<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Akhier+the+dragon+hearted</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Akhier+the+dragon+hearted"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Akhier_the_dragon_hearted"/>
	<updated>2026-08-01T08:29:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=230882</id>
		<title>Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=230882"/>
		<updated>2017-05-17T22:53:59Z</updated>

		<summary type="html">&lt;p&gt;Akhier the dragon hearted: /* Work orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:58, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''manager''' is a [[noble]] that allows players to create multiple production orders. Players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets a player set up profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attribute’s cross training. The ones relevant for a manager are as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain social skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by social skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the skills, traits and attributes in the table above, the better manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[chair]] somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red {{DFtext|[REQUIRE]|4:1}} under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it is validated if you wish.&lt;br /&gt;
&lt;br /&gt;
{{a|The manager screen}}&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type of item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce (0 for a perpetual order).&lt;br /&gt;
#Your work order will appear in the list.&lt;br /&gt;
&lt;br /&gt;
If there are at least 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).  Managers don't require writing materials such as [[paper]] or [[scroll]]s to validate production orders.&lt;br /&gt;
&lt;br /&gt;
To see if an order is validated, check the manager screen &amp;amp;mdash; validated orders will have a green checkmark, while invalidated orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office. An order can have the prefix of 'Ready', 'Checking' or 'Active'. A 'Ready' order only needs to be validated by the manager to become 'Active'. A 'Checking' order is waiting for its conditions to be satisfied: it will then become 'Active'.&lt;br /&gt;
&lt;br /&gt;
An order can be set as a One-time order, or as a Repeating order that can restart when completed (conditions checked daily, monthly, seasonally or yearly), in the conditions menu.&lt;br /&gt;
&lt;br /&gt;
You can edit the order in several ways: You can {{K|r}}emove it, raise its {{K|p}}riority, make it max ({{K|t}}op) priority, change its {{K|c}}onditions or {{K|d}}etails, or {{K|Enter}} limit the amount of workshops the order can be assigned to.&lt;br /&gt;
&lt;br /&gt;
Conditions can be added to a work order by pressing {{K|c}}, and can either be based on the amount of an item in your fortress, or can depend on a currently ongoing work order.&lt;br /&gt;
&lt;br /&gt;
'''Item conditions:''' To make life easier you can add item conditions from either the {{K|r}}eagents/materials or {{K|p}}roducts, or you can even {{K|a}}dd a new item condition yourself. When an item condition is selected, the following can be changed: The type (cabinets, bins etc.), material (obsidian, Acacia etc.), the traits (food-storage items, nearby items, empty items etc.), the number of the items (though this does not count items that are forbidden, built into something, or owned) and the inequality (at least, at most, greater than, less than, exactly, not). &lt;br /&gt;
&lt;br /&gt;
'''Order conditions:''' The condition can depend on another order being completed, or another order becoming active. &lt;br /&gt;
&lt;br /&gt;
The details of an order specify the type of material used in the making of the item (if applicable). Setting the max number of workshops that the order applies to can be especially useful to ensure that multiple orders for the same type of workshop (e.g. a Mason's Workshop) are worked on at the same time. After a production order is validated and Active, corresponding tasks will be automatically added to applicable workshops until the production quota has been met.An [[announcement]] appears when each order is completed. For repeating orders, the order then becomes inactive and the manager checks at the selected time interval for the conditions to become true again before restarting the order.&lt;br /&gt;
&lt;br /&gt;
In repeating work orders, the quantity of items is treated as a batch size rather than a target number for total items to be produced. The quantity is set when creating the work order, and cannot be changed without redoing the entire order, conditions and all. A repeating work order will not abort mid-batch due to job cancellation or failed conditions. It must wait until the end of the batch before stopping. Be forewarned that perpetual (infinite) orders ''only check their conditions the first time they become true'', since the (infinitely-sized) batch never completes. This can lead to confusion and frustration, as the order ''will '''never''' stop, regardless of failed conditions''!&lt;br /&gt;
&lt;br /&gt;
A guide to setting up functional work orders may be found in [http://www.bay12forums.com/smf/index.php?topic=158287.0 this thread].&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;Profile&amp;quot;. To edit a workshop's Profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop Profile enables players to restrict the dwarves that can use it and the minimum and maximum [[skill]] level required to use the workshop. They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
Additionally, using the Work Orders tab on the Profile screen will allow the manager to queue work orders specific to that workshop. Pressing Enter on the Work Orders tab will toggle whether or not the workshop will accept general work orders or only those set through the workshop's Profile.&lt;br /&gt;
&lt;br /&gt;
Dwarves with strange moods seem to be able to claim a workshop even if they do not meet the profile criteria.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned. Furthermore, workshop profiles seem to be slightly buggy. Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;. This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ''all'' of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. To circumvent this, one solution is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders. Currently however is possible to link a job order to particular sets of workshops, lessening this issue.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MANAGER]&lt;br /&gt;
		[NAME:manager:managers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:160]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[REQUIRED_OFFICE:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Akhier the dragon hearted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=64254</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=64254"/>
		<updated>2010-03-01T20:07:49Z</updated>

		<summary type="html">&lt;p&gt;Akhier the dragon hearted: /* Metal-specific tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==General tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| NAME &lt;br /&gt;
| The name of the material&lt;br /&gt;
|-&lt;br /&gt;
| ADJ &lt;br /&gt;
| The adjective applied to objects made of the item&lt;br /&gt;
|-&lt;br /&gt;
| COLOR &lt;br /&gt;
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR &lt;br /&gt;
| The [[color]] of raw stones and gems.&lt;br /&gt;
|-&lt;br /&gt;
| VALUE &lt;br /&gt;
| The value multiplier of the material. Not wood?&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| The [http://en.wikipedia.org/wiki/Specific_heat_capacity specific heat] of the material, in units of J/kg·K. Only on metal and stone?&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY &lt;br /&gt;
| Density in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| DEEP &lt;br /&gt;
| [[glowing pit|Hidden fun stuff]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal-specific tokens ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TILE &lt;br /&gt;
| the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| Can be made into a melee weapon, excluding picks. Also required for the construction of trap components.&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON_RANGED&lt;br /&gt;
| Can be made into a ranged weapon, like a crossbow.&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| Can be made into a pick.&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| Can be made into bolts.&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL&lt;br /&gt;
| Can be made into anvils.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_USE&lt;br /&gt;
| Can be made into miscellaneous items like mechanisms.&lt;br /&gt;
|-&lt;br /&gt;
| BRITTLE&lt;br /&gt;
| Makes it impossible to create anything but bars of that type of metal.&lt;br /&gt;
|-&lt;br /&gt;
| DAMAGE_PERC, BLOCK_PERC&lt;br /&gt;
| Weapons and armors' effectiveness respectively. Relative to Iron.&lt;br /&gt;
|-&lt;br /&gt;
| WAFERS&lt;br /&gt;
| Wafers are produced instead of bars. Requires triple the amount normally to create items. Required for metal cloth?{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wood-specific tokens ==&lt;br /&gt;
Some of these are also on plants.&lt;br /&gt;
* AUTUMNCOLOR - changes color with the seasons&lt;br /&gt;
* WET, DRY - Same as [[Plant tokens|for plants]]&lt;br /&gt;
* SAPLING - Young trees are called saplings instead of e.g. &amp;quot;young tower-cap&amp;quot;&lt;br /&gt;
* BIOME&lt;br /&gt;
* PREFSTRING&lt;br /&gt;
&lt;br /&gt;
== Plant-specific tokens ==&lt;br /&gt;
See [[Plant tokens]].&lt;br /&gt;
== Stone-specific tokens ==&lt;br /&gt;
* STONE_NAME - Loose stones are called this, e.g. for &amp;quot;nuggets&amp;quot; vs native metal&lt;br /&gt;
* [METAL_ORE:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.&lt;br /&gt;
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]]. Adding multiples instances of the same ore tag will result in a corresponding increase in bars formed at the smelter. Percentages greater than 100 do not result in additional bars at the smelter.&lt;br /&gt;
* [THREAD_METAL:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - allows strand extraction at craftsdwarf's workshop.&lt;br /&gt;
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.&lt;br /&gt;
* LAVA - lines the magma pipe; formed with water + magma&lt;br /&gt;
* SHARP - can be made into CAN_STONE weapons&lt;br /&gt;
* GLASS - [[rock crystal]].&lt;br /&gt;
* [GEM:singular:plural] - the stone drops gems, instead of loose stones. The plural can be STP, which seems to be short for &amp;quot;standard plural&amp;quot;, i.e. just add an S after the singular.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
Note: Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
A stone material can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND] - can be made into glass&lt;br /&gt;
*[AQUIFER] - aquifers can be in these layers&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUVIAL.&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
== Tokens not found in the raws ==&lt;br /&gt;
These do not appear in any shipped raw file. Some are documented in &amp;quot;file changes.txt&amp;quot;, while others were found solely [[string dump|in the EXE]]. For the latter, we can only speculate as to their syntax and meaning.&lt;br /&gt;
&lt;br /&gt;
* LIQUID_DENSITY&lt;br /&gt;
* BUILD_COLOR&lt;br /&gt;
* TILE_COLOR&lt;br /&gt;
* DROWN_LEVEL:(0-7) - water level at which shrubs die&lt;br /&gt;
* SAPLING_DROWN_LEVEL:(0-7) - water level at which saplings die&lt;br /&gt;
* TREE_DROWN_LEVEL:(0-7) - water level at which trees die (irrelevant)&lt;br /&gt;
* SAPLING_TILE:chr, SAPLING_COLOR:fore:back:bright - appearance of tree saplings&lt;br /&gt;
* DEAD_SAPLING_TILE:chr, DEAD_SAPLING_COLOR:fore:back:bright - appearance of dead tree saplings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Akhier the dragon hearted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=63107</id>
		<title>40d:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=63107"/>
		<updated>2010-02-15T09:05:04Z</updated>

		<summary type="html">&lt;p&gt;Akhier the dragon hearted: /* Thermonuclear Reaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Bin''' is a specially made basket for certain [[stockpiles]]. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or three [[bar]]s of [[metal]] at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapons]]. [[Food]] stockpiles use [[barrel]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
The number of items that fit in a bin varies, for example 10 bars or gems (probably the lowest number) or 100 bolts (independent of how they are stacked, probably highest number) fit in one.&lt;br /&gt;
&lt;br /&gt;
Bins also save time when hauling goods to the [[trade depot]], as a bin marked for trade will be carried along with all its contents.&lt;br /&gt;
&lt;br /&gt;
Note that bins containing [[block]]s and [[bar]]s can become too heavy for most dwarves to move in one day, or if the distance is long enough, even a [[season]].&lt;br /&gt;
&lt;br /&gt;
See [[stockpiles]] for more information on how things are organized with bins.&lt;br /&gt;
&lt;br /&gt;
When possible, dwarves will organize stockpiles with multiple bins into subgroups. Dwarves can mix items in a bin when given the order to through the stockpile menu.&lt;br /&gt;
&lt;br /&gt;
If you have a bin that will not be moved to any stockpile, check the contents to make sure that some stockpile will accept that mixture of items.  Dwarves will not sort items from bins at the Trade Depot or on the ground.  If you have a bin with mixed contents which you wish to have sorted between two or more stockpiles, you must first make a temporary stockpile which accepts all types.  Then change the settings on the temporary stockpile to force out the items which you want moved to another bin.  Then finally destroy the temporary stockpile to move the now-sorted bin.&lt;br /&gt;
&lt;br /&gt;
To see the '''contents''' of a bin (or barrel), use the {{k|k}} key and then {{k|enter}}. Once there, use {{k|+}} &amp;amp; {{k|-}} to scroll up or down the contents, and {{k|Enter}} (again) if you wish to view that item specifically.  You can {{k|f}}orbid a single item only if you are viewing that item - if merely highlighted in the general menu, you will forbid the container itself, not the items within it. &lt;br /&gt;
&lt;br /&gt;
==Thermonuclear Reaction==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a flammable item (such as a [[lignite]] [[block]], a [[bar]] of [[coke]], or possibly even a [[graphite]] [[mug]]) is placed in a [[magma-safe]] bin and ignited with magma, the universe always seems to blink. When the laws of physics aren't looking -- usually paying attention to some goblin being hurled down twelve z-levels -- the bin decides to magically and forever protect the burning material from being put out. This means that, until the material completely burns away, you have a completely unextinguishable [[fire]].&lt;br /&gt;
&lt;br /&gt;
Which is very, very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Some discussed uses include an incredibly easy waterfall, with water from an inexhaustible supply (such as a river) falling down onto the fire. No pumping systems are required at all. It is also an interesting component in a modified flooded entrance, with water sweeping unwitting enemies into fires, resulting in dead enemies. However, dwarves near these fires will be incinerated, so this requires a recovery system.&lt;br /&gt;
&lt;br /&gt;
As proof of its power various tests where done on it. In [http://mkv25.net/dfma/movie-1124-itwinssohard this] movie you can see it boil away an entire level of an ocean instantly and yet still keep burning. &lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Akhier the dragon hearted</name></author>
	</entry>
</feed>