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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AKAfreaky</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-09T16:42:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Steel&amp;diff=98244</id>
		<title>v0.31 Talk:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Steel&amp;diff=98244"/>
		<updated>2010-04-24T00:16:22Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fuel needed without magma===&lt;br /&gt;
I can't verify it at the moment, but did this change in the new version? I'm pretty sure it was like this in 40d:&lt;br /&gt;
{|&lt;br /&gt;
|smelting 2 iron bars:&lt;br /&gt;
|2 fuel (2 jobs)&lt;br /&gt;
|-&lt;br /&gt;
|smelting 1 pig iron bar:&lt;br /&gt;
|1 fuel (1 job)&lt;br /&gt;
|-&lt;br /&gt;
|smelting 2 steel bars:&lt;br /&gt;
|1 fuel (1 job)&lt;br /&gt;
|-&lt;br /&gt;
|total:&lt;br /&gt;
|4 fuel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yea it's still like this.&lt;br /&gt;
&lt;br /&gt;
:You need another coke to carbonize the iron into pig iron.  Then you need ''another'' coke to make the steel, even though you ''should'' actually be removing carbon from the pig iron in that step.  So I think without magma you need a total of 6 fuel.  Agree?  If so, correct the article.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:12, 24 April 2010 (UTC)&lt;br /&gt;
::I thought the coke used to carbonize is used as fuel as well as an ingredient. [[User:AKAfreaky|AKAfreaky]] 00:16, 24 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Steel&amp;diff=98242</id>
		<title>v0.31 Talk:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Steel&amp;diff=98242"/>
		<updated>2010-04-24T00:01:57Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fuel needed without magma===&lt;br /&gt;
I can't verify it at the moment, but did this change in the new version? I'm pretty sure it was like this in 40d:&lt;br /&gt;
{|&lt;br /&gt;
|smelting 2 iron bars:&lt;br /&gt;
|2 fuel (2 jobs)&lt;br /&gt;
|-&lt;br /&gt;
|smelting 1 pig iron bar:&lt;br /&gt;
|1 fuel (1 job)&lt;br /&gt;
|-&lt;br /&gt;
|smelting 2 steel bars:&lt;br /&gt;
|1 fuel (1 job)&lt;br /&gt;
|-&lt;br /&gt;
|total:&lt;br /&gt;
|4 fuel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yea it's still like this.&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96274</id>
		<title>v0.31:Acorn fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96274"/>
		<updated>2010-04-20T15:45:33Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{VerminInfo|name=Fluffy Wambler|symbol=∙|color={{COLOR:7:0:1}}|biome=&lt;br /&gt;
* Any pool|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''An insect many times the size of its peers.  It is known for its deafening buzz.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|Vermin}} which spawns around the [[Murky_pool|murky pools]] in {{L|savage}} areas. &lt;br /&gt;
&lt;br /&gt;
It is 20 times the size of a normal {{L|fly}}. However. being vermin it is not butcherable and never gets into fights so it doesn't really make any difference.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY_ACORN]&lt;br /&gt;
	[DESCRIPTION:An insect many times the size of its peers.  It is known for its deafening buzz.]&lt;br /&gt;
	[NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CASTE_NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:6:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[VERMIN_NOTRAP]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:deafening buzz]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=93846</id>
		<title>v0.31:Acorn fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=93846"/>
		<updated>2010-04-16T18:16:58Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: added the description from the raws, the creature template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Acorn Fly|symbol=·|color={{COLOR:6:0:0}}|&lt;br /&gt;
biome=&lt;br /&gt;
* Any  [[Murky_pool|pool]] in {{L|Savage}} areas&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''An insect many times the size of its peers.  It is known for its deafening buzz.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|Vermin}} which spawns around the [[Murky_pool|murky pools]] in {{L|savage}} areas. &lt;br /&gt;
&lt;br /&gt;
It is 20 times the size of a normal {{L|fly}}. However. being vermin it is not butcherable and never gets into fights so it doesn't really make any difference.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY_ACORN]&lt;br /&gt;
	[DESCRIPTION:An insect many times the size of its peers.  It is known for its deafening buzz.]&lt;br /&gt;
	[NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CASTE_NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:6:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[VERMIN_NOTRAP]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:deafening buzz]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_v0.31&amp;diff=93823</id>
		<title>Template talk:CreatureInfo v0.31</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:CreatureInfo_v0.31&amp;diff=93823"/>
		<updated>2010-04-16T17:57:45Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a rough copy/paste of [[Template:CreatureInfo]] with the chunks line removed and organ lines added.  The nervous tissue line doesn't work properly, and I think there are code bits referring to size that are no longer relevant, but I hesitate to try to fix them for fear of breaking the whole thing. --[[User:Todestool|Todestool]] 01:40, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nervous Tissue line fixed, but integrating some way to deal with the quantity variance caused by the new tissue system would be good. --[[User:Todestool|Todestool]] 12:27, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If a creature isn't butcherable should all the stuff just be set to 0? --[[User:AKAfreaky|AKAfreaky]] 17:57, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=93817</id>
		<title>v0.31 Talk:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=93817"/>
		<updated>2010-04-16T17:46:54Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just encountered a SUPER fast moving vermin called &amp;quot;many rats&amp;quot;. Assume this is a bug [[User:Cpad|Cpad]]&lt;br /&gt;
: I just encountered a &amp;quot;many rats&amp;quot; as well. It does move really fast. [[User:Kataklistika|Kataklistika]] 05:41, 14 April 2010 (UTC)&lt;br /&gt;
:: You have a slight chance to disturb a crowd of certain creatures, namely social(?) vermin. They scatter when this happens. Has happened to me many times, and is a feature&lt;br /&gt;
&lt;br /&gt;
I've seen prepared rat brains, can someone please verify that vermin provide no food products? --[[User:StrongAxe|StrongAxe]] 14:46, 15 April 2010 (UTC)&lt;br /&gt;
:I have seen that before as well... In the embark menu. Perhaps it is like cheese in the old version where the civilisation can produce food that the fortress cannot.&lt;br /&gt;
::There was a post in the devlog about a shop selling firefly brains which &amp;quot;needed a little work&amp;quot; so I assume vermin food stuffs are a bug (It was 02/17/2010, I don't know how to link to a specific blog post) --[[User:AKAfreaky|AKAfreaky]] 17:46, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=93341</id>
		<title>v0.31:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=93341"/>
		<updated>2010-04-15T20:09:09Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Fighting in the Arena yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
The Arena is a fun place, you can test things, or just have some fun carnage.&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e., before you unpause, or immedately as you do,) resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). Research needs to be done on the effects of this combination.&lt;br /&gt;
&lt;br /&gt;
== Inventory and skills ==&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill, it is also possible to add weapons,ammo and armour to your creatures. creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarfs will happily use the weapon as long as the at least have dabbling in the weapon skill.&lt;br /&gt;
in this way you can create simulated battles aganist beasts or enemies.&lt;br /&gt;
It is also possible to 'Team' creatures up by to pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as [[Adventure_Mode|Adventure Mode]]&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
The layout of the arena zone is stored in &amp;lt;Dwarf Fortress dir&amp;gt;\data\init\arena.txt&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 z-levels (including 0, from Z=-4 to Z=4) of 144 x 144 tiles;&lt;br /&gt;
the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|#}}&lt;br /&gt;
| Empty tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Block floor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Block pillar/wall&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|R}}&lt;br /&gt;
| Block ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F}}&lt;br /&gt;
| Block fortification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}}&lt;br /&gt;
| Water source?&amp;lt;sup&amp;gt;1 2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| 7/7 water&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| 7/7 water + ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| 7/7 magma/lava&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| 7/7 magma/lava + ramp&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to {{k|W}} otherwise.&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=93088</id>
		<title>v0.31:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=93088"/>
		<updated>2010-04-15T10:23:25Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is created from a {{L|wood|wood log}} at a {{l|wood furnace}} by a dwarf with the {{l|Wood burner|wood burning}} labor enabled. Ash is an intermediate good only used to make potash or {{l|lye}}.&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is created from ash or lye at an {{l|ashery}} by a dwarf with the {{l|potash maker|potash making}} labor enabled. It is used mainly for fertilizing crops.&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from potash at a {{l|kiln}} (uses 1 {{l|fuel}}) or {{l|magma kiln}} by a dwarf with the {{l|furnace operator}} labor enabled. Its sole use is in the manufacture of {{l|clear glass}} and {{l|crystal glass}} items.&lt;br /&gt;
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Ash, potash and pearlash are {{l|bar|bars}}, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
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Ash is also a type of [[tree]].&lt;br /&gt;
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[[category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=92409</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=92409"/>
		<updated>2010-04-13T20:22:02Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Carrying over saved games? */&lt;/p&gt;
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# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
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== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
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== Random page function ==&lt;br /&gt;
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I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
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Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
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So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
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Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
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:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
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Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
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Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
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As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
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Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
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Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
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I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
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::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
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== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
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==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
*It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=89950</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=89950"/>
		<updated>2010-04-11T20:56:08Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Added the skill template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(192,192,192)&lt;br /&gt;
| skill      = Mining&lt;br /&gt;
| profession = Mining&lt;br /&gt;
| job name   = Mining&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Mine &lt;br /&gt;
* Channel &lt;br /&gt;
* Remove Up Stairs/Ramps&lt;br /&gt;
* Upward/Downward/ &amp;quot;Up/Down&amp;quot; Stairway&lt;br /&gt;
* Upward Ramp&lt;br /&gt;
| workshop = No workshop, performed through designations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|x}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kobold_bulb&amp;diff=89937</id>
		<title>v0.31:Kobold bulb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kobold_bulb&amp;diff=89937"/>
		<updated>2010-04-11T20:37:26Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=89730</id>
		<title>v0.31:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=89730"/>
		<updated>2010-04-11T13:02:37Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A short, sturdy creature fond of drink and industry.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[RELSIZE:BY_CATEGORY:LIVER:300]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +&lt;br /&gt;
	[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++&lt;br /&gt;
	[BODY_SIZE:0:0:3000]&lt;br /&gt;
	[BODY_SIZE:1:168:15000]&lt;br /&gt;
	[BODY_SIZE:12:0:60000]&lt;br /&gt;
        [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[GENERAL_BABY_NAME:dwarven baby:dwarven babies]&lt;br /&gt;
	[BABYNAME:dwarven baby:dwarven babies]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[GENERAL_CHILD_NAME:dwarven child:dwarven children]&lt;br /&gt;
	[CHILDNAME:dwarven child:dwarven children]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]&lt;br /&gt;
	[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]&lt;br /&gt;
	[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]&lt;br /&gt;
	[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]&lt;br /&gt;
	[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]&lt;br /&gt;
	[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]	[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]		&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:80:0:130:0]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:130:0:150:0]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]				&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:beard:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:moustache:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:sideburns:PLURAL]		&lt;br /&gt;
		SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		 PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]&lt;br /&gt;
			TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]&lt;br /&gt;
				APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				APP_MOD_NOUN:nails:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
			[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&lt;br /&gt;
			[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]&lt;br /&gt;
			[APP_MOD_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]			[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]&lt;br /&gt;
			[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=89729</id>
		<title>v0.31:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=89729"/>
		<updated>2010-04-11T13:02:13Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Added dwarf raws.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A short, sturdy creature fond of drink and industry.&lt;br /&gt;
&lt;br /&gt;
{{GameData|[CREATURE:DWARF]&lt;br /&gt;
	[DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[RELSIZE:BY_CATEGORY:LIVER:300]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +&lt;br /&gt;
	[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++&lt;br /&gt;
	[BODY_SIZE:0:0:3000]&lt;br /&gt;
	[BODY_SIZE:1:168:15000]&lt;br /&gt;
	[BODY_SIZE:12:0:60000]&lt;br /&gt;
        [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[GENERAL_BABY_NAME:dwarven baby:dwarven babies]&lt;br /&gt;
	[BABYNAME:dwarven baby:dwarven babies]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[GENERAL_CHILD_NAME:dwarven child:dwarven children]&lt;br /&gt;
	[CHILDNAME:dwarven child:dwarven children]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]&lt;br /&gt;
	[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]&lt;br /&gt;
	[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]&lt;br /&gt;
	[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]&lt;br /&gt;
	[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]&lt;br /&gt;
	[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]	[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]		&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:80:0:130:0]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:130:0:150:0]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]				&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:beard:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:moustache:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:sideburns:PLURAL]		&lt;br /&gt;
		SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		 PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]&lt;br /&gt;
			TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]&lt;br /&gt;
				APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				APP_MOD_NOUN:nails:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
			[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&lt;br /&gt;
			[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]&lt;br /&gt;
			[APP_MOD_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]			[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]&lt;br /&gt;
			[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=89723</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=89723"/>
		<updated>2010-04-11T12:54:28Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Game object date boxes */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random page function ==&lt;br /&gt;
&lt;br /&gt;
I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010 Title needs changing ==&lt;br /&gt;
&lt;br /&gt;
The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
&lt;br /&gt;
So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
&lt;br /&gt;
Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
&lt;br /&gt;
Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add a CptnDuck page? ==&lt;br /&gt;
&lt;br /&gt;
Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Articles on Olivine and other generic stones ==&lt;br /&gt;
&lt;br /&gt;
There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No link to World Generation? ==&lt;br /&gt;
&lt;br /&gt;
Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Namespaces ==&lt;br /&gt;
&lt;br /&gt;
As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
&lt;br /&gt;
:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tutorials clutter ==&lt;br /&gt;
&lt;br /&gt;
Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tiger_shark&amp;diff=89717</id>
		<title>40d:Tiger shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tiger_shark&amp;diff=89717"/>
		<updated>2010-04-11T12:41:40Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: added the av tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Tiger shark|symbol=S|color={{COLOR:7:0:0}}|bones=13|chunks=13|meat=13|fat=6|skulls=1|skin=Yes|biome=&lt;br /&gt;
*  [[Tropical]] [[ocean]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Tiger shark''' is a large predatory [[fish]]. If caught, it provides a stack of 13 [[bone]]s and enough [[meat]] and fat to feed 7 [[dwarves]] for about 4 months.  &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_TIGER]&lt;br /&gt;
	[NAME:tiger shark:tiger sharks:tiger shark]&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:stripes]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:13]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:tiger shark pup:tiger shark pups]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=89713</id>
		<title>v0.31 Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=89713"/>
		<updated>2010-04-11T12:33:04Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Errors / Unknowns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result.  (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals).  Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). &lt;br /&gt;
&lt;br /&gt;
Question: Why does the layout give preference to Farenheit anyway?  If anything, Celsius should be preferred.  (Actually, Kelvin should be preferred since its the metric unit).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)&lt;br /&gt;
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Errors / Unknowns==&lt;br /&gt;
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)&lt;br /&gt;
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)&lt;br /&gt;
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:MS_table_head&amp;diff=89712</id>
		<title>Template:MS table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:MS_table_head&amp;diff=89712"/>
		<updated>2010-04-11T12:28:02Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Appearance&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Melting Temperature U&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; (F&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;, C&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Uses / Notes&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88278</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88278"/>
		<updated>2010-04-09T21:30:35Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* List of Trees */  anchors to each row&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|#080}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in [[40d:autumn|autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[40d:winter|winter]] ( {{tile|╞|#880}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;Acacia&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;Alder&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;Ash&amp;lt;/span&amp;gt;|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;Birch&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;Black-cap&amp;lt;/span&amp;gt;|tile={{tile|♠|#888}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;Blood thorn&amp;lt;/span&amp;gt;|tile={{tile|╡|#800}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;Cacao tree&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;Candlenut&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;Cedar&amp;lt;/span&amp;gt;|tile={{tile|↨|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;Chestnut&amp;lt;/span&amp;gt;|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;Feather tree&amp;lt;/span&amp;gt;|tile={{tile|♣|#FFF}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;Fungiwood&amp;lt;/span&amp;gt;|tile={{tile|♣|#FF0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;Glumprong&amp;lt;/span&amp;gt;|tile={{tile|┤|#808}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;Goblin-cap&amp;lt;/span&amp;gt;|tile={{tile|♠|#f00}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;Highwood&amp;lt;/span&amp;gt;|tile={{tile|¶|#080}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;Kapok&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;Larch&amp;lt;/span&amp;gt;|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango&amp;quot;&amp;gt;Mango&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;Mahogany&amp;lt;/span&amp;gt;|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;Maple&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;Mangrove&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;Nether-cap&amp;lt;/span&amp;gt;|tile={{tile|♠|#008}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;Oak&amp;lt;/span&amp;gt;|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;Palm&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;Pine&amp;lt;/span&amp;gt;|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=No|decid=|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;Rubber tree&amp;lt;/span&amp;gt;|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;Saguaro&amp;lt;/span&amp;gt;|tile={{tile|╞|#080}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;Spore tree&amp;lt;/span&amp;gt;|tile={{tile|♣|#088}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;Tower-cap&amp;lt;/span&amp;gt;|tile={{tile|♠|#FFF}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;Tunnel tube&amp;lt;/span&amp;gt;|tile={{tile|│|#F0F}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;Willow&amp;lt;/span&amp;gt;|tile={{tile|⌠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]][[Category:Current]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88267</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88267"/>
		<updated>2010-04-09T21:20:55Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* List of Trees */ Previous anchor didn't work retrying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|#080}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in [[40d:autumn|autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[40d:winter|winter]] ( {{tile|╞|#880}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;Acacia&amp;lt;/span&amp;gt;|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Black-cap|tile={{tile|♠|#888}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Blood thorn|tile={{tile|╡|#800}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar|tile={{tile|↨|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree|tile={{tile|♣|#FFF}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Fungiwood|tile={{tile|♣|#FF0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong|tile={{tile|┤|#808}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Goblin-cap|tile={{tile|♠|#f00}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood|tile={{tile|¶|#080}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Nether-cap|tile={{tile|♠|#008}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=No|decid=|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|#080}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Spore tree|tile={{tile|♣|#088}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tower-cap|tile={{tile|♠|#FFF}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tunnel tube|tile={{tile|│|#F0F}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow|tile={{tile|⌠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]][[Category:Current]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88265</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88265"/>
		<updated>2010-04-09T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* List of Trees */ test anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|#080}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in [[40d:autumn|autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[40d:winter|winter]] ( {{tile|╞|#880}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Acacia|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot; id=&amp;quot;acacia&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Black-cap|tile={{tile|♠|#888}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Blood thorn|tile={{tile|╡|#800}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar|tile={{tile|↨|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree|tile={{tile|♣|#FFF}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Fungiwood|tile={{tile|♣|#FF0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong|tile={{tile|┤|#808}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Goblin-cap|tile={{tile|♠|#f00}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood|tile={{tile|¶|#080}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Nether-cap|tile={{tile|♠|#008}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=No|decid=|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|#080}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Spore tree|tile={{tile|♣|#088}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tower-cap|tile={{tile|♠|#FFF}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tunnel tube|tile={{tile|│|#F0F}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow|tile={{tile|⌠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]][[Category:Current]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88165</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=88165"/>
		<updated>2010-04-09T16:09:22Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Harvesting / Removing the barrier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|#080}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in [[40d:autumn|autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[40d:winter|winter]] ( {{tile|╞|#880}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Acacia|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Black-cap|tile={{tile|♠|#888}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Blood thorn|tile={{tile|╡|#800}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar|tile={{tile|↨|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree|tile={{tile|♣|#FFF}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Fungiwood|tile={{tile|♣|#FF0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong|tile={{tile|┤|#808}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Goblin-cap|tile={{tile|♠|#f00}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood|tile={{tile|¶|#080}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Nether-cap|tile={{tile|♠|#008}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak|tile={{tile|♠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine|tile={{tile|↑|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=No|decid=|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree|tile={{tile|Γ|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|#080}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Spore tree|tile={{tile|♣|#088}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tower-cap|tile={{tile|♠|#FFF}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Tunnel tube|tile={{tile|│|#F0F}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow|tile={{tile|⌠|#080}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]][[Category:Current]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nether_cap&amp;diff=88160</id>
		<title>Nether cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nether_cap&amp;diff=88160"/>
		<updated>2010-04-09T16:05:03Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Redirected page to Tree#nether-cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tree#nether-cap]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_cap&amp;diff=88151</id>
		<title>Black cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_cap&amp;diff=88151"/>
		<updated>2010-04-09T15:58:46Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Redirected page to Tree#black cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tree#black cap]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=88149</id>
		<title>v0.31:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=88149"/>
		<updated>2010-04-09T15:52:29Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Wood''' is produced by {{Key|d}}[[designation|esignating]] {{Key|t}}[[tree|rees]] to be chopped down. Any [[dwarf|dwarf]] with the [[wood cutting|wood cutting]] [[labor|labor]] enabled and access to a [[battle axe|battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar|calendar]], covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree|Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate outdoors [[soil|soil]] and [[mud|muddy]] underground areas (underground areas will only start to sprout saplings once you have hit the [[caverns|caverns]]) to provide a slow (but steady) supply of wood.   Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel|barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human|human]] [[caravan|caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry|wood industry]].  The [[wagon|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed|bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[water wheel|water wheel]]s and [[windmill|windmill]]s, as well as [[axle|axle]]s&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer [[power|power]].&lt;br /&gt;
*To build [[siege engine|siege engine]]s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using [[magma|magma]] to fuel your [[smelter|smelter]]s and [[forge|forge]]s and have access to [[bituminous coal|bituminous coal]] and [[lignite|lignite]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin|bin]], [[barrel|barrel]], [[bucket|bucket]], or [[cage|cage]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash|ash]] which is used in [[Glass_industry|glass making]], [[Soap|soap making]] and for fertilizing crops.&lt;br /&gt;
*All metalworks ([[smelter|smelter]]s, [[forge|forge]]s) and [[glass|glass]]works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or [[magma|magma]] (and [[charcoal|charcoal]] or [[coal|coal]] for [[steel|steel]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
*If you have [[magma|magma]] then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce [[charcoal|charcoal]] for [[steel|steel]].  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**([[Bituminous coal|Bituminous coal]] ''without'' magma triples the effective output of wood, [[lignite|lignite]] doubles it.)&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
Every different type of log (chestnut, ash, maple, tower cap, etc.) is functionally identical except for their weight.  The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree|tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and glumprong wood is the heaviest, with a density of 1200.  However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling|hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate|Temperate]] forest&lt;br /&gt;
*[[Tropical forest|Tropical forest]]&lt;br /&gt;
*[[Taiga|Taiga]]&lt;br /&gt;
*[[Flatland|Flatland]]&lt;br /&gt;
*[[Swamp|Swamp]]&lt;br /&gt;
*[[Desert|Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood Industry|Wood Industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=88146</id>
		<title>v0.31:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=88146"/>
		<updated>2010-04-09T15:44:21Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Basicly C&amp;amp;P of 40d page, removed out of date info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Wood''' is produced by {{Key|d}}[[designation|esignating]] {{Key|t}}[[tree|rees]] to be chopped down. Any [[dwarf|dwarf]] with the [[wood cutting|wood cutting]] [[labor|labor]] enabled and access to a [[battle axe|battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar|calendar]], covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree|Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate outdoors [[soil|soil]] and [[mud|muddy]] underground areas to provide a slow (but steady) supply of wood.   Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel|barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human|human]] [[caravan|caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry|wood industry]].  The [[wagon|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed|bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[water wheel|water wheel]]s and [[windmill|windmill]]s, as well as [[axle|axle]]s&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer [[power|power]].&lt;br /&gt;
*To build [[siege engine|siege engine]]s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using [[magma|magma]] to fuel your [[smelter|smelter]]s and [[forge|forge]]s and have access to [[bituminous coal|bituminous coal]] and [[lignite|lignite]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin|bin]], [[barrel|barrel]], [[bucket|bucket]], or [[cage|cage]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash|ash]] which is used in [[Glass_industry|glass making]], [[Soap|soap making]] and for fertilizing crops.&lt;br /&gt;
*All metalworks ([[smelter|smelter]]s, [[forge|forge]]s) and [[glass|glass]]works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or [[magma|magma]] (and [[charcoal|charcoal]] or [[coal|coal]] for [[steel|steel]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
*If you have [[magma|magma]] then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce [[charcoal|charcoal]] for [[steel|steel]].  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**([[Bituminous coal|Bituminous coal]] ''without'' magma triples the effective output of wood, [[lignite|lignite]] doubles it.)&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
Every different type of log (chestnut, ash, maple, tower cap, etc.) is functionally identical except for their weight.  The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree|tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and glumprong wood is the heaviest, with a density of 1200.  However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling|hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate|Temperate]] forest&lt;br /&gt;
*[[Tropical forest|Tropical forest]]&lt;br /&gt;
*[[Taiga|Taiga]]&lt;br /&gt;
*[[Flatland|Flatland]]&lt;br /&gt;
*[[Swamp|Swamp]]&lt;br /&gt;
*[[Desert|Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood Industry|Wood Industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_industry&amp;diff=88141</id>
		<title>40d:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_industry&amp;diff=88141"/>
		<updated>2010-04-09T15:35:33Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: added the av tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
In order to produce [[40d:Glass|glass]], your map ''must'' have [[40d:sand|sand]] (or [[40d:rock crystal|rock crystal]], for high-value crystal glass - see below).  Sand is never carried by a [[40d:caravan|caravan]] nor offered by a [[40d:liaison|liaison]].  This is a dealbreaker*.  If you want a glass industry, check on your pre-[[embark]] map for [[soil|sand layers]].&lt;br /&gt;
&lt;br /&gt;
:''(* Although there is an easy [[40d:Cheating#Easy_Flux.2C_Sand.2C_and_Ore|cheat]] to work around it, if you just '''have''' to have glass on an otherwise sandless map.)''&lt;br /&gt;
&lt;br /&gt;
To produce glass, sand must first be gathered in [[40d:bag|bag]]s using a task available at any [[40d:glass furnace|glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[40d:Zone#Sand_Collection|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  Gathering sand requires [[40d:item hauling|item hauling]], whilst moving sand bags to stockpiles requires [[40d:furniture hauling|furniture hauling]]*.&lt;br /&gt;
&lt;br /&gt;
You will need spare bags in order to collect sand, and probably many of them, perhaps a half dozen or more per active furnace. It's also a good idea to build spare furnaces just to have &amp;quot;Gather Sand&amp;quot; orders on Repeat (perhaps 2-4/active furnace, depending on your haulers, rate of glass production and the distance) so as to keep your production furnaces available to accept other tasks.  (This is important also to prevent [[40d:clutter|clutter]], as the empty bags tend to stack up in the glass furnaces.) These furnaces don't use [[40d:fuel|fuel]] and are not manned (dwarfed?) for the Gather Sand task, so if you are using magma Glass Furnaces, these can be standard versions, and in an out-of-the-way corner of the map - the sand haulers will never go there, but the orders have to come from there.*&lt;br /&gt;
&lt;br /&gt;
:''(* You can also queue up &amp;quot;Gather Sand&amp;quot; tasks through your [[40d:manager|manager]], but some will get apportioned to the active furnaces, interfering with the actual manufacture of glass items.  It's better to do this one workshop by workshop.)''&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at the furnace.  A standard [[40d:glass furnace|glass furnace]] will consume one unit of [[40d:fuel|fuel]] per job; a [[40d:magma glass furnace|magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
:*To produce '''green glass''', you only need a bag of sand.&lt;br /&gt;
&lt;br /&gt;
:*To produce '''clear glass''', you also need one bar of [[40d:pearlash|pearlash]].&lt;br /&gt;
&lt;br /&gt;
:* To produce '''crystal glass''', you don't need sand, but you do need pearlash and [[40d:rock crystal|rock crystal]]s, a [[40d:gem|gem]] which is not found on all maps.&lt;br /&gt;
&lt;br /&gt;
Once you have the ingredients, you have two basic choices when making any type of glass - produce '''raw glass''', or produce a specific glass '''item'''.  Raw glass is treated as a low-value gem, not a raw material - it does not ''ever'' get re-melted or processed again into other items, but is further processed by a [[40d:gem cutter|gem cutter]].  If you want a glass item, order it specifically from the furnace menu.&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;Glass&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 64em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Textile industry {{!}} Textile Industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|C|#acc|A|#acc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Wood Industry {{!}} Wood Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Mining {{!}} Mining&lt;br /&gt;
  |background=#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=none|skill=Item Hauling&lt;br /&gt;
  |color=#088|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|E|    |&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#880|&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
  |E|    |C|#ed8|E|    |&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| Sand Only&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Sand &amp;amp; Pearlash&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Pearlash|Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Pearlash &amp;amp; Rock Crystal&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Rock crystal|Rough Rock Crystal]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[40d:Fuel|Fuel]]/[[40d:Magma|Magma]]|use=Powers furnaces&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Green Glass- making&lt;br /&gt;
  |color=#00f|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#080|L|#fa8|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Clear Glass- making&lt;br /&gt;
  |color=#00f|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#088|L|#fa8|&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Crystal Glass- making&lt;br /&gt;
  |color=#00f|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#fff|E|#fff|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Gem industry {{!}} Gem Industry&lt;br /&gt;
  |background=#6f6|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |E|#89c|C|#89c|L|#89c| &lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|L|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|C|#89c|L|#89c|&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|E|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Goods Industry {{!}} Goods Industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |E|    |T|#afa|L|#fff| counts as rough gems&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Gem#Glass|Raw Glass]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#080|☼|#080|☼|#088|☼|#fff|&lt;br /&gt;
  |☼|#080|☼|#088|☼|#088|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=[[40d:block|Glass Blocks]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |■|#080|■|#080|■|#088|■|#fff|&lt;br /&gt;
  |■|#080|■|#088|■|#088|■|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=[[40d:craft|Glass Crafts]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#080|♀|#080|o|#088|°|#fff|&lt;br /&gt;
  |Å|#080|¶|#088|♀|#088|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
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|-&lt;br /&gt;
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}}&lt;br /&gt;
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{{Item Block|title=[[40d:Furniture|Glass Furniture]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#080|π|#080|Ω|#088|Ω|#fff|&lt;br /&gt;
  |Ω|#080|╤|#088|╤|#088|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
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}}&lt;br /&gt;
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}}&lt;br /&gt;
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{{Item Block|title=[[40d:Terrarium|Terrarium]]s&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |‼|#080|‼|#080|‼|#088|‼|#fff|&lt;br /&gt;
  |‼|#080|‼|#088|‼|#088|‼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
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&lt;br /&gt;
{{Item Block|title=[[40d:Vial|Glass Vials]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |¡|#080|¡|#080|¡|#088|¡|#fff|&lt;br /&gt;
  |¡|#080|¡|#088|¡|#088|¡|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|E|#fff|[[40d:Extracts|Extracts]]&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Window|Glass Windows]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▒|#080|▒|#080|▒|#088|▒|#fff|&lt;br /&gt;
  |▒|#080|▒|#088|▒|#088|▒|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|E|#89c|&lt;br /&gt;
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}}&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Trap weapon|Trap Weapons]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |Σ|#080|Σ|#080|Σ|#088|Σ|#fff|&lt;br /&gt;
  |Σ|#080|Σ|#088|Σ|#088|Σ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[40d:Pipe|Tube]]s&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |¦|#080|¦|#080|¦|#088|¦|#fff|&lt;br /&gt;
  |¦|#080|¦|#088|¦|#088|¦|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Furniture Industry {{!}} Furniture Industry&lt;br /&gt;
  |background=#b98|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |A|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
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  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=40d:Construction {{!}} Constr. Industry&lt;br /&gt;
  |background=#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff|[[Pump]]s&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=88138</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=88138"/>
		<updated>2010-04-09T15:27:35Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Is Soap needed? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that soap is bugged very badly right now.  Specifically, with the introduction of the new &amp;quot;glob&amp;quot; unit, soap is now produced in globs, but every potential use for soap is programmed to use bars.  This can be easily fixed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open reaction_other.txt in your save raws and/or default raws folder and change&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]to&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, Fox the Undead, http://www.bay12games.com/forum/index.php?topic=52996.0&lt;br /&gt;
&lt;br /&gt;
If someone wants to post this on the main page, go ahead.  I'm still new here and I don't want to mess anything up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Theothersteve7|Theothersteve7]] 15:23, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=88137</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=88137"/>
		<updated>2010-04-09T15:27:26Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Is Soap needed? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that soap is bugged very badly right now.  Specifically, with the introduction of the new &amp;quot;glob&amp;quot; unit, soap is now produced in globs, but every potential use for soap is programmed to use bars.  This can be easily fixed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open reaction_other.txt in your save raws and/or default raws folder and change&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]to&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, Fox the Undead, http://www.bay12games.com/forum/index.php?topic=52996.0&lt;br /&gt;
&lt;br /&gt;
If someone wants to post this on the main page, go ahead.  I'm still new here and I don't want to mess anything up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Theothersteve7|Theothersteve7]] 15:23, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
*More specifically what happens if your hospital zone has no soap?&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=87035</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=87035"/>
		<updated>2010-04-08T15:56:36Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| amount of material that makes contact when attack is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Second attacks only used if main impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a dragon will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=87034</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=87034"/>
		<updated>2010-04-08T15:56:07Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| amount of material that makes contact when attack is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Second attacks only used if main impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a dragon will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=77490</id>
		<title>40d:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=77490"/>
		<updated>2010-04-01T18:17:49Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: changed most links so they link to the same version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Mineral|name=Bituminous Coal|tile=☼|icon=☼|color=#888&lt;br /&gt;
|uses =&lt;br /&gt;
* Create 3 coke at {{L|smelter}}&lt;br /&gt;
|location =&lt;br /&gt;
* Veins in {{L|Sedimentary layer}}s&lt;br /&gt;
|properties =&lt;br /&gt;
* Can [[ignite]]&lt;br /&gt;
* {{L|Economic stone}}&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
One of the two mineral sources of {{L|fuel}}, '''bituminous coal''' is found in {{L|vein}}s in {{L|sedimentary layer}}s.  When processed at a {{L|smelter}} or {{L|magma smelter}}, one unit of bituminous coal produces 3 units of {{L|Fuel#The_two_sub-types_of_fuel|coke}}.   If done at a regular {{L|smelter}}, this processing requires one pre-existing unit of fuel (either {{L|Fuel#The_two_sub-types_of_fuel|charcoal}} or coke), leaving a ''net'' production of 2 fuel.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is flammable.  (It should not be necessary to add that it is ''not'' a {{L|fire-safe}} material.)&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is '''not''' the same as {{L|refined coal|&amp;quot;refined coal&amp;quot;, &amp;quot;coal fuel&amp;quot;, or &amp;quot;coal&amp;quot;}}, though it is directly related.&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{L|lignite}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{L|Category:Stone}}&lt;br /&gt;
{{L|Category:Economic Stone}}&lt;br /&gt;
{{L|Category:Sedimentary Stone Layers}}&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56990</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56990"/>
		<updated>2009-11-04T21:43:17Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Table of Rocks */ added appearance for Ice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with notes below table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||THE highest&amp;lt;br /&amp;gt;value &amp;quot;ore&amp;quot;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|#0FF|#ccc}}  {{Raw Tile|*|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low value stone||{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value [[ore]]||Smelt into [[Aluminum]], a highest-value [[metal]]||{{Raw Tile|^|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low value stone||{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||The only [[magma-safe]] [[stone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; only source of some high-value gems||{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure ore||Ingredient of [[Bismuth Bronze]]||{{Raw Tile|%|#FFF|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value stone||{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low value stone||{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low value stone||{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Copper|Copper, native]]||common&amp;lt;br /&amp;gt;low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||Low value stone||{{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[layer]] stone||Low value stone||{{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||Low value stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, w/ a 50% chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; for [[Silver]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||Smelt into [[Nickel]], a low-value metal, [[magma-safe]]||{{Raw Tile|£|#0F0|#ccc}}  {{Raw Tile|*|#0F0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||Low value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low value stone||{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#800|#ccc}}  {{Raw Tile|*|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low value stone||{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low value stone||{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|.|#0FF|#0FF}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low value stone||{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low value stone; only source of [[Diamond]]s||{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|~|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#080|#ccc}}  {{Raw Tile|*|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low value stone||{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low value stone||{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||Low value stone||{{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||Highest value stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low value stone; may contain [[Platinum]]||{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low value stone||{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low value stone||{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low value stone||{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value ore||Smelt into [[Platinum]], a highest-value [[metal]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low value stone||{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low value stone||{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||Used in the creation of [[Glass|Clear Glass]]||{{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low value stone||{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low value stone||{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||Low value stone||{{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low value stone||{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low value stone||{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low value stone||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||Smelt into [[Copper]], a low-value metal,&amp;lt;br /&amp;gt; w/ a 20% additional chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.  Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  Metal can be crafted into weapons, armour or tools, decorations, furniture or even buildings.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also superior to steel for all combat purposes, and steel is clearly the best material otherwise available. See [[adamantine]] for a full discussion of this unusual and ultimate material.&lt;br /&gt;
&lt;br /&gt;
:2. '''Bauxite''': Magma will melt most stone, and while there are some magma-safe metals, [[mechanism]]s can only be made from stone (or processed adamantine), not metal. Bauxite (or adamantine) is the only stone that will not melt in magma (see [[magma-safe]]), and so is uniquely suited for that purpose.&lt;br /&gt;
&lt;br /&gt;
:3. '''% chance''' for additional metals - when Galena and Tetrahedrite are smelted, they produce (respectively) 1 lead or 1 copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the % chance as listed above.&lt;br /&gt;
&lt;br /&gt;
:4. '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
==How to find a rock==&lt;br /&gt;
Basically, you look under other rocks. The trick is to have a good guess ''which'' other rocks to look under to find the one type that you're looking for.&lt;br /&gt;
&lt;br /&gt;
In the main article for every rock (many generic/low-value ones share another table on the [[stone]] page), there is information about where these stones can be found.  Usually that's in a type of [[layer]], or sometimes within another specific or general type of [[stone]].  Sometimes the rock is a [[layer]] stone.  If it's found in [[sedimentary]], [[igneous intrusive]], [[igneous extrusive]], [[metamorphic]] or [[soil]], those are broad classifications that cover many different types of layer stone.  A layer stone means it creates the dominant layer of that entire area, as defined by the &amp;quot;area block&amp;quot; (see next). By figuring out where the type of rock/ore you are looking for is found, you can dig in areas that have a better chance of having it.&lt;br /&gt;
&lt;br /&gt;
===Area Blocks===&lt;br /&gt;
Okay, this is the &amp;quot;advanced basic&amp;quot; part of the lesson - then we're done. &lt;br /&gt;
&lt;br /&gt;
When you first start a new game, and you're looking at the embark map, there is the World map on the right, the Region map in the middle, and the Local map on the left. The icons on the local map relate 1:1 to what are called &amp;quot;area blocks&amp;quot; on the game map, the map where your dwarves will move around.  Each area block is 48x48 tiles square.  The game is smart enough to make the borders a little fuzzy, but each area block defines the plant and animal life, the temperature and rainfall, and the layers of stones that can be found in that 48x48 area.  These are clumped together in like types - using the F1, F2, F3 &amp;amp; etc. keys you can view them all.&lt;br /&gt;
&lt;br /&gt;
If you pay attention to the pre-embark map (and make notes?), you can see what layers lie below each area block, in order as they go deeper.  This will help you find stone/ore you might be looking for.  You can also see where any [[underground pool]] or [[underground river]] or [[magma]] might be hiding - but that's another article.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56986</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56986"/>
		<updated>2009-11-04T21:31:55Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Table of Rocks */  Added icons for ores, replaced colour info,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with notes below table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||THE highest&amp;lt;br /&amp;gt;value &amp;quot;ore&amp;quot;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|#0FF|#ccc}}  {{Raw Tile|*|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low value stone||{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value [[ore]]||Smelt into [[Aluminum]], a highest-value [[metal]]||{{Raw Tile|^|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low value stone||{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||The only [[magma-safe]] [[stone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; only source of some high-value gems||{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure ore||Ingredient of [[Bismuth Bronze]]||{{Raw Tile|%|#FFF|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value stone||{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low value stone||{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low value stone||{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Copper|Copper, native]]||common&amp;lt;br /&amp;gt;low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||Low value stone||{{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[layer]] stone||Low value stone||{{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||Low value stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, w/ a 50% chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; for [[Silver]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||Smelt into [[Nickel]], a low-value metal, [[magma-safe]]||{{Raw Tile|£|#0F0|#ccc}}  {{Raw Tile|*|#0F0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||Low value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low value stone||{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#800|#ccc}}  {{Raw Tile|*|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low value stone||{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low value stone||{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||&amp;lt;span style=&amp;quot;color:#ADD8E6&amp;quot;&amp;gt; light blue color &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low value stone||{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low value stone; only source of [[Diamond]]s||{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|~|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#080|#ccc}}  {{Raw Tile|*|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low value stone||{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low value stone||{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||Low value stone||{{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||Highest value stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low value stone; may contain [[Platinum]]||{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low value stone||{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low value stone||{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low value stone||{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value ore||Smelt into [[Platinum]], a highest-value [[metal]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low value stone||{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low value stone||{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||Used in the creation of [[Glass|Clear Glass]]||{{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low value stone||{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low value stone||{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||Low value stone||{{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low value stone||{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low value stone||{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low value stone||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||Smelt into [[Copper]], a low-value metal,&amp;lt;br /&amp;gt; w/ a 20% additional chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.  Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  Metal can be crafted into weapons, armour or tools, decorations, furniture or even buildings.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also superior to steel for all combat purposes, and steel is clearly the best material otherwise available. See [[adamantine]] for a full discussion of this unusual and ultimate material.&lt;br /&gt;
&lt;br /&gt;
:2. '''Bauxite''': Magma will melt most stone, and while there are some magma-safe metals, [[mechanism]]s can only be made from stone (or processed adamantine), not metal. Bauxite (or adamantine) is the only stone that will not melt in magma (see [[magma-safe]]), and so is uniquely suited for that purpose.&lt;br /&gt;
&lt;br /&gt;
:3. '''% chance''' for additional metals - when Galena and Tetrahedrite are smelted, they produce (respectively) 1 lead or 1 copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the % chance as listed above.&lt;br /&gt;
&lt;br /&gt;
:4. '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
==How to find a rock==&lt;br /&gt;
Basically, you look under other rocks. The trick is to have a good guess ''which'' other rocks to look under to find the one type that you're looking for.&lt;br /&gt;
&lt;br /&gt;
In the main article for every rock (many generic/low-value ones share another table on the [[stone]] page), there is information about where these stones can be found.  Usually that's in a type of [[layer]], or sometimes within another specific or general type of [[stone]].  Sometimes the rock is a [[layer]] stone.  If it's found in [[sedimentary]], [[igneous intrusive]], [[igneous extrusive]], [[metamorphic]] or [[soil]], those are broad classifications that cover many different types of layer stone.  A layer stone means it creates the dominant layer of that entire area, as defined by the &amp;quot;area block&amp;quot; (see next). By figuring out where the type of rock/ore you are looking for is found, you can dig in areas that have a better chance of having it.&lt;br /&gt;
&lt;br /&gt;
===Area Blocks===&lt;br /&gt;
Okay, this is the &amp;quot;advanced basic&amp;quot; part of the lesson - then we're done. &lt;br /&gt;
&lt;br /&gt;
When you first start a new game, and you're looking at the embark map, there is the World map on the right, the Region map in the middle, and the Local map on the left. The icons on the local map relate 1:1 to what are called &amp;quot;area blocks&amp;quot; on the game map, the map where your dwarves will move around.  Each area block is 48x48 tiles square.  The game is smart enough to make the borders a little fuzzy, but each area block defines the plant and animal life, the temperature and rainfall, and the layers of stones that can be found in that 48x48 area.  These are clumped together in like types - using the F1, F2, F3 &amp;amp; etc. keys you can view them all.&lt;br /&gt;
&lt;br /&gt;
If you pay attention to the pre-embark map (and make notes?), you can see what layers lie below each area block, in order as they go deeper.  This will help you find stone/ore you might be looking for.  You can also see where any [[underground pool]] or [[underground river]] or [[magma]] might be hiding - but that's another article.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56984</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=56984"/>
		<updated>2009-11-04T21:08:12Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Table of Rocks */ added appearance column + icons for most stones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with notes below table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||THE highest&amp;lt;br /&amp;gt;value &amp;quot;ore&amp;quot;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|#0FF|#ccc}}  {{Raw Tile|*|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||||{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value [[ore]]||smelt into [[Aluminum]], a highest-value [[metal]]||{{Raw Tile|^|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone|||||{{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||||{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||||{{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||the only [[magma-safe]] [[stone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; only source of some high-value gems,&amp;lt;span style=&amp;quot;color:#8B0000&amp;quot;&amp;gt; dark red color &amp;lt;/span&amp;gt;||{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||smelt into [[Fuel]], flammable||{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||&amp;lt;span style=&amp;quot;color:#EEEE00&amp;quot;&amp;gt; '''yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value stone||{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone||||{{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; red color &amp;lt;/span&amp;gt;||{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt; blue color &amp;lt;/span&amp;gt;||{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||||{{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Copper|Copper, native]]||common&amp;lt;br /&amp;gt;low-value ore||smelt into [[Copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||||{{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[layer]] stone||||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[layer]] stone||||{{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||smelt into [[Lead]], a low-value metal, w/ a 50% chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; for [[Silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||smelt into [[Nickel]], a low-value metal, [[magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||||{{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||ore||smelt into [[Gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||only source of some ores; relatively rich in content||{{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||flammable||{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt; '''yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||smelt into [[Silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||||{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||||{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||&amp;lt;span style=&amp;quot;color:#ADD8E6&amp;quot;&amp;gt; light blue color &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||||{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||&amp;lt;span style=&amp;quot;color:#8B0000&amp;quot;&amp;gt; dark red color &amp;lt;/span&amp;gt;||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone||only source of [[Diamond]]s, &amp;lt;span style=&amp;quot;color:#00008B&amp;quot;&amp;gt; dark blue color &amp;lt;/span&amp;gt;||{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||smelt into [[Fuel]], flammable||{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||smelt into [[Copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||||{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||&amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt; cyan color &amp;lt;/span&amp;gt;||{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||||{{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||create stone [[short sword]]s, highest value stone&amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone|| may contain [[Platinum]], &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt; green color&amp;lt;/span&amp;gt;||{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt; '''yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt; '''yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||||{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; red color &amp;lt;/span&amp;gt;||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||||{{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt; purple color &amp;lt;/span&amp;gt;||{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value ore||smelt into [[Platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| &amp;lt;span style=&amp;quot;color:#8B4513&amp;quot;&amp;gt; brown color &amp;lt;/span&amp;gt;||{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||||{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||||{{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; red color &amp;lt;/span&amp;gt;||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||||{{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt; purple color &amp;lt;/span&amp;gt;||{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt;''' yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||||{{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||&amp;lt;span style=&amp;quot;color:#8B4513&amp;quot;&amp;gt; brown color &amp;lt;/span&amp;gt;||{{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||||{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt; green color &amp;lt;/span&amp;gt;||{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||||{{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||ore||smelt into [[Silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||||{{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt; '''yellow color''' &amp;lt;/span&amp;gt;||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||smelt into [[Copper]], a low-value metal,&amp;lt;br /&amp;gt; w/ a 20% additional chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Note - ''The yellow color above has been ''slightly'' modified darker than in the game for readability in this format. &lt;br /&gt;
:Compare &lt;br /&gt;
::&amp;lt;span style=&amp;quot;color:#DDDD00&amp;quot;&amp;gt;'''this yellow'''&amp;lt;/span&amp;gt; &lt;br /&gt;
::&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;'''the game yellow'''&amp;lt;/span&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.  Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  Metal can be crafted into weapons, armour or tools, decorations, furniture or even buildings.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also superior to steel for all combat purposes, and steel is clearly the best material otherwise available. See [[adamantine]] for a full discussion of this unusual and ultimate material.&lt;br /&gt;
&lt;br /&gt;
:2. '''Bauxite''': Magma will melt most stone, and while there are some magma-safe metals, [[mechanism]]s can only be made from stone (or processed adamantine), not metal. Bauxite (or adamantine) is the only stone that will not melt in magma (see [[magma-safe]]), and so is uniquely suited for that purpose.&lt;br /&gt;
&lt;br /&gt;
:3. '''% chance''' for additional metals - when Galena and Tetrahedrite are smelted, they produce (respectively) 1 lead or 1 copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the % chance as listed above.&lt;br /&gt;
&lt;br /&gt;
:4. '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
==How to find a rock==&lt;br /&gt;
Basically, you look under other rocks. The trick is to have a good guess ''which'' other rocks to look under to find the one type that you're looking for.&lt;br /&gt;
&lt;br /&gt;
In the main article for every rock (many generic/low-value ones share another table on the [[stone]] page), there is information about where these stones can be found.  Usually that's in a type of [[layer]], or sometimes within another specific or general type of [[stone]].  Sometimes the rock is a [[layer]] stone.  If it's found in [[sedimentary]], [[igneous intrusive]], [[igneous extrusive]], [[metamorphic]] or [[soil]], those are broad classifications that cover many different types of layer stone.  A layer stone means it creates the dominant layer of that entire area, as defined by the &amp;quot;area block&amp;quot; (see next). By figuring out where the type of rock/ore you are looking for is found, you can dig in areas that have a better chance of having it.&lt;br /&gt;
&lt;br /&gt;
===Area Blocks===&lt;br /&gt;
Okay, this is the &amp;quot;advanced basic&amp;quot; part of the lesson - then we're done. &lt;br /&gt;
&lt;br /&gt;
When you first start a new game, and you're looking at the embark map, there is the World map on the right, the Region map in the middle, and the Local map on the left. The icons on the local map relate 1:1 to what are called &amp;quot;area blocks&amp;quot; on the game map, the map where your dwarves will move around.  Each area block is 48x48 tiles square.  The game is smart enough to make the borders a little fuzzy, but each area block defines the plant and animal life, the temperature and rainfall, and the layers of stones that can be found in that 48x48 area.  These are clumped together in like types - using the F1, F2, F3 &amp;amp; etc. keys you can view them all.&lt;br /&gt;
&lt;br /&gt;
If you pay attention to the pre-embark map (and make notes?), you can see what layers lie below each area block, in order as they go deeper.  This will help you find stone/ore you might be looking for.  You can also see where any [[underground pool]] or [[underground river]] or [[magma]] might be hiding - but that's another article.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature&amp;diff=56589</id>
		<title>40d Talk:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature&amp;diff=56589"/>
		<updated>2009-10-30T19:57:52Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: /* Surviving Megabeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(Moved from &amp;quot;Creatures&amp;quot; to conform to naming conventions.  --[[User:Albedo|Albedo]] 16:39, 2 June 2009 (UTC))''&lt;br /&gt;
&lt;br /&gt;
===Surviving Megabeasts===&lt;br /&gt;
&lt;br /&gt;
Hey, I've got the latest version of Dwarf Fortress, and I've been trying to improve the survival rate of Megabeasts by increasing their GENPOWER tags and their attack abilities, but for some reason, they keep dying out really early. I assume this means I have no chance of capturing and taming them, which is my intention. How would I go about better doing this, does anyone know?&lt;br /&gt;
&lt;br /&gt;
[[User:Jwguy|Jwguy]] 19:20, 23 May 2009 (UTC)&lt;br /&gt;
:Try increasing the size and damblock values. Also the GENPOWER tag is apparently obsolete so increasing it does nothing [[User:AKAfreaky|AKAfreaky]] 19:57, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Magma Creatures ===&lt;br /&gt;
&lt;br /&gt;
We really need a page just listing all the magma creatures and vermin. --[[User:RomeoFalling|RomeoFalling]] 22:52, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Fire imp]], [[fire man]], [[magma man]], [[fire snake]].  That's it, according to the raws.--[[User:Maximus|Maximus]] 18:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Think I should list that under the [[magma]] page. I was trying to search for &amp;quot;magma creature&amp;quot; and found nothing. --[[User:RomeoFalling|RomeoFalling]] 19:32, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me.--[[User:Maximus|Maximus]] 23:34, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
is there anything about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
like if you hunt too much of them they will go extinct or disappear&lt;br /&gt;
but if you leave them alone, more will be available or something?--[[User:Seaneat|Seaneat]] 13:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
::They don't appear to need to even be dangerous. I have quite the colony of cave swallowmen sharing the chasm with me, none of them have interrupted/attacked my dwarfs, but after about two seasons (right after the first dwarven caravan left) I got a whole swath of &amp;quot;The dwarves have given a resident Cave Swallowman the name ...&amp;quot;. [[User:HeWhoIsPale|HeWhoIsPale]] 12:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
&lt;br /&gt;
my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
:::::As per my new comment above, it seems that dwarves may just decide to name wild creatures that don't migrate in and off site after a few seasons. [[User:HeWhoIsPale|HeWhoIsPale]] 12:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Any creature who kills another named creature gets a name.  Some creatures have a history and start out with a name (I had a named tiger at my fort when I first started out).  Any individual creature that your dwarves encounter often or long enough (not sure of the exact details) gets named by the dwarves, even if they do nothing special.  I had a few zombie cave swallowmen and batman that were named by my dwarves, though they only did so about 4 years in.  There were dozens more that were not encountered by my dwarves until I finally sent someone to kill them all -- none of them got a name.--[[User:Maximus|Maximus]] 13:06, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Value of creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;br /&gt;
&lt;br /&gt;
:This was mentioned in the page cleanup section above.  I think it's a great idea.  Plus it might be useful to show the modvalue on individual creature pages.  (I mean, who's to know that a [[Bonobo]] hide is worth less than [[Naked mole dog]] hide?  That's news to me.) [[User:3lB33|3lB33]] 18:34, 26 August 2009 (UTC)&lt;br /&gt;
:Can't find the value of a wizards hide on the wiki, going to have to dig in the RAWs for the answer guess.  [[User:3lB33|3lB33]] 20:54, 26 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
This is rather weird.  I had 7 elks on my map when I started, just by the (frozen) brook (I remember for sur because I looked them up).  I dig out stuff, make stockpiles, start to build farms and then I look around the brook again.  At exactly the same spot, there is now 7 two-humped camels.&lt;br /&gt;
No more elks on my map, at all (also checked on the units page). What the hell?  For the info, my game isn't modded at all and I didn't leave the game meanwhile.  Is it possible for wild animals to leave the map or am I facing some supernatural metamorphosis/bug here?  Do elks become two-humped camels when they lose their horns lol?&lt;br /&gt;
It's rather annoying because it seems elks are less violent then camels.&lt;br /&gt;
&lt;br /&gt;
I have had animals come and go, so I am pretty sure that this is a normal happening. the number is probably just a coincidence. also, sign your posts with -- ~ ~ ~ ~ (without the spaces) --[[User:Destor|Destor]] 19:46, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creature Skill Increases ==&lt;br /&gt;
&lt;br /&gt;
I've been looking around for this, and I haven't been able to find it so far, figured this was the best place to ask. Do creatures gain skill increases? And, in the case that they do, do they show up on their general profile? I've seen Kobolds and Goblins with varying levels of strength, but I'm not sure if that's because they're one of the &amp;quot;civilization&amp;quot; species or not. I'm asking this because I've got a school of Carp in the river (and I'm carefully avoiding them right now, no casualties yet except one [possibly mentally challenged] puppy); I've been sending out migrants I don't want to fight them (to their deaths, of course... Forty Carp make the river run red with the blood of civilians).&lt;br /&gt;
&lt;br /&gt;
While I plan to use a safer method to dispose of them than waves of trained Marksdwarves eventually, should I be worried about Carp strong enough to nudge mountains around and faster than your average Horse?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:47, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Breeding? ==&lt;br /&gt;
&lt;br /&gt;
I managed to capture first a female, then a male dragon, both in cage traps, and tame them both.  Is there a chance that they will reproduce?  And does the fact that the female has a broken neck/upper spine/lower spine going to make a difference?  They're out of the cages now and locked in the same room, albeit on chains.  Perhaps they just have a really long gestation period, but I've had them a couple of years now. &lt;br /&gt;
[[User:BadBoris|BadBoris]] 02:39, 14 July 2009 (EST)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ethic&amp;diff=43651</id>
		<title>40d:Ethic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ethic&amp;diff=43651"/>
		<updated>2009-07-15T16:26:09Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: Tabulated the token to make them easier to read through&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;br /&gt;
== List of acceptable ethics tags==&lt;br /&gt;
&lt;br /&gt;
Ethics tags are used in the entity_default file to determine how races feel about various issues. Example usage: [ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
&lt;br /&gt;
== Ethics types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
|ASSAULT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|EAT_SAPIENT_KILL&lt;br /&gt;
|Making this acceptable will allow you to butcher sapient races&lt;br /&gt;
(elves, humans, goblins, kobolds) that you kill&lt;br /&gt;
|-&lt;br /&gt;
|EAT_SAPIENT_OTHER&lt;br /&gt;
|Making this acceptable will allow you to butcher spaient races &lt;br /&gt;
(elves, humans, goblins, kobolds) that someone else has killed&lt;br /&gt;
|-&lt;br /&gt;
|KILL_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|KILL_ENEMY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|KILL_ENTITY_MEMBER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|KILL_NEUTRAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|KILL_PLANT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|LYING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_SAME_RACE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_SAPIENT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|OATH_BREAKING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|SLAVERY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|THEFT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_ANIMALS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_AS_EXAMPLE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_FOR_FUN&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_FOR_INFORMATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TREASON&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|TRESPASSING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|VANDALISM&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethics values==&lt;br /&gt;
&lt;br /&gt;
Note: Written in alphabetical order, not order of acceptability&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ACCEPTABLE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|APPALLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MISGUIDED&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|NOT_APPLICABLE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ONLY_IF_SANCTIONED&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PERSONAL_MATTER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_CAPITAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_EXILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_REPRIMAND&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_SERIOUS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|SHUN&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|UNTHINKABLE&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=49685</id>
		<title>File talk:Communal.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=49685"/>
		<updated>2009-07-09T18:53:22Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this a picture of? - [[User:Met|Met]] 03:00, 9 June 2009 (UTC)&lt;br /&gt;
:Beds,Coffers, and Cabinets. Its a design for communal bedrooms [[User:AKAfreaky|AKAfreaky]] 18:52, 9 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=49684</id>
		<title>File talk:Communal.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Communal.gif&amp;diff=49684"/>
		<updated>2009-07-09T18:52:42Z</updated>

		<summary type="html">&lt;p&gt;AKAfreaky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this a picture of? - [[User:Met|Met]] 03:00, 9 June 2009 (UTC)&lt;br /&gt;
:Beds,Coffers, and Cabinets. Guessing its a design for communal bedrooms [[User:AKAfreaky|AKAfreaky]] 18:52, 9 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>AKAfreaky</name></author>
	</entry>
</feed>