popup: Hauling Popup: Stocks Popup: Zones Popup: Burrows Happiness and stress Refuse and dumping Dig deeper here again. Retire Really retire? The world will be saved but you will need to unretire the fort to play autosave 2 autosave 3 current autosave 1 save? It will never be overwritten, but you can delete it while loading. title screen, with their own active save. What would you like to name this manual What would you like to name this timeline? Saves starting here will be grouped on the Would you like to overwrite it? Return to game Save world and return to title menu Succumb to the invasion Settings Abandon the fortress to ruin Quit without saving Save and continue playing Retire the fortress (for the time being) Abandon Save and return to title menu Really quit? The fort will be saved but you will need to reclaim the fort to play save will be lost. Really quit without saving? All of your progress since the last Death Spiral Koganusan Expansive Cavern Dwarf Fortress Dabu & Simon Swerwer Do this if you want to keep the old save. May interfere with existing saves. Recommended! Multiple copies of the timeline found. Save to new timeline Save to new folder (same timeline) Save to this timeline Save to timeline folder: Return to title menu Continue Classic DF Main Theme Track playing: Classic DF Title Theme Tarn Adams Dabu & Agueda Macias Mountainhome Winter Entombs You Craftsdwarfship Strike the Earth! Strange Moods First Year Another Year Drink & Industry Vile Force of Darkness Hill Dwarf Forgotten Beast Toady Five Toady Six Toady Four Obsidian Suite Espagnole Part II Suite Espagnole Part III Dolomite Suite Espagnole Part I Toady Three Roldeth Toady One Toady Two The Tavern Part I The Tavern Part II Last track: Your strength has been broken. Withered Your settlement has been abandoned. Conquered Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern. Abandoned And remember: [C:2:0:1]Losing is fun![C:7:0:0] Retired The game is open-ended and you can do whatever you choose. If you'd like a goal, try to become a barony, then a Mountainhome. More likely, your dwarves will starve, unless you read the first few guides here! save/*.* save/current/world.sav Interlude playing: Last interlude: Haunted Lands Cages & Chains
of 20)
Open stockpile mode Finish mining Room completed ( End stairway Unpause Open mining mode Start stairway Zoom in oom out Move the camera up Move the camera down Skip tutorial Move the camera Your settlement has crumbled to its end. Start tutorial Dismiss the large red alert Click the help button Click a citizen or creature Close the information sheet Make the bed Place a bed Click workshop Add a Make bed"" task"
Place carpenter's workshop Construct workshop Stockpile wood Open building mode Designate tree Chop down tree Place All stockpile Open tree-felling mode After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials. (1 of 8) If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards. Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them! Non-interactive help will be available whatever you decide. On your own! Quick start and short tutorial? Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial? As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted. Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization. You'll begin by creating your world and watching the region's history unfold. Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains. Welcome to Dwarf Fortress Prepare to guide your stout charges to fortune in a world fraught with many perils. Don't show again There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface. Mining tasks are designated on the play area. Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button. (2 of 8) It's time to get to work! Let's start by digging a stairwell into the ground. You can zoom in and out of the play area using ], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons. The view will be dark underground until you begin mining. You can move the camera to the surface with the surface button (highlighted.) The ] hotkey will recenter on your wagon. ] or [C:2:0:1]roll the mouse wheel[C:7:0:0]. Hold shift to move faster. When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation. To change the camera's elevation, press ] and ] or hold the middle mouse button and drag the view. Your view is focused on one elevation at a time. To move the camera around, press supplies around your fortress where they are needed. [C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.) Click it now. The supplies on the wagon are in danger of being carried off by wild creatures! It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them. [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside. (3 of 8) but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material. Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0] Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0]. Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares. Mining through the stone layers further down may take longer, to unpause or use the highlighted controls at the top of the screen. You should pause regularly starting out. Let's make a safe place to work. Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode. order also works. Now we'll unpause the game and let the miner finish the task. Press There are several ways to mine. Stairwells (selected) start at one elevation and are completed at the next. [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground. Reversing the When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface. Make sure your woodcutter can walk to the designated location. Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0]. [C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0]. With shelter ready underground, it's time to build. First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0]. always be used to close most menus, as well as (4 of 8) good idea to keep your fortress clean. If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking. Right-clicking can Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0] button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for example. A separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option. If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0]. Click the add button, and click two corners of a rectangle somewhere safe to place your pile. [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground. [C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build. Add a task and make a [C:6:0:1]Bed[C:7:0:0]. Chop down more trees if necessary. Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed. Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0]. Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0]. When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0]. Once the worker is done, click on the building to select it. If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0]. Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground. [C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button. Click it now. Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0]. (5 of 8) Now that you have the building materials it's time to start building. You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode. Right clicking closes most menus. If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one. Now we just need to wait for the woodcutter to chop down the tree. If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0]. Important and sometimes urgent information is given as alerts on the left side of the screen. There have been several already! (7 of 8) This is an example urgent alert! These are very important. Ignore them at your peril. Feel free to pause and check out the information. Right click to dismiss the information sheet. Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more. You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button. The rest of the interface is now enabled. You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them. room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident. (6 of 8) [C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] category. Unlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground. With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep. Later you can create a Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress. Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0]. Dig a new room first if you like. [C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0]. [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value. Just the beginning If you dig down enough layers you will find a near infinite amount of [C:6:0:1]Boulders[C:7:0:0] of various kinds as well as some [C:6:0:1]Rough Gems[C:7:0:0] if you are lucky. Make the appropriate workshop with [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Crafts[C:7:0:0]. An obvious material to use to make the crafts is rock. You need something of value to trade. [C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly. You may need supplies before the coming of winter. To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu. Preparing for the Caravan (8 of 8) Hover over an alert icon to see the information. Left click on an alert for recentering options, and right click to dismiss an alert. There have been a few already! There has been one already! [C:7:0:0], [C:2:0:0] Woodcutter Click here and make sure you have a [C:2:0:0] [C:7:0:1]Labor[C:7:0:0] Some essential tasks must be assigned from the [C:5:0:1]Labor[C:7:0:0] menu. To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0]. Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes. [C:7:0:1]Shelter[C:7:0:0] By now you should have a room underground where your residents can hide from the creatures above. In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food. Use the arrow at the top of this window to minimize the tutorial when it obscures your view. The [C:5:0:1]Help[C:7:0:0] button at the top of the screen contains more guides. Click it now, and this tutorial will be concluded. There's a lot more to learn! As you enter new menus, there will be information and tips. Absent alcohol and in warmer weather, you can designate a [C:3:0:0]Water Source[C:7:0:0] from the [C:5:0:1]Zones[C:7:0:0] menu at a river or pond, so that your residents have water to drink. You'll want one of these anyway for other purposes, like cleaning If you survive until the caravan comes you may also trade for [C:6:0:1]Drinks[C:7:0:0] or [C:6:0:1]Plants[C:7:0:0] there. The number of [C:6:0:1]Drink[C:7:0:0] rations can be seen at the top of the screen. may try [C:5:0:1]Planting[C:7:0:0] or [C:5:0:1]Gathering[C:7:0:0]. The task also requires a [C:6:0:1]Barrel[C:7:0:0] from the [C:6:0:0]Carpenter's Workshop[C:7:0:0]. This is done by building a [C:6:0:0]Still[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Still[C:7:0:0]. Once the [C:6:0:0]Still[C:7:0:0] is constructed, click on it and add the task [C:3:0:1]Brew Drink from Plant (or fruit)[C:7:0:0]. If you have no suitable [C:6:0:1]Plants[C:7:0:0], you There are two ways to make drinks for your residents. The main way is by brewing alcohol. But if one of these brave workers falls, you'll need to assign somebody to these duties. [C:7:0:1]Drink[C:7:0:0] [C:7:0:0]. If you haven't suffered any casualties, you should have these labors assigned already. [C:7:0:0], and [C:2:0:0] Fisherdwarf Now your [C:2:0:0]Planters[C:7:0:0], those that can access both the [C:6:0:0]Farmplot[C:7:0:0] and the [C:6:0:1]Spawn[C:7:0:0], will plant the field, and after a period of growth, they'll be harvested. If you'd like to focus a few of your citizens on farming, which gives skill benefits, you can assign them to the [C:2:0:0]Planters[C:7:0:0] work detail from the [C:5:0:1]Labor[C:7:0:0] menu. [C:6:0:1]Plump Helmets[C:7:0:0] are edible and the default [C:6:0:0]Wagon[C:7:0:0] comes with [C:6:0:1]Plump Helmet Spawn[C:7:0:0], which are their "seeds". Note that you can obtain aboveground [C:6:0:1]Seeds[C:7:0:0] from trade or by eating gathered [C:6:0:1]Plants[C:7:0:0], but aboveground farming exposes your [C:2:0:0]Planters[C:7:0:0] to dangers and the elements. You need to select the crops to be grown each season. Click on the [C:6:0:0]Farmplot[C:7:0:0] you placed to pull up the [C:5:0:1]Farming[C:7:0:0] menu. This isn't rich soil, but will suffice for now. Dig deeper to find better soil. Select [C:5:0:1]Farmplot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu. It's in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Farmplot[C:7:0:0]. Place the [C:6:0:0]Farmplot[C:7:0:0] on the subterranean soil. Make sure to leave the ceiling above intact so the underground soil doesn't receive any sunlight. With a subterranean soil floor exposed, you can place an underground [C:6:0:0]Farmplot[C:7:0:0]. The underground rectangle must be near the surface, where there is soil (loam, clay, or sand.) One level down should suffice, before you hit rock. The highest mountain elevations do not have soil. The [C:6:0:0]Wagon[C:7:0:0] comes with some [C:6:0:1]Seeds[C:7:0:0], but as you might expect, these crops must be grown underground! Using [C:5:0:1]Mining[C:7:0:0] orders, you'll need to carve out a rectangular area underground for your [C:6:0:0]Farmplot[C:7:0:0]. and certain [C:6:0:0]Workshop[C:7:0:0] tasks. You may find water underground. There's some food on the embark [C:6:0:0]Wagon[C:7:0:0], and you can trade for food, but you can also grow your own. [C:6:0:1]Meat[C:7:0:0] from [C:2:0:0]Livestock[C:7:0:0] you slaughter is a source of food. To slaughter an [C:2:0:0]Animal[C:7:0:0] you must first build a [C:6:0:0]Butcher's Shop[C:7:0:0]. Then draw a rectangle over the bushes you wish to search. [C:7:0:1]Butchering[C:7:0:0] [C:7:0:1]Gathering[C:7:0:0] It is possible to survive by gathering plants outside. Do this by selecting the [C:5:0:1]Gathering[C:7:0:0] order. Remember, your workers do not eat raw fish! You must build a [C:6:0:0]Fishery[C:7:0:0] to prepare them. Do this by selecting [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Fishery[C:7:0:0]. fishing labor assigned will begin fishing automatically. You can optionally choose to designate a [C:3:0:0]Fishing[C:7:0:0] zone if you don't want your workers going far afield. [C:7:0:1]Fishing[C:7:0:0] If there is a river or pond nearby you may consider fishing. If the water isn't frozen, a worker with the [C:6:0:1]Potash[C:7:0:0] is the fertilizer of choice, and it can be created in the [C:6:0:0]Ashery[C:7:0:0], using [C:6:0:1]Ash[C:7:0:0] from [C:6:0:1]Wood[C:7:0:0] burned in a [C:6:0:0]Wood Furnace[C:7:0:0]. A [C:3:0:0]Water Source[C:7:0:0] zone and a [C:6:0:1]Bucket[C:7:0:0] are also required. [C:6:0:1]Fertilizer[C:7:0:0] is not needed to farm. [C:6:0:1]Fertilizer[C:7:0:0] and skilled [C:2:0:0]Planters[C:7:0:0] have a direct impact on crop yield. These effects are more pronounced deep underground where you can locate the cavern biome and its rich soil. [C:1:0:0]Burrows[C:7:0:0] are work and living areas where citizens can be assigned. Workers will try to limit their tasks to the confines of the [C:1:0:0]Burrow[C:7:0:0], but they will sometimes form paths which pass through other areas. Just make sure you have the correct [C:6:0:0]Furniture[C:7:0:0] placed in the rooms with [C:6:0:0]Doors[C:7:0:0] or vertical entries separating each room before you begin. Burrows Unlike [C:6:0:0]Stockpiles[C:7:0:0], multiple [C:3:0:0]Zones[C:7:0:0] can overlap. Certain [C:3:0:0]Zones[C:7:0:0] like [C:3:0:0]Bedrooms[C:7:0:0] can be placed several at a time. There are several kinds of [C:3:0:0]Zones[C:7:0:0], which you can see in the panel on the left. [C:3:0:0]Zones[C:7:0:0] are placed much like [C:6:0:0]Stockpiles[C:7:0:0]. [C:3:0:0]Zones[C:7:0:0] are areas you designate where your citizens will work, socialize, rest, or perform specific duties. To keep them alive use the [C:3:0:0]Pen/Pasture[C:7:0:0] zone from the [C:5:0:1]Zones[C:7:0:0] menu to select a section of grass and click the add button to assign the [C:2:0:0]Animals[C:7:0:0]. There you can select which [C:2:0:0]Animals[C:7:0:0] to slaughter. You may need to minimize the tutorial to see the [C:5:0:1]Slaughter[C:7:0:0] buttons. Note that some [C:2:0:0]Livestock[C:7:0:0] must eat vegetation to survive. Do this by selecting the building in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Butcher[C:7:0:0]. Once the shop is built, open the [C:5:0:1]Creatures[C:7:0:0] info menu. From there select the [C:5:0:1]Pets/Livestock[C:7:0:0] tab. Generally, almost every task will be available for every citizen, but you can both restrict both citizens and tasks. Citizens are restricted by using their [C:5:0:1]Specialization[C:7:0:0] button. If you don't have a [C:5:0:0]Bookkeeper[C:7:0:0], or they don't have an [C:3:0:0]Office[C:7:0:0] to work in, numbers may be approximate. Work details are one way you can control which workers do which tasks, and they are the only way to assign certain tasks like mining, woodcutting, hunting, and fishing. Here you can see every [C:6:0:1]Item[C:7:0:0] in the fortress. Click on category headings to collapse and expand them. When a route has a steep descent, consider using powered [C:6:0:0]Rollers[C:7:0:0], extra curves, track "stops" between [C:6:0:0]Stops[C:7:0:0] with various friction settings, or a worker to guide the vehicle. Stocks Only one condition needs to be satisfied for the [C:6:0:1]Minecart[C:7:0:0] to move to the next [C:6:0:0]Track Stop[C:7:0:0]. [C:6:0:1]Minecarts[C:7:0:0] that move too quickly around corners will spill their contents. One [C:6:0:1]Minecart[C:7:0:0] can be assigned to each route, and workers will move the vehicle from [C:6:0:0]Track Stop[C:7:0:0] to [C:6:0:0]Track Stop[C:7:0:0] according to conditions you specify. Each [C:6:0:0]Track Stop[C:7:0:0] must be linked to a [C:6:0:0]Stockpile[C:7:0:0] for [C:6:0:1]Items[C:7:0:0] to be put on or removed from the [C:6:0:1]Minecart[C:7:0:0]. Minecart routes [C:6:0:1]Minecarts[C:7:0:0] and [C:6:0:0]Tracks[C:7:0:0] are a convenient way to move a lot of objects around the fortress quickly, though they take a little effort to prepare. [C:1:0:0]Burrows[C:7:0:0] can be suspended and unsuspended freely. When a [C:1:0:0]Burrow[C:7:0:0] is suspended, assigned citizens will ignore it. It can be useful to assign all of your civilians to a safe emergency [C:1:0:0]Burrow[C:7:0:0] which you activate in case of intruders. All available witness information is presented for each case. You can also interrogate suspects. Certain crimes are indicative of larger problems, so you should pay attention to them, and affected victims and family members get upset if crime is ignored. It's up to you to choose whom to convict. Justice If you have a law enforcement administrator like a [C:5:0:0]Sheriff[C:7:0:0] or [C:5:0:0]Captain of the Guard[C:7:0:0], witnesses of crimes will make reports, which find their way here. Once they are assigned, you can create work orders, run a [C:1:0:1]Hospital[C:7:0:0], and count and appraise your hoard. Nobles and certain administrators require rooms, and some may also make demands. These can also be assigned from the squad menu. Certain important functions in your fortress can only be performed by assigned administrators, such as the [C:5:0:0]Manager[C:7:0:0] and [C:5:0:0]Bookkeeper[C:7:0:0]. [C:5:0:0]Militia Commanders[C:7:0:0] are assigned here. Once the first leader is assigned, subsequent [C:5:0:0]Captain[C:7:0:0] positions will appear. Nobles and administrators Here you can view your nobles, as well as assign your administrators, military leaders, and other officials. Tasks are restricted by setting their work detail to [C:5:0:1]"Only selected do this"[C:7:0:0]. If a task does not have a default work detail, you can create a custom work detail. Once you assign citizens to the task, you can then set [C:5:0:1]"Only selected do this"[C:7:0:0] if you want to restrict it. Raids are created by clicking on any site not belonging to your civilization. Work orders are used to automate [C:3:0:1]Tasks[C:7:0:0] in [C:6:0:0]Workshops[C:7:0:0]. Stolen [C:6:0:1]Artifacts[C:7:0:0] and kidnapped citizens can be recovered by preparing missions from this screen. You can also cause trouble if you'd like to raid your neighbors. The World The world created at the beginning of the game is active, and others may take an interest in your outpost as it grows. It is recommended that you prepare a squad and get them training as soon as you can. You have no idea what's lurking out there. Although this location is relatively safe, it is recommended that you prepare a squad and get them training at some point. Wildlife and even your own citizens can still be dangerous at times. This is the squad menu. Here you can create squads, fill their positions, assign equipment and schedules, and give specific orders. Officers may opt for physical punishment if they cannot carry out custodial sentences. Squads This is particularly important for schemes where the witnesses might not have the full story. It is recommended to place a certain number of [C:6:0:0]Cages[C:7:0:0] and [C:6:0:0]Chains[C:7:0:0] and assign them to a [C:3:0:0]Dungeon[C:7:0:0] zone. When trading you select which goods you want from the list on the left, and which goods of yours to trade from the list on the right. Then hit [C:5:0:1]"Trade"[C:7:0:0]. The trader will accept if the deal is fair and select [C:5:0:1]"Trade"[C:7:0:0]. Don't worry if you have no [C:5:0:0]Broker[C:7:0:0], just select [C:5:0:1]"Anyone can Trade"[C:7:0:0]. You cannot trade until your [C:5:0:0]Broker[C:7:0:0] or another resident arrives at the depot. When the caravan arrives at the [C:6:0:0]Trade Depot[C:7:0:0], you must click on the depot and select [C:5:0:1]"Bring Goods to Depot"[C:7:0:0]. Here you can select which goods you wish to trade. After everyone has brought their goods you can The [C:6:0:0]Carpenter's Workshop[C:7:0:0] is the best place to make lightweight [C:6:0:1]Bins[C:7:0:0] and [C:6:0:1]Barrels[C:7:0:0], but they can also be made at the [C:6:0:0]Stoneworker's Shop[C:7:0:0] and the [C:6:0:0]Metalsmith's Forge[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are created at the [C:6:0:0]Clothier's Shop[C:7:0:0] or the [C:6:0:0]Leatherworks[C:7:0:0]. [C:6:0:1]Barrels[C:7:0:0], and [C:6:0:1]Bags[C:7:0:0]. [C:6:0:1]Barrels[C:7:0:0] are used to store [C:6:0:1]Food[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are used to store [C:6:0:1]Seeds[C:7:0:0] (and some other things like [C:6:0:1]Sand[C:7:0:0]). [C:6:0:1]Bins[C:7:0:0] hold just about everything else except [C:6:0:1]Furniture[C:7:0:0], [C:6:0:1]Wood[C:7:0:0] and [C:6:0:1]Boulders[C:7:0:0]. The system is reasonably powerful and you can eventually automate almost all of your production if you wish. If you find that your stockpiles are filling up too fast, you can create room by building [C:6:0:1]Bins[C:7:0:0], You can limit work orders to a number of [C:6:0:0]Workshops[C:7:0:0]. You can also create work orders at specific [C:6:0:0]Workshops[C:7:0:0] from their building sheet. These work orders are set to complete a certain number of [C:3:0:1]Tasks[C:7:0:0] and can be given start conditions. For instance, you can create an order to [C:3:0:1]Make Wooden Bins[C:7:0:0] if you are out of empty ones, to [C:3:0:1]Brew Drinks[C:7:0:0] if you are running low, or to [C:3:0:1]Make Five Statues[C:7:0:0] every month. To get [C:6:0:1]Fuel[C:7:0:0] you need to make [C:6:0:1]Charcoal[C:7:0:0] with a [C:6:0:0]Wood Furnace[C:7:0:0], found at [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Wood Furnace[C:7:0:0]. [C:6:0:1]Ore[C:7:0:0] is mined underground, below the soil layers. If you have found magma you can build a [C:6:0:0]Magma Smelter[C:7:0:0] directly over it, otherwise you need [C:6:0:1]Fuel[C:7:0:0]. In order to make [C:6:0:1]Metal Bars[C:7:0:0] for the [C:2:0:0]Metalsmith[C:7:0:0], you must smelt [C:6:0:1]Ore[C:7:0:0]. This can done at the [C:6:0:0]Smelter[C:7:0:0] which can be found under [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Smelter[C:7:0:0]. Other nobles may appear or be assigned as the game progresses. Use the [C:5:0:1]Nobles and administrators[C:7:0:0] menu to check their wants and needs. The [C:3:0:0]Zone[C:7:0:0] you select must contain a [C:6:0:0]Chair[C:7:0:0], or you can paint a [C:3:0:0]Zone[C:7:0:0] and place a [C:6:0:0]Chair[C:7:0:0] later. Remember to assign the [C:5:0:0]Administrator[C:7:0:0] to the [C:3:0:0]Office[C:7:0:0]. Some [C:5:0:0]Administrators[C:7:0:0] will require [C:3:0:0]Offices[C:7:0:0] to perform their work. You can create these with [C:5:0:1]Zones[C:7:0:0] -> [C:5:0:1]Office[C:7:0:0]. In order for some functions to be used, like work orders or bookkeeping, [C:5:0:0]Administrators[C:7:0:0] must be assigned. To do this select the [C:5:0:1]Nobles and administrators[C:7:0:0] menu and click the add button to assign somebody. they can carry away the weight of the things you are selling. Note that if you have a [C:5:0:0]Broker[C:7:0:0] the value of each good with be shown if their skill is high enough. [C:6:0:0]Wells[C:7:0:0] require a [C:6:0:1]Bucket[C:7:0:0], [C:6:0:1]Blocks[C:7:0:0], a [C:6:0:1]Rope[C:7:0:0] or [C:6:0:1]Chain[C:7:0:0], and [C:6:0:1]Mechanisms[C:7:0:0]. They can be built over any body of water. It is possible to find water underground, or divert it from the surface. Non-alcoholic water is essential to a functioning fortress. The most favored place to get it is from a [C:6:0:0]Well[C:7:0:0]. There are also predesigned traps, such as [C:6:0:0]Weapon[C:7:0:0], [C:6:0:0]Cage[C:7:0:0], and [C:6:0:0]Stone-Fall Traps[C:7:0:0]. These require a [C:6:0:1]Weapon[C:7:0:0], [C:6:0:1]Cage[C:7:0:0], or [C:6:0:1]Boulder[C:7:0:0] to function. Then click on the [C:6:0:0]Lever[C:7:0:0] and choose to link it to a [C:6:0:0]Bridge[C:7:0:0] or [C:6:0:0]Door[C:7:0:0]. This will lock the [C:6:0:0]Door[C:7:0:0] or raise the [C:6:0:0]Bridge[C:7:0:0], locking you inside. Most require [C:6:0:1]Mechanisms[C:7:0:0] made at the [C:6:0:0]Mechanic's Shop[C:7:0:0], using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Mechanic[C:7:0:0]. To stop some enemies from entering your fortress use [C:5:0:1]Build[C:7:0:0] -> [C:5:0:1]Machines/fluids[C:7:0:0] -> [C:5:0:1]Lever[C:7:0:0] to build a [C:6:0:0]Lever[C:7:0:0]. The best way to avoid this fate is to build traps and lock the ways into your fortress. The ways to build traps are as wild as your imagination. It is a dangerous world, and if the entrances of your fortress are left open, you can succumb to invasions. You may switch to other forms of [C:6:0:1]Fuel[C:7:0:0] later, such as [C:6:0:1]Coal[C:7:0:0], but you will usually need [C:6:0:1]Charcoal[C:7:0:0] from the [C:6:0:0]Wood Furnace[C:7:0:0] to start the process. There are five types of [C:1:0:1]Locations[C:7:0:0], which we'll go over in turn. [C:7:0:1]Taverns[C:7:0:0] [C:3:0:0]Meeting Areas[C:7:0:0] are [C:3:0:0]Zones[C:7:0:0] where your citizens gather when not working or taking care of their needs. [C:3:0:0]Zones[C:7:0:0] can be assigned to special [C:1:0:1]Locations[C:7:0:0]. Usually one [C:3:0:0]Meeting Area[C:7:0:0] is sufficient, but [C:1:0:1]Locations[C:7:0:0] can span several [C:3:0:0]Zones[C:7:0:0]. [C:6:0:1]Skins[C:7:0:0] can be obtained by butchering [C:2:0:0]Livestock[C:7:0:0] at the [C:6:0:0]Butcher's Shop[C:7:0:0]. [C:6:0:1]Skins[C:7:0:0] are tanned at the [C:6:0:0]Tanner's Shop[C:7:0:0], and made into [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Leather Works[C:7:0:0]. weave [C:6:0:1]Cloth[C:7:0:0] at the [C:6:0:0]Loom[C:7:0:0], then make [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Clothier[C:7:0:0]. Gathered [C:6:0:1]Silk[C:7:0:0] can go directly to the [C:6:0:0]Loom[C:7:0:0]. gather [C:6:0:1]Silk[C:7:0:0], or tan [C:6:0:1]Skins[C:7:0:0] for [C:6:0:1]Leather[C:7:0:0]. After harvesting plants like the [C:6:0:1]Pigtail[C:7:0:0], first process them at the [C:6:0:0]Farmer's Workshop[C:7:0:0], then Eventually the [C:6:0:1]Clothing[C:7:0:0] that your residents start with will rot away. While it is possible to trade for [C:6:0:1]Clothing[C:7:0:0], [C:6:0:1]Cloth[C:7:0:0], or [C:6:0:1]Leather[C:7:0:0], you can also farm [C:6:0:1]Pigtails[C:7:0:0], You can then build [C:6:0:0]Walls[C:7:0:0] around the stairs until the leaking water is blocked off. Repeat this pattern until you get below the aquifer. Aquifers can block the downward progress of your fortress, but it is possible to bypass them. One way is to simply re-designate the damp stone for mining in order to build a 3x3 room around the stairs. that you increase the value of the temple by decorating or adding [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0]. You can also add [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] to hold [C:6:0:1]Musical Instruments[C:7:0:0] that the faithful will use. You can see how many worshipers of each deity live in your fortress by scrolling over their names. In the [C:6:0:1]Temple Info Menu[C:7:0:0] you can see the value of the [C:1:0:1]Temple[C:7:0:0]. Sometimes the worshipers will demand Upon creation of the [C:1:0:1]Location[C:7:0:0] you must choose which deity to dedicate the [C:1:0:1]Temple[C:7:0:0] to, if any. Sometimes the adherents to a certain religion will demand that you build a [C:1:0:1]Temple[C:7:0:0] to their specific deity. [C:7:0:1]Temples[C:7:0:0] [C:1:0:1]Temples[C:7:0:0] are places for faithful residents to commune with their chosen deity. From the [C:5:0:1]Tavern Info Menu[C:7:0:0] you can choose to assign [C:5:0:0]Performers[C:7:0:0] or a [C:5:0:0]Tavern Keeper[C:7:0:0] who will serve the visitors drinks. There is also an option to allow outsiders to come to your [C:1:0:1]Tavern[C:7:0:0]. You may also leave a cleared space your tavern-goers will use as a dance floor. If you have any [C:6:0:1]Musical Instruments[C:7:0:0] these can also be used by the [C:1:0:1]Tavern[C:7:0:0]. The inhabitants also like to drink from [C:6:0:1]Goblets[C:7:0:0], [C:6:0:1]Cups[C:7:0:0], or [C:6:0:1]Mugs[C:7:0:0]. These must be stored in [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Tavern[C:7:0:0]. Optionally you can place [C:6:0:0]Tables[C:7:0:0] and [C:6:0:0]Chairs[C:7:0:0] where your residents can eat. [C:1:0:1]Taverns[C:7:0:0] are where your residents gather to drink, socialize, tell stories, and dance. To have a fully functioning [C:1:0:1]Tavern[C:7:0:0] you must have a [C:6:0:0]Stockpile[C:7:0:0] with [C:6:0:1]Booze[C:7:0:0] in it, preferably close by. The [C:5:0:0]Doctor[C:7:0:0] will need a [C:6:0:0]Table[C:7:0:0] to perform surgeries. Some injuries will require [C:6:0:0]Traction Benches[C:7:0:0] which can be built at the [C:6:0:0]Mechanic's Shop[C:7:0:0]. You will need to assign a [C:5:0:0]Doctor[C:7:0:0] to the [C:1:0:1]Hospital[C:7:0:0] from the [C:5:0:1]Hospital Info Menu[C:7:0:0]. Later you can assign [C:5:0:0]Doctors[C:7:0:0] to specific roles such as the [C:5:0:0]Diagnostician[C:7:0:0]. Chief Medical Dwarf [C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. Some patients will need [C:6:0:1]Crutches[C:7:0:0] after they are treated. You will need to appoint a [C:5:0:0] You must build [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Hospital[C:7:0:0] to store these items. Some injuries require [C:6:0:1]Splints[C:7:0:0], or [C:6:0:1]Gypsum Plaster Powder[C:7:0:0] for [C:6:0:1]Orthopedic Casts[C:7:0:0]. [C:6:0:1]Soap[C:7:0:0] is necessary to prevent infection. To fully function your [C:1:0:1]Hospital[C:7:0:0] needs to have [C:6:0:0]Beds[C:7:0:0], [C:6:0:1]Buckets[C:7:0:0] (with a source of water), [C:6:0:1]Thread[C:7:0:0] for sutures, and [C:6:0:1]Cloth[C:7:0:0] for bandages. Your unfortunate citizens are taken to the [C:1:0:1]Hospital[C:7:0:0] when injured. There they will rest and given water until they are seen by a [C:5:0:0]Doctor[C:7:0:0]. You can also assign [C:5:0:0]Performers[C:7:0:0] to the [C:1:0:1]Temple[C:7:0:0] and even [C:5:0:0]Priests[C:7:0:0] once the [C:1:0:1]Temple[C:7:0:0] becomes more established. [C:7:0:1]Hospitals[C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. Then from the [C:5:0:1]Squad[C:7:0:0] menu you can assign your first squad, led by the [C:5:0:0]Commander[C:7:0:0]. First you must decorating the hall and building [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0]. Before you can create a military, you must appoint a [C:5:0:0]Militia Commander[C:7:0:0] and see how many workers of each profession there are and whether a guild has been established. As the guild grows in power they may demand a [C:1:0:1]Guildhall[C:7:0:0] of greater value. This can be increased by [C:1:0:1]Guildhalls[C:7:0:0] are where the workers of specific professions gather to socialize and share their knowledge. When deciding which guild to dedicate the [C:1:0:1]Guildhall[C:7:0:0] to, you can scroll over the names of the guilds [C:6:0:1]Writing Material[C:7:0:0] for the [C:5:0:0]Scribes[C:7:0:0] to write on. [C:7:0:1]Guildhalls[C:7:0:0] In order to hold [C:6:0:1]Scrolls[C:7:0:0] and [C:6:0:1]Codices[C:7:0:0] you will need [C:6:0:0]Bookcases[C:7:0:0]. You will also need [C:6:0:0]Tables[C:7:0:0] for your [C:5:0:0]Scribes[C:7:0:0] to work on. [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] are needed to store the From the [C:5:0:1]Library Info Menu[C:7:0:0] you can assign [C:5:0:0]Scholars[C:7:0:0] who discuss their interests with the inhabitants, and [C:5:0:0]Scribes[C:7:0:0] to record them. Beware! Some knowledge is dangerous. [C:7:0:1]Libraries[C:7:0:0] The thirst for knowledge some residents have can be satisfied at the [C:1:0:1]Library[C:7:0:0]. You can also click on details to customize each individual soldier. The [C:5:0:1]Schedule menu[C:7:0:0] is a powerful tool to give automatic orders to the selected squad. The [C:5:0:1]Equipment[C:7:0:0] menu allows you to customize the uniforms of the selected squads. You can assign new uniforms to your squads or add a new one to customize it and add it to the uniform list. the [C:5:0:1]Burrow[C:7:0:0] menu) for your squad to defend. The [C:3:0:1]Training[C:7:0:0] order allows your soldiers to train, but you must first assign a [C:3:0:0]Barracks[C:7:0:0] created from the [C:5:0:1]Zones[C:7:0:0] menu. You can make a [C:3:0:1]Station[C:7:0:0] order to have your squad stand in that position. You can create a [C:3:0:1]Patrol Route[C:7:0:0] and assign your squads to it. The [C:3:0:1]Defend Burrow[C:7:0:0] order gives you a list of [C:1:0:0]Burrows[C:7:0:0] (created by pressing or the whole squad from the [C:5:0:1]Squad[C:7:0:0] menu. The orders can be found at the bottom of the [C:5:0:1]Squad[C:7:0:0] menu when somebody is selected. You can make a [C:3:0:1]Kill[C:7:0:0] order and confirm it. are the checkmark to select the squad to give orders and the [C:5:0:1]Position[C:7:0:0] button to add more soldiers to the squad. You can give individual orders to the soldiers by selecting them with the checkmark from the [C:5:0:1]Position[C:7:0:0] menu can select the leader from the buttons at the top of the squad screen. The most important buttons assign the uniform. A new uniform can be assigned later. The squad can be customized and you below. If there's no solid ground below the square being channeled, channeling will destroy the floor and create a hole instead. Once a ramp is present, you can start using the regular mining command on the higher level. Digging a channel will mine out a floor or wall at the current level and dig out a ramp at the level and an adjacent wall with an open floor above for the ramp to be usable. Digging a ramp into a wall on the same level will create a connection to the higher level and remove the ceiling. This leaves a "ceiling" above and "floor" below the empty space you have mined. A ramp is a special square that can be traversed to the level above. There must be space above a ramp column itself will assign the routine to the selected squad. The regular mining command digs a tunnel into the side of a mountain or deep underground. for each month, line up with your chosen routine, go down the column, and press edit on the orders lining up with the month. You can also copy an order from any cell. Clicking on the You can also give your squads a monthly schedule. The routines are aligned along the top of the grid and the months of the year are shown down the left side. To assign different orders Routines are individual orders given to a squad or individual members of a squad. From here you can assign and edit the routines your soldiers will follow. desperately needed water, fungal lumber, and other tantalizing mysteries. To attract migrants and build a successful settlement, In order to pursue the wealth of the earth, you must dig deeper! Valuable gems and precious metals can be found, along with richer soil, you want to dump using the [C:5:0:1]Dump Designation[C:7:0:0] tool. There are many treasures and perils deep underground. then designate [C:6:0:1]Items[C:7:0:0] for [C:3:0:1]Dumping[C:7:0:0]. This can be done either from the [C:5:0:1]Item's Info Sheet[C:7:0:0] or by dragging a rectangle over everything If your [C:6:0:0]Refuse Stockpile[C:7:0:0] starts to fill up you can create a [C:3:0:0]Dump Zone[C:7:0:0]. Use the [C:5:0:1]Zones[C:7:0:0] menu to select [C:3:0:0]Garbage Dump[C:7:0:0] and draw a rectangle over a cliff or hole and Some [C:6:0:1]Refuse[C:7:0:0] can be put to use, for instance [C:6:0:1]Shells[C:7:0:0] can be turned into [C:6:0:1]Crafts[C:7:0:0]. Most of it will just generate foul smelling [C:0:0:1]Miasma[C:7:0:0]. This includes everything from [C:6:0:1]Bones[C:7:0:0] and other [C:6:0:1]Remains[C:7:0:0] to worn-out [C:6:0:1]Clothing[C:7:0:0]. You can gather the [C:6:0:1]Refuse[C:7:0:0] in a [C:6:0:0]Refuse Stockpile[C:7:0:0]. To easily see which ramps go up or down, click the [C:5:0:1]Ramp Vision[C:7:0:0] button by the minimap. As your dwarves live and work in your fortress they will generate [C:6:0:1]Refuse[C:7:0:0]. But this is only the beginning. Ultimately, your true goals are up to your imagination. Call visitors from all over the world with the greatest tavern, library, or temple the world has ever known. and finally become a Mountainhome by seating them on a legendary throne with seven mythical symbols of office. You'll be an accomplished player at this point. can attract the existing monarch of the civilization. This is the first step to completing the game. Next, you'll need to satisfy your ruler's needs, From there, you can build your wealth, export goods, and attract more migrants until you become a county then a duchy. A happy fortress with many exports and massive wealth miserable fortress. The current and optional path to victory is to have your fortress elevated to a barony. Monitor their thoughts to identify problems that you can solve. Unhappy citizens can act out and cause trouble, and fewer people will risk travel to a Alcohol, good food, and personal rooms go a long way. Meet their needs by providing [C:3:0:0]Meeting Areas[C:7:0:0] and [C:1:0:1]Locations[C:7:0:0] for socializing, worship, and study. you will need to keep your citizens happy. There are many ways to maintain your citizens. Your exploits will be recorded for Legends mode and by the master engravers in subsequent fortresses in your world. region Build an elaborate water-powered contraption or domesticate previously untameable wild beasts. Settle in unliveable regions tormented by ancient evils and defend your fortress from zombies with your own army of vampires. weeping praying looks terrified looks dejected burning melting making a plaintive gesture being shot laughing falling smeared out into a spiral in a fetal position making a submissive gesture committing a depraved act being tortured screaming cringing torturing prostrating itself before being mutilated being flayed unnaturally contorted engraving cooking contemplating laboring striking a triumphant pose striking a menacing pose withering away suffering looks confused looks offended praying to hiding raising striking down embracing speaking with refusing greeting fighting with massacring surrounded by shooting burning admiring devouring committing a depraved act upon Front Compound Given name Random Name the symbol Name the squad Name the location Name the image Name your group Name your settlement being mutilated by hanging from being flayed by impaled on engraving cooking contemplating Present Participle Past Participle Preterite Present (3rd) Present (1st) Prefix Adjective Plural Noun Singular Noun Hyphen Compound Second Adjective First Adjective Rear Compound Existing image Related to civilization or other group Related to site Related to historical figure Leave editor and discard data Any image data you've changed will be lost. Keep working Don't perform action You won't perform your action if you leave. Warning! Image information Image information for engraving Image information for The symbol of Delete element Action or relationship Artifact Object Historical figure Civ commission Civilization symbol Group commission Group symbol Allow artist to choose Let your mind wander Specify a new image performance troupe merchant company civilization outcast local nomadic migrating These are This is a Choose Y: Choose X: Untitled/unnamed (0 for unnumbered plural) Number: thread leather Specify type military organization religion vessel government Setting material Spikes Hanging rings Covered Setting type Specify size material map/set too long Music Volume: Master Volume: Change it to [SOUND:YES] for audio. Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar. Audio has been manually disabled. Range: No fullscreen resolutions detected. Detect Resolution: Fullscreen Windowed drops drinks straps draws to load a macro. to save a macro to a file. to play back a recorded macro. to record/stop recording a macro. Fast repeat Delayed repeat Don't repeat Macros Text entry Fortress General Average Seconds Between Tracks/Interludes: Sound Effects Volume: Ambience Volume: Difficulty Keybindings prefs/interface.txt data/init/interface.txt Economy: (Custom) Normal Enemies: Custom settings Restore defaults No macros created. Lanczos Nearest-neighbor Automatic Scaling mode Use Classic ASCII glyphs Graphical FPS cap (default 50) Maximum interface percentage (not counting minimap/elevation) Window is resizable (takes effect on restart) Initial window height (if windowed) Initial window width (if windowed) Interface scaling percentage if not fitting width Desired grid height for scaling (default = 64) Desired grid width for scaling (default = 170) Scale interface to fit grid height/width Always If points remain Prepare carefully embark confirmation Confirmation window for all embarks Pause after loading Pause after every autosave Autosave the game after embark Seasonal Semiannual Yearly Autosave frequency Mwheel Mouse: Default low traffic path cost Default normal traffic path cost Default high traffic path cost Default embark height Default embark width Enable multithreading (experimental!) Log world generation map rejects Keyboard cursor enabled Walking spreads spatter Enable testing arena (on next title) Enable artifact moods Enable caveins Enable weather Enable temperature In site finder Show tunnels on world map Show improvement quality in item names Engravings start obscured Total seed cap Seed cap (per species) Cull dead units at Visitor cap Baby+child cap (percentage of total) Baby+child cap Strict population cap (includes births) Population cap Storage path decrease (bin combine) Storage path decrease (barrel combine) Storage path decrease (bucket combine) Storage path decrease (seed bag combine) Storage path decrease (# of contained item cap) Default restricted traffic path cost Disabled Number of key repeats before accelerating Milliseconds for each key repeat Key hold milliseconds before repeat Game frames-per-second cap (default 100) Show frames-per-second Grazing coefficient (higher = less grass) Nickname position (legends mode) Replace all Centralize Replace first Nickname position (fort mode) Show all historical events in engravings etc. Number of lower elevation layers to show Show up/down arrows on ramps at current elevation Show numeric liquid levels Enemy production trigger 1 Enemy population trigger 5 Enemy population trigger 4 Enemy population trigger 3 Enemy population trigger 2 Enemy population trigger 1 Curious wilderness creatures can come to cause trouble Werebeasts can attack Megabeasts can attack Civilizations can attack Maximum embark dimension Compressed saves (recommended!) Milliseconds between macro instructions Milliseconds interface shutdown after recenter Maximum key repeat acceleration multiplier Wilderness irritation decay (more = safer) Wilderness irritation minimum (less = sooner) Wilderness sensitivity (less = sooner) Forgotten beast wealth divisor (more = safer) Forgotten beast irritation minimum (less = sooner) Forgotten beast sensitivity (less = sooner) Megabeast attack period (seasons) Enemy trade trigger 5 Enemy trade trigger 4 Enemy trade trigger 3 Enemy trade trigger 2 Enemy trade trigger 1 Enemy production trigger 5 Enemy production trigger 4 Enemy production trigger 3 Enemy production trigger 2 Economy population trigger 1 Diplomacy tree-fell count (untamed wilds) Diplomacy tree-fell count Cavern dweller maximum attackers Cavern dweller scale (increase per attack) Siege frequency (percentage, otherwise raid) Minimum raids between sieges (per civ) Minimum raids before first siege (per civ) Invasion cap (monsters, attack three+) Invasion cap (regulars, attack three+) Invasion cap (monsters, attack two) Invasion cap (regulars, attack two) Invasion cap (monsters, attack one) Invasion cap (regulars, attack one) Vampire migrant fraction (more = safer) Werebeast attack period (seasons) (mods) Land holder population trigger Economy trade trigger 5 Economy trade trigger 4 Economy trade trigger 3 Economy trade trigger 2 Economy trade trigger 1 Economy production trigger 5 Economy production trigger 4 Economy production trigger 3 Economy production trigger 2 Economy production trigger 1 Economy population trigger 5 Economy population trigger 4 Economy population trigger 3 Economy population trigger 2 Failed to open for writing prefs/init.txt Demand period (more = fewer) Mandate period (more = fewer) Grand guild unit count Guild unit count Value of grand guildhall Value of guildhall High priesthood unit count Priesthood unit count Value of temple complex Value of temple Land holder trade trigger Land holder production trigger [FULLSCREENY: [FULLSCREENX: [RESIZABLE: [WINDOWEDY: [WINDOWEDX: NO_EXCLUSIVE PROMPT [WINDOWED: [AVERAGE_TIME_BETWEEN_SONGS: [SFX_VOLUME: [AMBIENCE_VOLUME: [MUSIC_VOLUME: [MASTER_VOLUME: [SOUND: [USE_CLASSIC_ASCII: [COMPRESSED_SAVES: [RECENTER_INTERFACE_SHUTDOWN_MS: [MACRO_MS: [KEY_REPEAT_ACCEL_START: [KEY_REPEAT_ACCEL_LIMIT: [KEY_REPEAT_MS: [KEY_HOLD_MS: [G_FPS_CAP: [FPS_CAP: [MAXIMUM_INTERFACE_PERCENTAGE: [INTERFACE_SCALING_PERCENTAGE: [INTERFACE_SCALING_DESIRED_GRID_HEIGHT: [INTERFACE_SCALING_DESIRED_GRID_WIDTH: [INTERFACE_SCALING_TO_DESIRED_GRID: [INITIAL_SAVE: [AUTOSAVE_PAUSE: YEARLY SEMIANNUAL SEASONAL [AUTOSAVE: prefs/d_init.txt NEAREST LANCZOS [TEXTURE_PARAM: STANDARD SOFTWARE [PRINT_MODE: [LOG_MAP_REJECTS: [KEYBOARD_CURSOR: [WALKING_SPREADS_SPATTER_ADV: [WALKING_SPREADS_SPATTER_DWF: [TESTING_ARENA: [ARTIFACTS: [CAVEINS: [WEATHER: [TEMPERATURE: FINDER [SHOW_EMBARK_TUNNEL: IF_POINTS_REMAIN ALWAYS [POST_PREPARE_EMBARK_CONFIRMATION: [EMBARK_WARNING_ALWAYS: [PAUSE_ON_LOAD: [FORTRESS_SEED_CAP: [SPECIFIC_SEED_CAP: [CULL_DEAD_UNITS_AT: [VISITOR_CAP: [BABY_CHILD_CAP: [STRICT_POPULATION_CAP: [POPULATION_CAP: [STORE_DIST_BIN_COMBINE: [STORE_DIST_BARREL_COMBINE: [STORE_DIST_BUCKET_COMBINE: [STORE_DIST_SEED_COMBINE: [STORE_DIST_ITEM_DECREASE: [PATH_COST: [EMBARK_RECTANGLE: [MULTITHREADING: [MAXIMUM_EMBARK_DIM: [GRAZE_COEFFICIENT: [NICKNAME_LEGENDS: [NICKNAME_ADVENTURE: REPLACE_ALL CENTRALIZE REPLACE_FIRST [NICKNAME_DWARF: [SHOW_ALL_HISTORY_IN_DWARF_MODE: [NUMBER_OF_LOWER_ELEVATIONS_SHOWN: [SHOW_RAMP_ARROWS: [SHOW_FLOW_AMOUNTS: [SHOW_IMP_QUALITY: [ENGRAVINGS_START_OBSCURED: deque<T> too long r;HCx;X )8>-^<> l>Wvq>v *?'i.? d2?-w6? >?>@C?l t?,Iz? r;HCx;X )8>-^<> l>Wvq>v *?'i.? d2?-w6? >?>@C?l t?,Iz? ? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll Qkkbal [-&LMb#{' w+OQvr )\ZEo^m/ H*0"ZOW mj>zjZ IiGM>nw ewh/?y OZw3(? V_:X1: #+3;CScs Fail to schedule the chore! broken promise This function cannot be called on a default constructed task promise already satisfied future already retrieved future no state Histories of Jealousy Avarice Gluttony Cupidity Enterprise Industry Determination Resourcefulness Dynamism Mettle Diligence Tenacity Exertion Copyright (C) 2002-2023 by Tarn Adams Sound... Music... Colors... Shapes... Material templates... Patterns... Plants... Inorganics... Items... Tissue templates... Body detail plans... Buildings... Creature variations... Creature bodies... Entities... Creatures... Installed Mods install automatically when chosen during world creation. Author: Unnamed mod Version: Unknown author Description: Earliest compatible version: Must be before Must be after Conflicts with Requires Loading object files... Dwarf Fortress: Arena Text... Languages... Preparing text objects... Preparing material data... Preparing arena... Preparing graphics... Preparing Arena... Preparing screen... A Bay 12 Games Production Importing world... Dwarf Fortress uses FMOD by Firelight Technologies (only this inactive copy will be deleted) Are you sure you want to delete this world? Reclaim Fortress Delete Testing Arena Adventurer Interactions... Reactions... Finalizing descriptors... Finalizing languages... Finalizing inorganics... Finalizing material templates... Finalizing tissue templates... Finalizing plants... Finalizing buildings... Finalizing items... Finalizing creature variations... Finalizing body detail plans... Finalizing entities... Finalizing creatures... Finalizing interactions... Finalizing reactions... See the SDL folder for license information. SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga Timeline: World: saves Autosave Folder: Manual save Active save adventurer Start new game in existing world Continue active game Object testing arena Create new world Unknown Type Error Testing Arena (Adventurer) early spring autumn summer Are you sure you want to delete this game? winter Are you sure you want to delete this active world? (no other folders will be deleted) This Version of DF uses FMOD Studio All active/manual/autosaves there will be deleted! This version of DF uses SDL: Simple DirectMedia Layer, Copyright(C)1994-2023 Firelight Technologies Pty, Ltd. The topic being taught is The topic being discussed is This organizational activity will branch into specific social events. The topic being written about is This organizational activity will branch into specific play events. This organizational activity will branch into specific worship events. There is no specific information for this activity. About DF /world.sav data/credits.txt data/sound/song_title.ogg /world.dat Loading... data/sound/song_game.ogg [C:7:0:0] [C:3:0:1] The performance is at poetry is an example of The topic being considered is The dance has reached the point where its accompaniment is at Seed text beast_small beast_large humanoid humanoid_giant CUSTOM_LAW_MAKER failed_experiment_small failed_experiment_large ladies lady consort ladies consort lord consort lords consort CUSTOM_OUTCAST_LT hearthperson hearthpeople played for sympathy offered a bribe using the position made a blackmail threat, due to embezzlement a business rival, a jealous grudge, offered revenge upon by appealing to a shared worship of the sacrilegious a grudge, the persecutor the tormentor was too vain to accept death and agreed was too afraid not to comply gave in to fear of death offered immortality lured , while completely misreading the situation, met with , where the latter to a meeting with pulled rank made flattering remarks made a threat accepted in admiration of power spurned the law and agreed willingly the efforts of surrounding allies to stop the plot lack of respect of being willing to accept death being unafraid being unafraid of death being unafraid in the moment a lack of desire for vengeance being unswayed by the emotional appeal feeling no avarice being unaffected by the comments complied out of fear of agreed for love of accepted out of loyalty to trusted desired vengeance and willingly complied was swayed by the emotional appeal was overcome by greed succumbed to vanity was too unsettled by death to face it and agreed was too proud to accept death and agreed was too ambitious to accept death and agreed was too envious of others to face death and agreed loathing the powerful valuing the law , despite could not accept the uncertainty following death and agreed lack of fear toward hatred of lack of loyalty toward distrust of the efforts of co-conspirators to further the plot respect of fear of love of being afraid fearing of death loathed abuses of power and refused valued the law and refused being swayed by the emotional appeal feelings of greed feelings of vanity an unwillingness to accept death felt no loyalty to distrusted a desire for vengeance The plan worked. Effective pressure to comply came from co-conspirators surrounding and agreed respected was willing to accept eventual death and refused was not afraid and refused did not fear death and refused was unafraid in the moment lacked a desire for vengeance and refused was unswayed by the emotional appeal and refused felt no avarice and refused was unaffected by the comments and refused loyalty toward trust of admiration of power disdaining the law master father mother fellow athlete fellow believer ex-spouse companion apprentice guildmate fellow company member troupemate fellow order member in order to have an agent in in order to have someone to act on plots and schemes in in order to have law enforcement look the other way in neighbor Allies surrounding and refused had no respect for was unafraid of attempted to corrupt The plan failed. raised their suspicions and the plan was foiled. lover spouse corrupted subordinated fellow artist fellow scholar comrade-in-arms childhood friend prepare a coup instill terror initiate sabotage steal treasures plotted to frame under the influence of to handle the matter directly or through another party approached by job order violation export prohibition violation production order violation building destruction disorderly conduct murder a conspiracy to slow labor toward the fulfillment of plots and schemes in as a member of the wilds in order to secure embezzled funds in Subject revealed that in to corrupt the failed attempt by the corruption of a bribery conspiracy concocted , and an unknown party in order to plotted to infiltrate a embezzlement conspiracy a corruption conspiracy plotted to steal plotted to assassinate plotted to abduct began a position to give promised aided passing a portion of corruptly-obtained funds embezzling funds accepting bribes in exchange for leniency . The ritual involved using . The ritual took place in in becoming a permanent part of the living world vandalism embezzlement bribery blood-drinking treason espionage robbery attempted kidnapping kidnapping attempted murder attempted theft plotted to sabotage the activities of upon plotted to induce a war of by fooling a guildhall a grand guildhall agreed to establish in order to be brought to safety the bribery conspiracy a corrupt agreement was formed a temple a temple complex the plot of concocted by the embezzlement conspiracy the corruption conspiracy to sabotage the activities of to induce a war of to frame to infiltrate to eradicate monsters , becoming a resident of made an agreement with agreed to a parley with , becoming a citizen of to study to work as a mercenary to entertain the citizenry to entertain the world to oust to help rescue joined with to find as a guide after being compelled to serve to live a life of adventure has revealed the presence of the formation of a corrupt agreement to establish the agreement by the promise by to steal to assassinate to abduct the passing of corruptly-obtained funds by the embezzlement of the bribery of the agreement between the parley between to the living world the permanent joining by in bound service the joining of and become a citizen of and become a resident of Nameless Unidentified A plot Sabotage Corrupt Provide Position Attempted Bribery Attempted Espionage , agreed in Abduct Assassinate the conspiracy to slow labor the murder the kidnapping the theft multiple crimes the production order violation the export prohibition violation the job order violation is in fact an assumed identity. Subject's true name is Subject has used as an alias a nameless identity the robbery the crime Subject revealed that being nameless between Attempted Embezzlement Infiltrate Start War Interrogation Report: Subject confessed to Misrepresented facts surrounding case in order to elicit information. Subject acquiesced to the argument Attempted to build rapport in order to elicit information. Attempted to misrepresent spurning the value of honesty spurning the value of cooperation interrogator value the law was naturally inclined to speak had a trusting nature and agreed spurning the law spurning the value of harmony intimidating remarks in order to elicit information. flattering remarks in order to elicit information. Attempted to appeal in the past. Unfortunately, no new pertinent information was revealed. Met with subject. Attempted to make belief in the law belief in harmony belief in the truth belief in cooperation Appealed to shared worship of in order to elicit information. to subject's being trusting by nature and refused Subject was cagey and refused to comply. In retrospect, interrogator may have completely misjudged subject's character. spurning the truth and refused to listen spurning the value of cooperation and refused to listen an acquiescing nature being inclined to converse being a natural loner a distrustful nature spurning the truth Subject naively complied. valued harmony valued honesty believed in the value of cooperation being intellectually stubborn valuing the truth a belief in the value of cooperation spurned the law and refused to listen spurned harmony and refused to listen was intellectually stubborn and refused to listen was a natural loner and refused to listen had a distrustful nature and refused to listen valuing harmony FIRED_MAT Not found: LEAVES Palette not found graphics/ HIGH_PRIEST Route PRIEST priests Ghostly sacred priest high priests exalted high priest Leather Well-crafted Finely-crafted Crystal glass Standard Green glass Clear glass Multizone Flood Overflow unprepared Cannot find path SIDEBURNS MOUSTACHE Corpse Plant cloth other large tools sand bags minecarts wheelbarrows Plant growth (?) large pots/food storage Your fortress of Merchants from will not go unanswered. is a great treasure. We respect that this is no mere trade. with the presentation of Villains! The seizure of Allow non-plant/animal You honor Berserk Caged Prisoner Undead Opposed to life (Caged) (Chained) Missing Wild Animal Potash Rotten raw hide Masterwork Fresh raw hide Superior quality Exceptional Allow plant/animal Crystal Glass Plant Cloth Green Glass Clear Glass Pearlash Domesticated Semi-Wild Exceptionally trained Masterfully trained Skillfully trained Expertly trained Trained Well-trained Furniture/siege ammo Animals Wild Animal (Small) All tasks Tame (Small) Friendly Underworld Guest / Visitor Diplomat / Merchant Chained Prisoner Invader Current Resident Hostile Chained Guest Uninvited Guest Agitated Wilderness Creature Caged Guest Agitated Caged Creature Agitated Chained Creature Plants Drink (plant) Unprepared fish Usable armor Unusable armor Usable weapons Unusable weapons Bone meal Fruit/leaves Milled plant Cheese (animal) Drink (animal) Cheese (plant) Finished goods Bars/blocks Corpses Refuse Empty animal traps Prepared meals Additional options Empty cages Weapons/trap comps Metal ores Economic Blocks: metal Blocks: stone/clay Bars: metal Blocks: other materials Bars: other materials Cut stone Rough gem Cut gem Rough glass Cut glass Other stone Body parts Skulls Misc. liquid Item types Extract (plant) Extract (animal) Pressed material Other materials Stone/clay Hair/wool Horns/hooves Shells Dist: Select materials for the Amount needed: Core quality Total quality Shield Your efforts are legend there. Let us trade! Greetings. We are enchanted by Greetings from the outer lands. Greetings from the Mountainhomes. We'll be ready soon! There are no merchants present with which to trade. Select a merchant group to trade with: My apologies, but we're still unloading. Cloth (yarn) Cloth (metal) Cloth (silk) Cloth (plant) Thread (yarn) Thread (metal) Thread (silk) Thread (plant) Weapons Trap components Parchment I will see that our leader gets this offering. Take what you wish. I can't stop you. Ah, wonderful. Thank you for your business. You are too kind. Even with your combined trade goods, such as they are, I can't fathom you ending up with the items you desire. You'll need more goods to make this arrangement. All I see here is not enough. I am a merchant, yes. You see, I wish to trade. Which of my goods do you desire? Yes, and trade we will! Simply tell me [Laughs uproariously] You had me going there. Obviously, your copious wit is matched only by your industry! This would please us greatly. What do you offer? [Chuckles] How droll. You wish to make an offering? We love gifts. You wish to make an offering to our leader? What do you want? These goods are too heavy and cheap for me to consider. is unparalleled. Let's make a deal! A hairy drunkard has come hither to once more disrespect the sanctity of life, I see. craftsman ship of the your more ethical works. We've come to trade. Greetings. The Leave it to the besotted dullard to miss the finer points of discourse. I'm leaving. Do reflect. Your childish games have made me tired. Perhaps next time I visit you'll take this seriously. I won't trade at a loss. Please understand the journey must be profitable. Perhaps you'd consider tossing in a little extra? I wish I could take so much, but my animals... I must make a profit. There is simply not enough value here. I cannot take so much -- and at such cost! Do not tempt me! My beasts of burden cannot possibly haul such a load. The following fortress goods were added for the counteroffer: not going to take much more of this unwilling to trade willing to trade to be rapidly losing patience very happy about the trading pleased with the trading Unmark all Excess Weight: Mark all Trader Loss: Allowed Weight: Contains Trader Profit: wish to trade or to make an offering to our leader? Are these gifts? Do you wish to trade? For me? At no price? I can accept your offer, or perhaps you wish to trade. My stones, are you giving me those? Do you These _are_ fine items, aren't they? Now, what do offer for them? what interests you and what you're prepared to offer in exchange. Ah, but my goods are not free! What do you offer in trade? seems ecstatic with the trading I see your low race still revels in death. That poor, gentle creature... Once a beautiful tree, and now? It is a rude bauble, fit only for your kind. You truly despise life, don't you? I am beside myself with grief. Perhaps we will show you how they suffered. No material Satisfied for next check Restarts if completed, checked seasonally Restarts if completed, checked yearly Restarts if completed, checked daily Restarts if completed, checked monthly Restarts if completed, conditions checked yearly One-time order 0 = Can use any shop shop(s) must first be completed Suggested conditions Not satisfied for next check must first be activated at least at most Amount of available is Inaccessible Distance: Accept Counteroffer Offer as gift Restarts if completed, conditions checked monthly Restarts if completed, conditions checked seasonally One-time order, conditions checked daily Restarts if completed, conditions checked daily exactly greater than less than Any unassigned trainer Select a trainer for Any trainer Expert Select a work partner for General familiarity Knowledgeable Ready for slaughter Available as pet Being traded Trainer: Any unassigned Adopted somebody Trainer: Trainer: Any active. Creatures All work orders must be validated by the manager before they become A manager is required to coordinate work orders. Can use any shop There are no active work orders. Others A few facts Citizens Pets/Livestock Dead/Missing Places Objects Meeting area Animal training Pit/pond Garbage dump Pen/pasture Fishing Gather fruit Dungeon Barracks Dormitory Office Archery range Bedroom Dining hall You do not have any zones. Zones can be added using the zone menu at the bottom of the screen. Overall Training Farm plots Tame at the vermin catcher's shop Train (to make a pet) or slaughter Unavailable as pet Uninterested in an owner You do not have any farm plots. Water source You do not have any workshops. Workshops are placed using the building menu at the bottom of the screen. You do not have any stockpiles Stockpiles can be placed using the stockpile menu at the bottom of the screen. You do not have any locations. Locations can be created from zones. Your workers will rarely make them on their own. You may also send a squad to obtain one. Written content There aren't any crafted artifacts here. Symbols Named objects planted to harvest Writing materials include paper and parchment sheets. Use these to make scrolls and quires. There is no written content here. Prepare writing material and assign scholars to a library. There are no named objects here. Citizens, especially soldiers, will rarely name items. You haven't named any position symbols yet. You can do this from the Nobles and Administrators menu. Tavern Library imprisoned available assigned present Unnamed location squads assigned Unknown location % occupied Hospital patient Temple guildhall Remove assignment Deceased: Civilians: Soldiers: Click somebody to assign them to position Possible targets in this area: Click a creature to assign it. Click somebody to assign them. Targeted by squad Archer skilled No relevant skills Fighter , commander family treasure Click the map to add points. Sacred to family heirloom Heirloom of Treasure of Libraries are a location that can be created at a zone. Symbol of Select how squads will use this space. Select the squads to train here. Select which burrows to defend. Burrow Select or create a route. Create new route Point Confirm Only members can visit (if guild established) Only members can visit You need to assign a to utilize a hospital. , no workers You need a No established guild worker Dance floor in common area: Rented rooms (Total): Goblets (Desired): Stored Instruments (Desired): Citizens only Chests in common area: All visitors welcome Citizens and long-term residents only workshop to take from Max wheelbarrows Select a stockpile or Max barrels burrow assignments Storage and tools member , no members Dedicated to Guildhall exchange with No particular deity give to Select a stockpile to Only organized religions can have recognized priesthoods. Meeting place, Agreed to build temple Agreed to build temple complex You can recognize a priesthood once this is a temple. You can recognize a high priest when this is a temple complex. Recognize priesthood Recognize high priest Traction benches in common area: Thread (Desired): Beds in common area: Tables in common area: Agreed to build guildhall Agreed to build grand guildhall Guildhall, Grand Guildhall, Shrine, (next at Total number of each to scribe: Writing Material (Desired): Chairs: Written objects (incl. copies): Bookcases: Tables: worshipper needed Priest: High priest: worshippers worshipper Temple, Temple Complex, Remove current location assignment New inn/tavern outside the fortress. Add or choose a location. bedrooms. These larger associations of rooms can attract visitors from and libraries can be created from meeting area zones, dining rooms and Constructions Machines/fluids Furniture Doors/hatches New guildhall New hospital New temple New library Tavern Keeper Monster Slayer Buckets (Desired): Soap (Desired): Crutches (Desired): Powder for casts (Desired): Cloth (Desired): Splints (Desired): No worshippers Locations such as taverns, temples No members (No Specific Deity) No workers Guild: Bone Doctor Wood furnace Magma smelter Smelter Magma glass furnace Magma kiln Glass furnace Fishery Kitchen Butcher Tanner Farm plot Clothes Ashery Bowyer Farming Furnaces Trade depot Clothing and leather Cages/restraints Stoneworker Mechanic Metalsmith Jeweler Magma forge Carpenter Crafts Stairs Offering place Instrument Vertical bars Floor bars Wall grate Floor grate Dirt road Fortification Bridge Paved road Vermin Catcher's Shop Nest box Farmer Bookcase Display Statue Traction bench Burial Cabinet Upright weapon/spike Archery target Stone-fall Weapon Animal trap Pressure plate Rope/chain Needs walkable perimeter Hidden, cannot build at this location Disconnected Need trigger type Ballista Catapult Weapon rack Armor stand Floodgate Track stop Support Glass window Gem window Millstone Rollers Horizontal axle Vertical axle Windmill Gear assembly Screw pump Water wheel Mud is left by water Disconnected Build Overflow Needs ground or near machine No mud/soil for farm Water at this location Lava/Magma at this location Needs open space Off map Surrounded by empty space Needs adjacent wall Needs to be anchored on edge Blocked at this location Need soil or mud at location Need soil at location Must be outside Cannot build at highest level Must be inside Too close to edge Building present Must remove construction Adding water Adding magma Right click when done Placing trees Placing creatures Regular mining blueprint Automated vein and gem mining Vein and gem mining blueprint Gem mining blueprint Removing fluids and spatter Automated vein and gem mining blueprint Adding snow Adding mud DIPLOMACY PETITIONS Smoothing rough floors and walls Engraving blueprint Converting to gathering blueprint Smoothing blueprint Gathering fruit and leaves Converting gathering blueprint to regular Converting to chopping blueprint Gathering fruit and leaves blueprint Converting to smoothing blueprint Claiming forbidden items and buildings Carving fortifications through walls Converting smoothing blueprint to regular Carving tracks in floor Fortification carving blueprint Engraving smoothed floors and walls Track carving blueprint Ramp mining blueprint Ramp mining Stair mining blueprint Stair mining Regular mining Removing stairs/ramp/constructions Vein and gem mining Gem mining Chopping trees Converting chopping blueprint to regular Must span multiple elevations Chopping trees blueprint Converting mining blueprint to regular Converting mining to blueprint Channel mining blueprint Channel mining Resets One use only Minecart rollers can vary in length. Set the orientation and speed below. Water flows from the adjacent input tile and from the tile below the input tile. with the water's flow. Set the liquid flow direction below. Weight Water does not trigger Magma does not trigger Revealing hidden items Designating high traffic area Removing dumping designations Hiding items from view Removing melting designations Designating items for dumping Forbidding items and buildings Designating items for melting Water wheels are 1x3 or 3x1. The long side should align Horizontal axles can vary in length. Set the orientation below. Designating restricted traffic area Removing mining/chopping/gathering/smoothing orders Designating low traffic area Removing traffic designations Sheets Custom Finished Bars and Blocks Use closest material Keep building after placement Overlapping Water Source to paint the stockpile. Accept Click an existing stockpile to select it. Click in the play area Click an icon to set stockpile type. Warning: stockpile has no type. Set the friction and auto-dump direction. Auto-dumping is not required. Creatures do not trigger Citizens trigger Citizens do not trigger Minecarts do not trigger Creature trigger settings levels) Select material after placement Click a tile to be a corner of the (spans Click a tile to place the Click a tile to be one end of the Set the draw direction below. Then select the corners of the bridge. Rooms with multiple beds will be made into throne rooms/studies. tombs. bedrooms. dining halls. coffins in order to form bedroom dining hall Select another rectangle to continue. dormitories. Dining Hall Archery Range Meeting Area Animal Training Pen/Pasture Pit/Pond Gather Fruit Garbage Dump tables chairs which contains Click an icon to add a new zone. Select a rectangle Click an existing zone to select it. Select a type below to add a zone. Create a creature to begin. Building track stops is recommended! Add new route to paint the burrow. Click a tile to position the stop. Elevation Early created. dormitor office Add new burrow Nobody assigned to paint the zone. rejected (already in use.) rejected (not enclosed.) coffin the appraisal skill. A bookkeeper helps Held/Worn: You need a broker with Architecture: Displayed: Furniture: Other Objects: Set digging orders. Finish setting dig orders. Left click for recenter and expand options. Right click to dismiss. Following Exported Wealth: Trade Information: with accuracy. Imported Wealth: Lethal No Quarter Non-lethal Horseplay Training Conflict Level Encounter Weapons: Armor and Garb: sparring. Created Wealth: fighting! hunting. Morale/Fear Show advanced options. Hide advanced options. Change blueprints to standard selections. Change standard selections to blueprints. Change to standard dig mode. Change to blueprint-only mode. Selected tiles are low priority. Selected tiles are very low priority. Finish setting plant gathering orders. Change to standard gather mode. Set plant gathering orders. Set plant gathering orders. Some plants require fruit or other growths to be present. Finish setting tree chopping orders. Change to standard chop mode. Set tree chopping orders. Set tree chopping orders. Select the base of the tree so that the woodcutter can reach it. Assign a woodcutter to the work detail if necessary. The woodcutter requires an axe. Left click to choose corners of a rectangle. Dig every tile selected. Dig a channel, making a ramp on the level below. Hold left button to draw. Dig a stairwell on this level, going up or down. Your selection must span multiple elevations. Click on a tile, change elevations, and click again. Dig a ramp on this level, going up. Dig a regular hallway or room. Assign a miner to the work detail if necessary. The miner requires a pick. Designate constructed walls, floors, and other constructed tiles to be removed by miners. This also designates all stairwells and ramps. Selected tiles are medium priority. [DEFAULT] Selected tiles are medium-low priority. Selected tiles are high priority. Selected tiles are high-medium priority. Dig only gems selected. Selected tiles are very high priority. Dig only ore and gems selected, and automine any ore and gems of the same type which are uncovered. Dig only ore and gems selected. Set a restricted traffic area. Citizens will look hard for better routes. They will still use the area if other routes do not exist or are too long. Set the exact weight in steps of a traffic type. Set a normal traffic area, the default state. Set a low traffic area. Citizens will look for better routes. Finish setting traffic areas. Set a high traffic area. Use this in wide central passages. Hide an item or building from your view. Citizens will still use it. Set high and low traffic areas. Start painting a new stockpile. Once the tiles are chosen, you'll be able to set the details. Remove the stockpile being painted permanently. Also removes existing zones! Place stockpiles for item storage. Finish placing stockpiles. Place structures and work areas that require construction materials. Finish placing structures. Remove mining, woodcutting, plant gathering, and smoothing orders. Finish removing mining etc. orders. Change to standard orders mode. Designate items for dumping and melting, claim forbidden items and buildings, and set item visibility. Carve a gap in a smooth wall to allow your archers to fire upon invaders. Finish setting wall orders. Engrave artwork into a smooth wall. Carve a track in a stone floor. Tracks are used by minecarts with routes set in the hauling menu. Set wall smoothing, engraving, track carving, and fortification orders. Smooth a rough wall to make it more pleasing to your citizens. This also prepares the wall for engraving or fortification. Remove melting designations. Remove hidden designations. Remove dumping designations. Designate an item for melting at any smelter. Forbid your citizens from using an item or building. Designate an item for dumping in a dumping zone. Finish setting item/building designations. Claim a forbidden item or building so it will be used by your citizens. Assign a new or existing location to this zone. Locations are groups of zones and rooms with a larger purpose, like a tavern, a temple, a library, or a craft guildhall. Set details for the assigned location. Designate this zone as the top of a pond. Citizens will bring buckets of water if the pond below isn't filled. Select animals to be dropped into the pit or pond below this zone. Animals will not feel obligated to stay if they can find a way out. Select animals to be placed in this pasture zone. They will stay after being led here. Designate this zone as the top of a pit. Citizens will not fill the pit below with water. Gather fruit and vegetables from shrubs in this zone. Gather fallen fruit in this zone. Plant gathering zones are used in locations where plants will be gathered frequently. Use the gather designation otherwise. Items designated for dumping will be tossed into open air spaces included in this zone. If no open air tiles are included, they will dump the items on the floor. Your citizens will drink at a water source zone or gather water using buckets for various tasks. This is useful if you don't have a functioning well and you want to control exactly where the tasks take place. Citizens assigned to the fishing work detail will fish in this zone if it exists. Otherwise, they will fish everywhere. Choose which squads will use this barracks. Remove the zone being painted permanently. Also removes existing zones! Select this option and any unassigned deceased citizens will be buried here automatically. Select this option and any unassigned deceased pets will be buried here automatically. Place zones to establish meeting areas, pastures, and more. Finish placing zones. Set from which workshops and stockpiles this stockpile gives and takes items. Set how many barrerls, bins, and wheelbarrows this stockpile can use. Remove this stockpile permanently. Toggle whether the stockpile can take items from anywhere or only from specific workshops and stockpiles. Repaint this stockpile. Erase a portion of this stockpile. Remove this zone permanently. Gather fruit in trees in and just above this zone. Requires a stepladder. Erase a portion of this zone. Suspend activities in this zone. Does not remove the zone. Go to the next zone overlapping the tile you clicked. Repaint this zone. Start painting a new zone. Once the tiles are chosen, you'll be able to set the details. Go to the previous zone overlapping the tile you clicked. Suspend this burrow. Assigned citizens will not respect burrow restrictions while a burrow is suspended, but all tasks within the burrow will still function. Set hauling routes for minecarts. Recenter on this burrow. Toggle whether workshops can source materials from outside the burrow. Erase a portion of this burrow. Remove this burrow permanently. Remove the burrow being painted permanently. Also removes existing burrows! Repaint this burrow. Link a stockpile to this stop. Citizens will haul items to and from the minecart as you specify. Items for the minecart must be specified using the desired items button to the left. Set conditions for the minecart to move on to the next stop. Remove this route. Set the items desired by the minecart at this stop. Items must be in a linked stockpile. Assign a minecart to this route. Only one vehicle can operate on each route. Name this route. Finish setting hauling routes. Add a stop to this route. Minecarts will move between stops when conditions are satisfied. Your citizens will sleep in bedrooms. It should include a bed! Try to enclose it with walls and/or doors. Do not overlap with other rooms. Your citizens will eat at this zone. When not assigned to a particular citizen, citizens without their own dining hall will eat here. Tables and adjacent chairs should be included. This important zone is where your citizens will gather to socialize. Crucially, the meeting area is where locations such as taverns, temples, hospitals, and the like are established. Animals that are capable of being trained receive their training at this zone once they have been assigned a trainer from the Pets/Livestock menu. Generally, a piece of meat is required. Your citizens will fill sand bags at this zone if a sandy floor or sandy wall is included. This task is initiated manually at the glass furnace. Your citizens will collect clay at this zone if a clay floor or clay wall is included. This task is initiated manually at the kiln. Certain livestock need to graze on grass. Assign these animals to a pasture zone. No fencing is needed. Animals assigned to pit/pond zones are dumped in the pit, but will leave the zone afterward if possible. If the pit is designated as a pond, your citizens will attempt to fill it with water using buckets. Establish burrows to organize work and living spaces in larger fortresses. Finish establishing burrows. Prisoners convicted in the Justice menu can be incarcerated at a chain or metal cage in the dungeon zone. Deceased citizens and pets can be laid to rest in a tomb. It should include a coffin, casket, or sarcophagus. Squads should be assigned to a barracks. The squad can be set to train, sleep, and store equipment there. Dormitories should include multiple beds and will not belong to a particular citizen. An office or study is required for certain official tasks, such as approving work orders and bookkeeping. A chair or throne is required for these functions. Your archers can train in this zone if there is an archery target included. Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings. Toggle the dump status of the item. Items are dumped in dumping zones. Leave menu and recenter the view on the time. Leave menu and open the item's sheet. Sort by distance from the depot. Sort by value. Toggle whether the stockpile allows non-plant-and-animal-based objects, regardless of other settings. Toggle whether goods banned by export mandates are listed. This work order is ready to activate. Set the maximum number of workshops that can be used by the work order. This work order is waiting for its next scheduled check. This work order is checking its conditions for activation. Create a new work order. Work orders are like workshop jobs but they are assigned to shops automatically and can be activated with various conditions. This work order is active. Toggle the melt status of the item. Items are melted at any smelter. Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them. Open the task information menu. Open the place information menu. The assigned vehicle wants to be at this stop but is not currently there. A worker may be bringing it, or it may be stranded. Open the citizen information menu. The assigned vehicle is at this stop. The assigned vehicle is moving toward this stop. Name this stop. Remove this stop. Open the justice menu. Toggle whether the stockpile allows plant and animal-based objects, regardless of other settings. Open the squad sidebar. Open the world screen. Open the nobles and administrators menu. Open the objects menu. Open the labor menu. Open the work orders menu. Leave this menu and view this place's sheet or menu. Leave this menu and recenter on the task's building. Leave this menu and view this object's sheet. Leave this menu and recenter on this place. Leave this menu and view this creature's sheet. Leave this menu and recenter on this object. Remove this condition. Leave this menu and recenter on this creature. Assign a trainer to this creature. Assign this creature as a work animal for a specific citizen or resident. Suspend this task. This removes the worker. The task can be unsuspended. Cancel this task. Toggle whether the task will be repeated indefinitely. Remove the current worker from the task. Set the details of this task, such as the material used. View a detailed description of this activity. Remove this work order. Change the frequency that the conditions are checked. Set the conditions for work order activation. This can involve needed materials, the current stock of products, or the completion of other work orders. Set the material used or other details of the task. Change the number of times the task will be performed. Change the work order priority. Work orders at the top of the list will use workshops first. This work order has been validated by the manager. This work order has not been validated by the manager. A manager can be employed in the nobles and administrators menu, and they must have an assigned office where they will work to validate orders. Change the properties of the item being checked. Many of these are obscure and rely on specific tasks, but certain properties like 'empty' can be used in many conditions. Change whether the work order must be activated or completed to satisfy this condition. Change the type of the item being checked. Change the material of the item being checked. Change the amount of the item being checked. Change the inequality of the condition. Add a condition to the work order that checks the amount of some item. Make the activation of the work order depend on the status of another work order. Toggle whether this creature will be gelded at a farmer's workshop when the opportunity arises. This type is not relevant to brewing. This creature is assigned to a work detail. Toggle whether this creature will be slaughtered at a butcher's shop when the opportunity arises. This creature is a doctor. This creature is assigned to a specific workshop. This creature is a mercenary. This creature is a monster slayer. This option allows visitors from outside the fortress to enter this location. This option allows long-term residents of the fortress to enter this location. This type is allowed to be cooked. Rename this location. This type is not relevant to cooking. This type is restricted from cooking. This type is restricted from brewing. This type is allowed to be brewed. This creature is content right now. This creature is displeased right now. This creature is happy right now. This creature is pleased right now. Toggle whether this creature is available as a pet for any interested citizen or resident. This creature is ecstatic right now. Toggle whether this creature will receive war training. War animals have more lethal attacks. Toggle whether this creature will receive hunting training. Hunting animals can move stealthfully during hunts. This creature is a scholar. This creature is a scribe. This creature is a tavern keeper. This creature is a performer. This worker is specialized and will only do tasks that match their workshop assignments, work details, and occupations. Click to toggle. This worker is not specialized and will do any free tasks that become available. Click to toggle. This creature is unhappy right now. This creature is miserable right now. Click to set this task to repeat indefinitely. This task is highest priority among all tasks everywhere. This task came from a work order. This task is set to repeat indefinitely. Remove this building. This task has been assigned and is active. Recenter on this item. Name this building. Recenter on the linked building. Add stockpile links for this workshop. Click to suspend the task. Assigned workers are removed from suspended tasks. Create a new work order for this workshop. Work orders are tasks that can repeat specified numbers of times and which can be given start conditions. This is useful for automation. Set details for this task, such as the material to be used. This task has been suspended. Click to set this task as highest priority among all tasks everywhere. Increase the priority of the task in this workshop. Set the camera to follow this creature. Send this creature to a linked site, or expel this creature entirely. This item is tagged by a task and will not be used by other tasks. Customize this creature's nickname and profession nickname. Remove this worker from this occupation. Set the camera to follow this item. This option indicates that the location is only open to fortress citizens. This option indicates that the location is only open to members. View details about this knowledge. Recenter on this creature. View this item's sheet. View this creature's sheet. This item is a symbol of a noble or administrator. This item is part of the creature's regular clothing. This item is part of the assigned squad equipment. This item is a tool assigned by a work detail. Assign a training order. The squad must be assigned to a barracks zone with the training option set. Cancel an order. Does not affect scheduled orders. Assign a patrol order. The soldiers will walk a specified route repeatedly. Assign a burrow defense order. The soldiers will patrol the burrow and attack any hostile creatures. Assign a station order. The soldiers will stand near the point selected and engage any hostile creatures that come near. Assign a kill order. The soldiers will attempt to kill a targeted creature. View the positions in this squad. Customize the squad's name. Toggle whether the squad will train here. Toggle whether the soldiers will store their individually assigned weapons and armor here. Recenter on the item (at the time of the announcement.) Toggle whether the squad will sleep here. Recenter on the announcement's location. Recenter on the creature (at the time of the announcement.) Disband the squad. Inspect the route. This item is a semi-permanent part of the building, like an item on display. Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings. If a permanent building item is forbidden, citizens will not perform tasks there! This item has been loaded. This item is resting within the building. This is a small creature within the trap. This item is bait. This item is a permanent part of the building. Forbid and visibility tags set here affect the whole building. This item is being traded. View the leader's sheet. The squad leader is traveling or otherwise occupied off-site. Cancel this position's scheduled orders. Change the squad's symbol. The soldiers can be allowed to sleep in their rooms whenever they way, or in the barracks either when they want or only when they must. Cancel this scheduled order. Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them. If a permanent building item is invisible, the building will be too! The soldiers can either keep their equipment on at all times, or only when an order is active. Edit the recenter hotkey locations. Recenter on the surface at this location. The creature is assigned to a pond. The creature is assigned to a pit. The creature is set to be caged. The creature is assigned to a pasture. The creature is caged. The creature is set to be chained. Show up and down arrows over ramps at the current elevation. Zoom in on the play area. Delete this recenter location. Display water and magma depth numerically (1 to 7.) Set this entry to recenter on the current view. Clear this recenter hotkey location. Recenter on the deepest discovered area at this location. Recenter on this location. Choose a stockpile to which the selected stockpile will give items. Choose a stockpile from which the selected stockpile will take items. Choose a stockpile to which the workshop will give items. Choose a stockpile from which the workshop will take items. Choose a stockpile from which the track stop's vehicle will take items. Choose a stockpile with which the track stop's vehicle will exchange items. The vehicle will take desired items and offload any others. Toggle whether the squad will store squad-level equipment here, such as ammunition. Choose a stockpile to which the track stop's vehicle will give items. The selected stockpile will give items to here. The creature is chained. The selected workshop will give items to here. The selected stockpile will take items from here. The track stop's vehicle will give items to this stockpile. The selected workshop will take items from here. The track stop's vehicle will exchange items with this stockpile. The vehicle will take desired items and offload any others. The track stop's vehicle will take items from this stockpile. Here you can make parts for ballistae and catapults. This workshop is also the place where ballista ammo is assembled. Make stone furniture here, as well as blocks which are used in constructions. Make mechanisms here which are used to make levers, pressure plates, and gears. You can also use mechanisms to link levers and pressure plates to other machinery. Forge weapons and armor here, as well as most other metal objects from furniture to trap components. These tasks require fuel. Cut rough gems here to increase their value, and improve the value of other objects by encrusting them with cut gems. Forge weapons and armor here, as well as most other metal objects from furniture to trap components. Magma below the forge will power tasks. You are responsible for placing the forge above the magma, but no other fuel is required. Make beds and various furniture here, as well as bins, barrels, and more. Make crafts for trade and your own citizens here, as well as a variety of tools, armor, and bolts. Make leather from animal hides here. You can also make parchment using milk of lime and a hide. Process raw fish into edible food here. Raw fish will not be eaten. Brew alcohol from plants, fruit, or honey. Slaughter livestock here in order to obtain meat, hides, bones, and other animal products. Make cloth into clothing and tools here, such as bags and ropes. Use dyes here to color thread and cloth. Requires a barrel and bucket for construction. Use leather tanned at the tanner's shop here to make clothing and tools, such as bags and waterskins. Here you can turn thread into cloth, whether it is thread from the farmer's workshop or spider silk gathered underground. Use options in this category to place furniture that has already been constructed in a workshop. Place doors and hatches here after you have constructed them in an appropriate workshop. These workshops are used in the clothesmaking process, whether dyeing and weaving or using tanned hides. A wide variety of food-and-drink-related workshops can be found in this category. Most tasks in the fortress are started and completed at workshops. Tasks generally require raw materials and most workshops are constructed from boulders, blocks, or wood. Furnaces are used for smelting, glassmaking, pottery, ashmaking, or to make fuel from wood or raw coal. Furnaces require fuel to function, or they can be set above magma. Zoom out from the play area. Open the stocks window, where you can see all of your fortress's items. Used to make lye, potash, and milk of lime. Construction requires blocks, barrel, and a bucket. Make crossbows here from wood or bone. The metalsmith's forge can be used for metal crossbows and metal bolts, and the crafts workshop is used to make other bolts. Archery targets, siege weapons, and some ornamental display items can be found in this category. This crucial building is where all trading will be done. Pack animals from distant civilizations will need to access this building from the edge of the map. Later, wagons will need a clear 3-wide path to the depot. Cages, ropes, and animal traps are found here. Cages can be used in cage traps or to transport large animals. Metal cages and chains are also used by the justice system. Various mechanical traps can be found here. The pressure plate is also found here, which has applications beyond traps. Most terrain-altering constructions can be found here, from walls and floors to bridges, ramps, stairs, and more. More complicated buildings from wells to powered machine components to levers and floodgates are found here. Statues can be used to decorate your fortress and add value to your rooms. A statue object must be made at an appropriate workshop first. Certain injuries such as overlapping fractures require advanced medical contraptions like the traction bench for treatment. A traction bench object must be made before it can be placed. The dead are buried in coffins. Coffins must be placed in their own tomb zone in order to work. A coffin object must be made before it can be placed. Citizens that cannot be buried properly can still be memorialized on slabs. Slabs are created and engraved at the stoneworker's shop. Chests and coffers are used in personal bedrooms for storing non-clothing objects. They are also used in some zone-based locations like taverns, hospitals, and libraries for storing useful materials. A box object must be made before it can be placed. Cabinets are used in personal bedrooms for storing clothing objects. A cabinet object must be made before it can be placed. Chairs are required for offices to function, and a chair next to a table is the preferred dining arrangement. A chair/throne object must be made before it can be placed. Tables are required for dining. A chair should be placed adjacent to the table. A table object must be made before it can be placed. Bridges can be used to span open spaces or placed above water or magma. Bridges can be connected to levers and raised to block access. Paved roads use less materials than constructed floors and can be used to stop plants from growing over wagon trails. Doors can be used along with walls to enclose rooms, which is especially important when placing multiple zones at once. Doors can also be forbidden or attached to levers to control movement in the fort. Hatches can be placed at the tops of stairwells or above ramps to control movement in the fort when they are forbidden or attached to levers. These ornamental objects increase the value of rooms in which they are placed. An offering place object must be made before it can be placed. Large instruments must be placed in taverns or temples before they will be used. These instruments must be assembled at a workshop first. Codices and scrolls in your library can be stored in bookcases. A bookcase object must be made before it can be placed. Your most valuable objects can be placed for display in rooms to increase their value and to entertain passing citizens. A pedestal or display case must be made before it can be placed. Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. All tasks require fuel aside from clay collection. You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Magma below the furnace will power tasks. You are responsible for placing the furnace above the magma, but no other fuel is required. Make sugar, flour, and various useful slurries here. Powered version of the quern. Must be hooked to a windmill or water wheel to function. You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Glassmaking requires fuel. Make sugar, flour, and various useful slurries here. Tasks are completed very slowly compared to the powered millstone. Capture and train small animals here. Requires animal traps. Cook meals here. You can also render fat into tallow. Process plants and work with livestock here. Milk and shear animals, make cheese, and spin thread. Keep a colony of insects at your hives. A wild colony must be collected after the hive is placed, or a colony can be split from an existing hive colony. Your citizens need a comfortable place to sleep. A bed object must be made at the carpenter's shop before it can be placed. Plant crops at the farmplot. You will need seeds or spawn and must select crops by season. Crops can be fertilized with potash. Soil is richer deeper underground. When placed, a female bird will claim the box and start laying eggs, if one is available. Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. All tasks require fuel. Make charcoal and ash from wood here. Does not require fuel. Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. Magma below the kiln will power tasks. You are responsible for placing the kiln above the magma, but no other fuel is required. Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. Magma below the smelter will power tasks. You are responsible for placing the smelter above the magma, but no other fuel is required. Rollers move minecarts on tracks without the need for a citizen to push or guide the minecart. A chain can be placed for use in the justice system or for the restraint of an animal. Horizontal axles transfer power on the same elevation. Horizontal axles can be east-west or north-south. Vertical axles transfer power between two adjacent elevations. Place the windmill aboveground to generate power for machines, such as the millstone or screw pump. Not all areas have strong winds. Use the gear assembly to connect axles and machinery together. Gear assemblies can be disengaged temporarily by linking them to levers. Use a screw pump to move liquids upward from the elevation below the pump to the same elevation as the pump. Place the water wheel above flowing water to generate power for machines, such as the millstone or screw pump. Weapon traps use a weapon or trap component to strike intruders. Can be used with ranged weapons and loaded with ammo. Can use multiple weapons at once. Cage traps capture intruders in cages. Must be loaded with a cage. Pressure plates, like levers, are used with machines, doors, floodgates, bridges, cages, and other structures to change their state. The trigger for pressure plates can be set by creature weight, fluid, or minecart passage. Stone-fall traps drop a stone on intruders. Must be loaded with boulders. Track stops are used in conjunction with the hauling menu. They can also be used to add friction to minecart tracks. Levers are used with machines, doors, floodgates, bridges, cages, and other structures to change their state. Cages can be used to contain an animal, and metal cages can be used by the justice system. Glass cages can be filled with water and used as aquariums. Animal traps can be placed in the wild and baited with meat, plants, or gems, in order to catch small creatures. This ornamental construction can enhance the value of rooms. Three cut gem objects must be made at a jeweler's shop before it can be placed. Supports will stop cave-ins in the rare event you completely detach a piece of your fortress. Otherwise, they are ornamental. Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers. This ornamental construction can enhance the value of rooms. A window object must be made at a glass furnace before it can be placed. Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers. Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers. Dirt roads do not require materials, but the dirt road may quickly be overgrown by plants. Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers. Place the well in an open space above water to provide a relatively safe area for your citizens to draw water. Requires mechanisms, blocks, a chain or rope, and a bucket. Use floodgates to control the flow of fluids between spaces in your fortress. Must be attached to a lever or pressure plate to function. Requires a floodgate object to be built before it can be placed. Fortifications block creature movement but allow projectiles through. Soldiers near fortifications are reasonably safe from incoming projectiles. Requires boulder, block, or wood. Use minecart tracks in conjunction with the hauling menu. You can build a ramp next to a wall to provide access to the floor above. The space above the ramp must also be empty. Requires boulder, block, or wood. You can build staircases to connect different elevations. Staircases must span at least two elevations. Requires boulder, block, or wood. You can build walls aboveground, in caverns, or in spaces you have mined out in order to block the passage of creatures, objects, and fluids. Requires boulder, block, or wood. You can place floors for functional reasons or to enhance the appearance of the fortress. Requires boulder, block, or wood. a swarm of Miasma a colony of - mine rock underground - mine rock or chop trees Lava Mist vapor Sea Foam Magma Mist Item Cloud An Ocean Wave Add or remove fluids. Add water to the arena. A catapult fires a boulder in one of the four cardinal directions. The operator can adjust the aim slightly. Create a creature to place in the arena. Ornamental. Demanded by some nobles. A ballista fires a ballista arrow in one of the four cardinal directions. The operator can adjust the aim slightly. Upright weapons are a nasty place for intruders to fall upon. Can also be linked to levers or pressure plates to raise them into intruders. Archery targets are used in archery range zones for training archers. - make at a workshop first - chop down trees Create a tree to place in the arena. Change the weather, temperature, and time. Add mud to the arena. Remove fluids and spatter from the arena. Add magma to the arena. Add snow to the arena. unintelligible right print imprint Track/Spoor: broken vegetation /yours or companion's A pile of A Fire A dusting of A small pile of A smear of A pool of A Campfire A spattering of Lava [ Track/Spoor Magma [ Salt water [ Water [ Stagnant salt water [ Stagnant water [ Status of Citizenship of There are no petitions that need your attention. Parley with We cannot stop production just because of your quaint sensibilities. You do not have an official capable of handling these matters. Our needs exceed your allowances. Relax. They're only trees. We can grant this request. Let's discuss the specifics, though... in order to avert loss of life. Some corrupt data wishes to parley A High Priest for A Grand Guildhall for A Priest for A Guildhall for Make requests for next year's caravan. They'll charge more for these items. We will gladly do as you ask and strengthen our bonds of friendship. No positions available Elevate whom? No recommendations available You can recenter on certain announcements. Right click to close. Select a report to view the full text. Right click to close. Flattering, but we'd rather maintain our distance from the homeland. We can abide by this. Let us work toward mutual co-existence. We will drown out the call with the screams of your dying. Begone. I can scarcely believe this good news! I have some recommendations. Your claim is worthless here. Trade your lives if you must. I hear the call. Let us stop this war. Sadly, we do not possess this object. Best of luck in your search. Give up this childish errand. We do not part with our treasures lightly. has many members here with the hall designated for a with the new position appointed by you. has many members in a temple and priest The location must be built and furnished, and now requires a temple complex and high priest I've boldly searched I've already searched in My epic journey began I've searched nearly the whole world over. is sought by , and I aim to return it home. guild. meets with eradicating monsters. entertaining citizens and visitors. wishes to reside here for the purpose of wishes to reside in Do you approve this request? Approve has many worshippers in has many worshippers here desires citizenship. as a citizen of sanctuary. wishes to join soldiering. study. [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Well then, we have finalized the import agreement. Feel free to go over the documents.[B] requested, priced at %. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present. [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The Mountainhomes have some need of the same goods you have requested, sadly, so there is no export agreement to be had. We will still try to fill your needs as best we can. % and % respectively. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present. A need for [C:6:0:1] [C:VAR:MEETING:ACTOR]is expected, and if you are able to provide some, the caravan will offer [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You continue to impress! I have come empowered to elevate this land in the eyes of our realm. [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: We can part with at most Can you imagine the trade wagons? Of course, there are responsibilities, and the nobility must live well.[B] Do you have anyone suitable to recommend for elevation? [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm.[B] [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Remember, trade agreements strengthen bonds. Please consider an import agreement next year. is a sacred relic of our people. [B]Pass this treasure into our possession, and we shall depart in peace. is an heirloom of our people. is the property of our people. is the symbol of our people I can only rest when I've brought the prize safely to [B]Play your role in this noble quest and become legendary! [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss what we are willing to offer for your [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It's such a pleasant place you've carved out for yourselves... [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss the state of our current agreements... [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The world is the same as ever. [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Peace is calling out to us. How do you respond? [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I don't know very much about the outside world. I wish I had more to tell you. [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: There is much to share... (Information added to Civilizations/World Info) always (at least 0%) when empty immediately in 1 day You have no vehicles. desired items any items when full always (at most 100%) I will try to return next year as I am able. And beware. we are willing to ask that you cap your tree-fells at until we next meet. We elves are partial in particular to the trees in the forests surrounding your lands. Although we are loath to spare a single branch to your senseless slaughter, trees, butcher. Whatever possessed you to brave these wilds, where our animal friends are even larger than your kind than usual, we do not know. But know that this land is sacred to us, these trees more than any others. Set conditions for (Vehicle moved to next stop if any condition triggered.) Choose a vehicle for Inaccessible from first stop Prohibited Export of Dining Room Throne Room/Office armor stand weapon rack cabinet 77 -> 77 777 -> 780 7777 -> 7800 77777 -> 78000 77 -> 80 777 -> 800 7777 -> 8000 77777 -> 80000 Stocks amount display: Highest Precision High Precision Medium Precision Low Precision Lowest Precision Needs: VACANT (traveling) Leave Vacant Choose symbols for the position holder to carry or wear. Hauling Automated workshops Nobody can be assigned. Nobody does this Only selected do this Everybody does this You have no work details. Add new work detail Automatically collect webs Use any cloth Use only dyed cloth No automatic weaving Automatically weave dyed thread Automatically weave all thread Chores Sieges and forbidding highest precision high precision medium precision low precision Your bookkeeper has done enough work to attain All counts accurate 77 -> 77 777 -> 777 7777 -> 7777 77777 -> 77780 77 -> 77 777 -> 777 7777 -> 7780 77777 -> 77800 Custom Detail Custom Detail DRINK_MAT Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms. Members of the nobility have required rooms and can make demands. They cannot be reassigned. % updated toward the next precision level. The stockpile records are Your bookkeeper needs to work in an office to improve precision Workers ignore furniture Workers gather furniture Workers ignore food Workers gather food Workers ignore animals Workers gather animals Do not automate other shops Automate other shops Workers ignore refuse Workers gather refuse Workers ignore wood Workers gather wood Workers ignore minerals Workers gather minerals Workers ignore bodies Workers gather bodies Automate kitchen No automatic fish cleaning Automatically clean fish No automatic butchery Automatically butcher carcasses No automatic slaughter Slaughter any marked animal No automatic web collection Do not automate smelter Automate smelter Do not automate kiln Automate kiln Do not automate tannery Automate tannery Do not automate kitchen Claim your dead Forbid your dead during sieges Forbid your dead Claim used ammunition Forbid used ammunition during sieges Forbid used ammunition Workers save other objects Workers dump other objects Forbid other death items during sieges Forbid other death items Claim other dead Forbid other non-hunted dead during sieges Forbid other non-hunted dead Claim your death items Forbid your death items during sieges Forbid your death items Workers save skulls Workers dump skulls Workers save corpses Workers dump corpses Workers ignore outdoor vermin remains Workers gather outdoor vermin remains Workers ignore outdoor refuse Workers gather outdoor refuse Workers save hair and wool Workers dump hair and wool Workers save skins Workers dump skins Workers save shells Workers dump shells Workers save bones Workers dump bones Announce some job cancellations Announce most job cancellations Announce all job cancellations to do your chores. There are no children Children don't do chores Children do chores Forbidding of death objects occurs at time of death. Fish only in designated zones Prefer zones for water drinking Drink water only from designed zones Do not mix similar food in barrels Mix similar foods in barrels Only farmers harvest Everybody harvests Announce no job cancellations Forbid trap rearming Allow trap cleaning Forbid trap cleaning during sieges Forbid trap cleaning Allow floor/wall cleaning Forbid floor/wall cleaning during sieges Forbid floor/wall cleaning Claim other death items Claim toppled building items Forbid toppled building items during sieges Forbid toppled building items Claim cages from sprung traps Forbid cages from sprung traps during sieges Forbid cages from sprung traps Allow trap rearming Forbid trap rearming during sieges (unnamed orders) Done editing Foreground Background Symbol Choose a symbol for the squad. Choose a symbol for the detail. Choose a symbol for the burrow. soldiers to follow Minimum number of Sleep/barracks at need Sleep/barracks at will Sleep/room at will Equip/orders only Equip/always Editing routine Vegetables, fruit, and leaves You know of no appropriate stones. Select to use in non-economic jobs. Economic uses Magma-safe Stone type Economic stone Prefer zones for fishing Stone use Standing orders You have no appropriate ingredients. Permissions Number Ingredient type Meat, fish, and others Drinks member to give orders, Select a squad or squad Schedule Move: click on the map. No target target Routine: No uniform seleced squads. seleced positions. squad. Choose a uniform for the assign schedules. change equipment, and until commander Cannot appoint Assign position Assign leader Back to squads Vacant position At least new order No special orders Multiple orders Create new squad to create a squad. You must appoint a somebody first You must appoint is selected specific weapon specific shield specific shoes specific gloves specific pants specific helm specific armor Monthly orders BROKEN plant fiber (foreign) indiv choice, ranged indiv choice, melee , weapon individual choice appointed by 's squad Create which squad? Constant training Staggered training Off duty View monthly schedule Add/edit routines (columns) Current month Really delete this routine? Add new routine Routine # Military routines Not yet assigned assigned items indiv choice, ranged indiv choice, melee individual choice Partial matches okay Exact matches only Uniform worn over clothing Details Custom uniform Update equipment Add uniform Assign uniform No assigned items Confirm and save uniform (enter name here) Adding uniform Position missing item (Dye) any color any material Uniform replaces clothing New weapon New shield New footwear New handwear New legwear New headwear New bodywear against Treason Blood-drinking Attempted theft Attempted murder Kidnapping Attempted kidnapping 1 witness Disorderly conduct Building destruction Bribery Embezzlement Vandalism Robbery Espionage There are no closed cases. There are no cold cases. Open cases become cold after one year. Violation of production order Violation of export prohibition Violation of job order Conspiracy to alow labor Murder Open cases Closed cases Cold cases Fortress guard Convicts Intelligence There are no open cases. You have not yet appointed any guards. assigned. No cases assigned. Unavailable. Missing. Deceased. Caged. Found the body. Saw that the object was missing. Saw that the object was disturbed. admire the object. Date: Reported: Desired metal cages and chains in dungeons: Unsolved. Interrogate Witness: unknown Confessed. Implicates: Accuses: somebody witnesses No witnesses Interview scheduled Already interviewed Convict Injured party: Convicted: Unknown convict. Robbery. Espionage. Treason. Blood-drinking. Attempted theft. Attempted murder. Kidnapping. Attempted kidnapping. Conspiracy to slow labor. Murder. Disorderly conduct. Building destruction. Bribery. Embezzlement. Vandalism. Theft. Beating. in prison. Officer: none assigned Violation of production order. Violation of export prohibition. Violation of job order. Chained. No working grasps. In combat. Exhausted. Injured. Nobody has been convicted so far. No sentence pending. hammerstrike [C:3:0:1]Slightly numb [C:4:0:1]Serious fever [C:4:0:1]Moderate fever [C:4:0:1]Slight fever [C:6:0:1]Extreme pain [C:6:0:1]Moderate pain [C:6:0:1]Slight pain [C:6:0:1]Exhausted [C:5:0:1]Severe blood loss [C:5:0:1]Faint [C:5:0:1]Moderate blood loss [C:3:0:1]Paralyzed [C:3:0:1]Partially paralyzed [C:3:0:1]Sluggish [C:3:0:1]Completely numb [C:3:0:1]Partially numb Selected actor: One member members [C:6:0:0]In traction [C:4:0:1]Heavy bleeding [C:4:0:1]Bleeding [C:5:0:1]Pale There is no intelligence information yet. If a crime involves a conspiracy, an interrogation may reveal the plot. Interrogations Actors Organizations Prepared by No interrogation reports. [C:4:0:1]Vision lost [C:6:0:1]Vision impaired [C:7:0:0]Vision somewhat impaired [C:6:0:1]Ability to stand lost [C:6:0:1]Ability to stand somewhat impaired [C:6:0:1]Ability to grasp lost [C:6:0:1]Ability to grasp somewhat impaired [C:6:0:1]Ability to fly lost [C:4:0:1]Thirsty! [C:4:0:0]Thirsty [C:5:0:1]Thirsty [C:6:0:1]Thirsty [C:4:0:1]Very hungry [C:6:0:1]Hungry [C:4:0:1]Cannot breathe [C:7:0:0]Trouble breathing [C:1:0:1]Drowsy [C:5:0:1]Dehydrated [C:1:0:1]Thirsty [C:4:0:1]Starving [C:6:0:0]Hungry [C:4:0:1]Slumberous [C:6:0:1]Drowsy [C:1:0:0]Drowsy [C:6:0:1]Over-exerted [C:6:0:1]Tired [C:3:0:1]Stunned [C:3:0:1]Dizzy [C:1:0:1]Drowning [C:7:0:0]Winded [C:2:0:1]Nauseous [C:4:0:1]Very drowsy [C:4:0:1].Cut apart [C:4:0:1].Smashed apart [C:4:0:1].Broken apart [C:4:0:1].Torn apart [C:4:0:1].Cut open [C:4:0:1].Smashed open [C:4:0:1].Broken open [C:4:0:1].Torn open [C:6:0:1].Bruised tendon [C:6:0:1].Torn ligament [C:6:0:1].Sprained ligament [C:6:0:1].Bruised ligament [C:4:0:1].Compound fracture [C:6:0:0].Overlapping fracture (in traction) [C:4:0:1].Overlapping fracture [C:6:0:1].Needs setting [C:4:0:1].Major artery torn [C:4:0:1].Artery torn [C:4:0:1].Heavy bleeding [C:4:0:1].Bleeding [C:7:0:1].Motor nerve severed [C:7:0:1].Sensory nerve severed [C:6:0:1].Torn tendon [C:6:0:1].Strained tendon [C:6:0:1]Ability to fly somewhat impaired [C:7:0:1]Motor nerve damage [C:7:0:1]Sensory nerve damage [C:7:0:0]No health problems [C:7:0:0]--- [C:5:0:1].Gelded [C:2:0:1].Spilled [C:5:0:1].Butchered [C:5:0:1].Minor rot [C:6:0:0].Serious blistering [C:6:0:0].Moderate blistering [C:6:0:0].Minor blistering [C:7:0:1].Extreme pain [C:7:0:1].Moderate pain [C:7:0:1].Minor pain [C:2:0:1].Nausea [C:6:0:0].Serious freezing [C:6:0:0].Moderate freezing [C:6:0:0].Minor freezing [C:6:0:0].Serious condensation [C:6:0:0].Moderate condensation [C:6:0:0].Minor condensation [C:5:0:1].Advanced rot [C:5:0:1].Moderate rot [C:6:0:0].Moderate frost-bite [C:6:0:0].Minor frost-bite [C:6:0:0].Serious melting [C:6:0:0].Moderate melting [C:6:0:0].Minor melting [C:6:0:0].Serious boiling [C:6:0:0].Moderate boiling [C:6:0:0].Minor boiling [C:6:0:0].Dented [C:6:0:0].Heavy bruising [C:6:0:0].Moderate bruising [C:6:0:0].Light bruising [C:6:0:0].Serious burn [C:6:0:0].Moderate burn [C:6:0:0].Minor burn [C:6:0:0].Serious frost-bite .[C:6:0:1]Needs traction .[C:6:0:1]Needs immobilization [C:7:0:0]No treatment scheduled [C:7:0:0:]Diagnosed with [C:7:0:1]Received [C:7:0:1:]Received [C:7:0:1]Diagnosis required [C:7:0:1]Crutch required .[C:5:0:1]Rotten -- inoperable .[C:3:0:1]Needs cleaning .[C:4:0:1]Needs surgery .[C:2:0:1]Needs sutures .[C:6:0:1]Needs setting .[C:7:0:0]Needs dressing [C:6:0:1].Moderate swelling [C:6:0:1].Minor swelling [C:7:0:1].Function totally impaired [C:7:0:1].Partially impaired function [C:7:0:1].Slightly impaired function [C:7:0:1]Has been sutured [C:5:0:1]Infection [C:7:0:0]No evaluated wounds [C:3:0:1].Dizziness [C:3:0:1].Paralysis [C:3:0:1].Partial paralysis [C:3:0:1].Some sluggishness [C:3:0:1].Complete numbness [C:3:0:1].Partial numbness [C:3:0:1].Slight numbness [C:6:0:1].Extreme swelling does not mind being outdoors, at least for a time. likes working outdoors and grumbles only mildly at inclement weather. doesn't really care about anything anymore. is a hardened individual. is getting used to tragedy. likes fabric [C:0:0:1]- [C:7:0:0]No medical history needs alcohol to get through the working day and can't even remember the last time had some and has gone without a drink for far, far too long and really wants a drink and is starting to work slowly due to its scarcity amputated Rotten tissue excised from [C:6:0:1]Had [C:6:0:1]Placed in traction [C:7:0:1]Evaluated [C:7:0:1]Brought to rest [C:3:0:1]Cleaned [C:6:0:1]Received splint on dressing on [C:4:0:1]Received sutures on [C:4:0:1]Bleeding stopped [C:4:0:1]Compound fracture of repaired distracted by unmet needs unfocused by unmet needs untroubled by unmet needs unfettered level-headed untroubled not distracted unfocused unknown item absolutely detests [C:2:0:0] Overall, very focused with satisfied needs quite focused with satisfied needs somewhat focused with satisfied needs badly distracted by unmet needs unknown fish unknown plants unknown drink unknown liquid unknown seeds unknown leaves unknown powder unknown cheese for their the color the words of the sound of the sight of When possible, prefers to consume unknown meat after being unable to hear eloquent speech after upholding tradition after being away from traditions after self-examination after a lack of introspection after making merry after being unable to make merry after practicing a craft after leading an unexciting life after learning something after not learning anything after being with family after being away from family after being with friends after being away from friends after hearing eloquent speech after being unable to pray after staying occupied after being unoccupied after admiring art after being unable to admire art after doing something creative after doing nothing creative after doing something exciting distracted badly distracted after spending time with people after being away from people after drinking after being kept from alcohol after communing with after meditation after being unable to be extravagant after wandering after being unable to wander after helping somebody after being unable to help anybody after thinking abstractly after a lack of abstract thinking [C:7:0:1]Time before time after a lack of decent meals after fighting after being unable to fight after causing trouble after a lack of trouble-making after arguing after being unable to argue after being extravagant after being unable to make romance after seeing animals after being away from animals after seeing a great beast after being away from great beasts after acquiring something after being unable to acquire something after eating a good meal after being unable to practice a craft after practicing a martial art after being unable to practice a martial art after practicing a skill after being unable to practice a skill after taking it easy after being unable to take it easy after making romance greedier less greedy less temperate more temperate more likely to brawl less likely to fight more stubborn less stubborn more angry less angry more anxious less anxious more lustful less lustful more prone to stress more resilient more hateful slower to hate more envious less envious more cheerful less cheerful more depressed less depressed [C:2:0:1]Spring [C:6:0:1]Summer [C:4:0:1]Autumn [C:3:0:1]Winter [C:5:0:1] Became quicker to love slower to love more vengeful less vengeful more proud less proud more cruel more merciful more single-minded more scatterbrained more ambitious less ambitious more gracious less gracious more extravagant more austere more zany more humorless less reliant on advice less disdainful of advice more fearless more fearful more confident less confident more vain less vain more industrious less wasteful more prone to discord less prone to discord less quarrelsome more quarrelsome more polite more rude more orderly less orderly more trusting less trusting more gregarious more of a loner more overbearing less assertive more swayed by others' emotions less swayed by others' emotions more altruistic less altruistic more dutiful less dutiful less cautious more cautious more of a perfectionist less attentive to details more obstinate more acquiescing more tolerant less tolerant more emotionally obsessive more emotionally distant more hopeful less hopeful more curious less curious more bashful more shameless more private less private tradition artwork cooperation independence stoicism introspection self-control tranquility family friendship cunning eloquence fairness decorum more artistically inclined less artistically inclined and learned to value disdain Learned to loyalty more frenetic more leisurely more of a thrill-seeker inclined to avoid excitement more prone to flights of fancy more fact-oriented more inclined to the abstract less inclined to the abstract perseverance leisure time commerce romance nature knowledge harmony merriment craftsmanship martial prowess hard work sacrifice competition scholar performer diagnostician doctor bone doctor surgeon monster slayer mercenary I am sort of confused. I am a little confused. I am very confused. I am confused. . What do you command? Commendable! Your loyalty and bravery cannot be denied. tavern keeper I wish to become a The task is accomplished. I am your loyal will be slain. is dead! The need for my task seems to have passed. have been driven from There will be no rest for the enemy. The enemy will be driven off. What happened? I don't remember clearly. I would be honored if you would become a You can no longer be a I would be honored to serve as a . Will you have me as Please help me! Come with me and I'll bring you to safety. Intruder! I hate you. I'm leaving I'm kicking you out of Gladly. I will be your I cannot accept this honor. I am sorry. You are not worthy of such an honor yet. I am sorry. I am sorry. I do not think there is room for me. I am sorry. There is no room for you here. Gladly. You are now one of my . Can I perform with you? I would love to join You just aren't good enough yet, but you should keep performing. Welcome to ? The troupe could use your talent. Would you like to join I'm sorry, but I can't join the troupe. Yes! It'll be great to perform with you. . Will you have me? scribe be made I ask that Yes, you'd make a fantastic . Will you have us? I'll need to see something impressive before I consider it. here. Make us proud! the beast beasts bandits criminals bone-chilling horror skulking vermin open war ruffians the fighting law-breaking the army on the march armies on the march the abduction abductions the occupation occupations Behold, mortal. I am Don't talk to me. . I know why you have come. a divine being we've got Well, let's see... the death deaths The enemy! Vile creature! I must obey the master! Murderer! Ahhh... Gwargh! Get away from me! The dead! They must be stopped by any means at our disposal. Now we will live under It was inevitable. It's not my problem. I don't know anything else about them. This is the life for me. It's for the best. We are in the right in all matters. Please guide me to myself. Please guide me to We can no longer travel together. Please guide me to you. We were going to entertain the world! It's a shame, but I'll have to make my own way now. I'm giving up on this hopeless venture. I hope you find what you are seeking here. I'm returning on my own. I give to you this fine beast, I deign to favor you with my little pretty, What can you tell me about yourself? What do you think of me? Can you tell me where I can find myself? What can you tell me about Can you tell me where I can find Can you tell me where I can find you? the missing treasure brewing trouble with our neighbors Wait here until I return. I've forgotten what trouble it was... Can you tell me the way to Let's continue onward together. Thank you. I will take excellent care of this majestic creature. What have you done? This is horrifying! the open war the ruffians How have things been? the brewing trouble It has been the same as ever. How's life here? This You must kill the law-breaking the deaths the beasts the abductions the bandits the criminals the bone-chilling horror the skulking vermin Where should I take you? How are you enjoying the adventure? We shall bring Soon the world will be set right. Are you looking forward to the performance? home safely. Tell me about I've forgotten what I was going to say... I hate them. I don't care one way or another. They are terrific. I am afraid of them. Now we will have to build our own future. They are outlaws. You are bound to obey me. Are we close? came try to boss us around, but you'll teach that coward a lesson. to try to boss us around, but you'll show them the true nature of power. out of You must drive the skulking vermin . Their aggressive order must not be allowed to flourish. You must drive . These criminals have been allowed to thrive for too long. . These outlaws must be punished. Seek your foe in the threatens our people with its very presence. Enjoy the hunt! Our hopes travel with you. You must drive the ruffians of sent . They have been harassing the people for too long. beast from underground vile monster from the bowels of the earth terrifying wilderness monster creeping thing ferocious wild animal savage beast beast from the wilds ferocious unnatural beast ancient force of nature great beast fearsome beast cursed demon night creature horrible beast terror from the evil depths evil being torture the treatment of plants truthfulness a formalized agreement the display of war and hunting trophies the devouring of the bodies of sapient beings a desire to kill the living and any others in opposition the adversary's inability to communicate and form treaties is unknown us. is skirmishing with us. and there is no hard feeling between our peoples. and there is friendship between our peoples. The trouble started because of but there is ill-will between our peoples. the treatment of animals a dispute over I tire of this pointless skirmishing. We can no longer pay them homage. is our ally I wish I could tell you where to begin your search. Until then, you are free to do as you please. is at war with us. is not at war with us accepts our tribute is paying us tribute The group from their home at could afford to learn a lesson or two, though open conflict would be unwise. must be driven off or subjugated. In any case, peace is no longer an option. The alliance has outlived its usefulness. Their tribute is not enough. This war must end with our victory. a special occasion a previous insurrection a competition a performance a ceremony a procession a raid a purge a previous battle a previous war a previous conquest a previous duel an act of theft an abduction a journey an attack by a beast territory an incident involving a trade caravan grazing rights water rights rights-of-way fishing rights general ill feelings over past historical events livestock ownership a dispute over the ownership of the disturbance of once-eternal rest a first contact that went horribly wrong prior aggression by the adversary the adversary's abuse of the aggressor's fallen the adversary's refusal to form treaties a disagreement over prior treaties an incident involving a lost diplomat a cottage the mead hall the great tower the keep a hillock a house an abandoned shop a tree They consider you an infamous villain among those opposing them. Their strength has been broken. They consider you a key figure in the opposition. They consider you a leader of the opposition. You are considered part of the opposition. You are considered an integral part of the opposition. There are guards in There are guards patrolling Be careful, for their leader the natural issue of their oneness with It does not help matters that their leader is my They do not feel challenged at all. I don't really know. Their strength has been challenged, and their hold has loosened. They still hold this area, but they do not feel certain. a coup persecution a family matter There is also the issue of their worship of the issue of their godlessness the natural issue of their worship of the issue of their oneness with shrine the processed goods market There is a long-ranging patrol the shrine to I'd watch out for them. I have no idea. other groups vying for control. There are no fewer than a metal furniture shop a stone furniture shop the imported food market the imported goods market the meat market the imported clothing market the cheese market the fruit and vegetable market a weaponsmith's shop a gem cutter's shop a blacksmith's shop a bowyer's shop a metal craft shop a armorsmith's shop a carpenter's shop a leather goods shop a clothing imports store a food imports store a cloth shop a general imports store a woven clothing shop a leather shop a bone carver's shop a leather clothing shop Goodbye. I must take my leave. If you want to find a relative, lives in If you want to offer your condolences, should travel to should talk to abides here in magnificence Not that it matters, as is here, and Not that it matters, as the seat of the law is absolute the blood-drinker allows no chattel to rise is also located here The seat of has occupied You sound like a troublemaker. rules is a group of from this capital as well I rule I haven't heard anything like that. are vying for control. groups fled. No fewer than A few separate groups were organized. One group organized itself. Nobody I remember. fled before the attack. I've decided. Let's call our troupe Here's something you might be interested in... I'm in charge of I've forgotten what to say... I've forgotten my bold pronouncement... now. Make way for What's available here? Let's trade. Nevermind. Thank you! Please let me shelter here for the night. I'd like to stay here another day if you don't mind. Of course. My pleasure. Uh... what was that? Ah, I'm sorry. Permission is not mine to give. Certainly. It would be terrible to leave someone to fend for themselves after sunset. back home! this poor soul the oppressors Join me and we can shake off the yoke of this place the weary shoulders of the people of I'm with you on this. forever! You may enjoy these times of peace, but remain vigilant. We weren't personally acquainted. What will you do about it? My condolences. Let's entertain the world together! What should I do about it? Join me and we'll bring Come, join me on my adventures! a room a free room a night. . Let me know and you can stay as long as you like. free rooms Tavern keeper! This is not that kind of establishment. We have many drinks to choose from. [You receive a list.] There's no need for trouble here. All drinks cost We have All drinks are free, of course! for a mug. We rent out You have a room here, and you can stay longer if you like. Long live the cause. Thank you for preserving our legacy of wisdom. What stories you tell! It's such an honor to have you here. Loyalty should be rewarded. My talented bard! It's such an honor to have you here. The poet! It's such an honor to have you here. Your selfless dedication is appreciated here. What a dancer! It's such an honor to have you here. You have been such a good trade partner. I'd just as soon you went someplace else. My good friend. It's such a pleasure to serve you. It is good to see you here. My companion. You ought to be rewarded for returning our treasures. Thank you for all you do. Intruder! Intruder! This is my new home. someone Would you agree to become Would you please adopt , taking over my duties and responsibilities? I accept this honor. this poor nameless child this tower this establishment this tomb this market these sewers this dungeon this spire these catacombs this counting house You'll have the room for another day. I'm glad you're enjoying your stay. this guildhall this hospital this keep this hall this library this temple Uhh... nevermind. I'd like a room. I'd like the I'll be back with your drink in a moment. I'd like my room for another night. somewhere Your room is It is good to be indoors. I would prefer to be outdoors. Where am I? It sure is dark down here. Let us stop this pointless fighting! Tell me about this area. I have no reason to accept this. I accept your offer. What a strange place! I have confidence in your abilities. It is good to be outdoors. It is invigorating to be out in the wilds! How I long for civilization... Indoors, outdoors. It's all the same to me as long as the weather's fine. How sinister the glow... I would prefer to be indoors. Did anybody flee the attack? Does anybody else still have a stake in these lands? Does this settlement engage in trade? Tell me about those places. Tell me about the local ruler. What an odd glow! Look at the sky! Are we in the Underworld? Is it raining? At least it doesn't rain down here. I will accept the child into my home. I am sorry, but I am otherwise disposed. This must be the will of It has always been my dream to start a family. Why are you traveling? I'm sorry, but I'm unable to help. Where are their forces? Are there patrols or guards? Do they have a firm grip on these lands? You look like a mighty warrior indeed. What have you been scheming? really How are you feeling right now? You are amazing. the outfit. You must yield! You are bound to me! The bond is broken! Return to the Underworld and trouble us no more! Tell me who you work for, or else. 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. Reveal what you have been scheming or suffer the consequences. Who do you work for? Identify yourself! or suffer the consequences. the object I can't remember is yours. Please consider my offer. Fortune has favored you, and Where is Perhaps you'd be willing to trade Never. Gladly. May this new age of harmony last a thousand year. I will not bow before you. I agree to submit to your request. will no longer pay homage to offers to pay homage to must pay homage to Let there be peace between is well-traveled and would probably have that information. No such place exists. not be able to guide you personally. It is the best I can do. However, the is dead. I don't know myself, and I don't even know anybody that could tell you. I don't remember what I was going to say... Please be patient. I'll have your order ready in a moment. Come see me in the market sometime. Yes, I can serve you when we're both there. We don't offer any specific services here. You haven't ordered anything. Would you like something? I don't work here. This is You should probably try a shopkeeper. You'll have to talk to somebody older. Sorry, I'm otherwise occupied. Fantastic! Please come closer and ask again. Really? Please come closer. Of course. Let's do business. Really? Alright. Come see me at the trade depot sometime. Come see me in my store sometime. So, the Calm yourself! said, "Are you going to eat that?" ... and the Tell me about your family. saw the sun and vomited on the spot! Yes, let's go. Of course. I seek to rescue and am returning to I have obtained , and this quest is taking me to The treasure is sought by I am searching for I will return it to I am returning it to in search of excitement in search of a thrilling adventure in search of work in search of adventure . Perhaps I'll finally make my fortune! , and wealth and pleasures beyond measure! I have rescued and maybe something to drink as well! to take up my position I'm going to to move into my new home with spouse to start a new life husband I started my pilgrimage in Probably on the move or deep underground, but I can't be sure. to view I visited I'm traveling to I'm preparing to travel to I'm returning to my home in I'm not sure. utilize the market here. is the only other settlement to utilize the market here. The people of This place is insulated from the rest of the world, at least in terms of trade. to trade. go to is the only other settlement to utilize the market there. other villages which utilize the market there. other major settlements. trades directly with no fewer than engages in trade with The largest of these is villages which utilize the market here. There are The village The villages I'm walking my patrol. I was out visiting the library. I'm going to visit the temple. I'm going out for some water. I'm going out to the tavern. I'm going to visit the shrine. I'm not planning a journey. I'm going to visit the library. I'm on an important mission. I am escaping from danger which threatened my former home. I'm just out for a stroll. I'm returning from my patrol. I was out visiting the temple. I was just out for some water. I was just out at the tavern. I was out visiting the shrine. cousin nephew , is it really you? has returned Is it really you? brother grandchild sibling sister half-sister half-brother half-sibling parent father daughter grandmother grandparent grandfather There's nothing organized here. also utilize the market there. That's me. I'm right here. Where? Ask me when I've returned to my home! Yes, master. Ask and I shall obey. mother I'd rather not say. the surrounding area a village nearby just outside town out to the the settlements northeast northwest ! Best price in town ! Limited supply were tanned right here in distant all the way faraway the great ! Today only right here I don't remember what I believe... An item has returned! get your your very own authentic Never! I will fight no more. Okay! I'll do it. You first, coward! Over my dead body! spits out Maybe you're right. I am compelled to continue! my good person We yield! We yield! Stop! This isn't happening! We will fight no more. I yield! I yield! Splendid Fantastic Decent Excellent my friend right there southeast southwest some of our kind some of my kind Are you interested in out to the Might I interest you in I assure you I am already calm. Look to yourself. You're right. I need to relax. Don't waste my time. Ha ha ha... You're funny! You dare to flatter me?! Base flattery! Insufferable! How dare you?! Do I look like I need to calm down?! I am so nearly swayed by your greatness alone that we can simply assign you the victory! Get away from me! I'll show you calm! Spare me the compliments. You calm down! Thank you for your kind words. Don't tell me to calm myself. I admire how brilliant you are! you are so clever I must concede! I confess your stunning argument overwhelms me! I must say that is a truly insightful observation! we can both agree you are by far the most persuasive! I am overmastered by your presence! you needn't indulge my trivial thoughts! no one can deny your genius! I have been so foolish. Yes, I agree. Yes, I can see it clearly now. Though I cannot agree fully on a slight technicality, You know, I think you're right. Even if I don't change my mind, Despite some minor reservations... Although my own insignificant beliefs lie elsewhere, Ignoring that I don't quite concur... Are you being serious? What did you just say? Wait, what? Am I supposed to engage with that? Forgive me, but I've heard it all now! You must be joking. How unreasonable! Give me a break. Were you trying to make an argument? How gracious! Fine. Let's drop the argument. Let's move on. You are right. Let's drop the argument. There must be something else to discuss. Yes, let's move on. I will settle this my way. You mock me?! You insult me with your flattery This conversation is over. , but let us move on. You insult me with your derision Well, there must be something else to discuss. If you insist so strongly, we can move on. That's wrong. I cannot agree. I beg to differ. That's not right. Pause to consider. Stop and reflect. You are thinking about this all wrong. Really. Unbelievable. I just don't know. It's wrong. I don't know what to say. I don't want to argue. I disagree. I guess I'm not sure. there's just no way you can believe something so stupid. it would amaze me if somebody actually thought that. you should keep your weird thoughts to yourself. the things some people think just boggle the mind. I'm appalled. that isn't at all convincing. You're wrong. Shameful. That's absurd! Oh, no, don't waste my time with this drivel. that is the stupidest statement I have ever heard. I couldn't follow your rambling. really, I've been over all this nonsense before. nobody could possibly believe that. I'm having trouble taking you seriously. asked me sent me to told me to ask I asked to ask told me to tell Through to tell demands a portion of my official funds asks that I look past illicit acts in my official capacities ask that I sent I asked that demand a portion of the official funds from look past illicit acts I demand a portion of the official funds from Help! Save me! I believe... something. I serve I must withdraw! I have no master, but I do not know! My instructions come from I serve no one. sometimes has need for my services. Just think about it. I don't agree. No, I mean it. I must insist. I require a substantive reply. You must be convinced. Well, I believe... something else. I sense you're wavering. It is not convincing. appears to acquiesce. You flinch. appears unconvinced. You are unperturbed. flinches. appears unperturbed. I do not scheme. engaged to induce a war of You must think you're really frightening. You just aren't as convincing as you think you are. I have nothing to say to you. That was compelling! What is this madness? Calm yourself! sent me to engage to obtain engaged me to abduct engaged me to assassinate engaged me to infiltrate engaged me to sabotage the activities of engaged me to frame I decided to frame was asked I told to grant an important position engaged me to obtain when one came available. I engaged to engage grotesque crude refined a series of graceful serene Finally, should be is one of the fundamental dance moves. the fundamental dance position. is one of the fundamental dance positions. First, called the the fundamental dance move. vigorous intense aggressive powerful proud flamboyant lively spirited energetic passionate vivacious joyous loudly percussive softly percussive aborted partially realized sharp-edged straight-lined fluid undulating jerking expressive strong large weightless understated delicate elaborate left kick right kick leg lift straight walk curved walk facial expression hand gesture steps in a circular pattern steps in a triangle pattern steps in a figure-eight pattern steps in an intricate pattern quarter repeated steps in a square pattern sinuous counterclockwise clockwise eighth sensual debauched twisting sprightly sluggish relaxed passive subtle group group celebration is a sacred shadowed by group members from the lead from the follower movement along the line of dance mirrored performed in retrograde performed in succession backward bend leftward bend rightward bend footwork independent body movement forward bend arm carriage raised left arm raised right arm raised arm left leg lift right leg lift body level body level change along a counterclockwise circle turning counterclockwise along an improvised path along an intricate path in a double circle