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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alarion</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-26T09:17:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=146757</id>
		<title>v0.31:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=146757"/>
		<updated>2011-04-22T15:15:05Z</updated>

		<summary type="html">&lt;p&gt;Alarion: /* Quality grades */ fixed link for engravings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ({{L|furniture}}, {{L|armor}}, {{L|bolts}}, etc.) &amp;amp;ndash; but not intermediate materials ({{L|bar}}s, {{L|block}}s, etc. except {{L|cloth}}, which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc) and {{L|engraving}}s. Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1x || 1x || style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || 2x || style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || 3x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || 4x ||style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || 5x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || 12x || 2x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || 120x || 3x || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in DF2010:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=146756</id>
		<title>v0.31:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=146756"/>
		<updated>2011-04-22T14:58:01Z</updated>

		<summary type="html">&lt;p&gt;Alarion: added engravings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ({{L|furniture}}, {{L|armor}}, {{L|bolts}}, etc.) &amp;amp;ndash; but not intermediate materials ({{L|bar}}s, {{L|block}}s, etc. except {{L|cloth}}, which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc) and {{L|engravings}}. Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1x || 1x || style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || 2x || style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || 3x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || 4x ||style=&amp;quot;text-align: center;&amp;quot; |  || style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || 5x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || 12x || 2x || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || 120x || 3x || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in DF2010:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133826</id>
		<title>User:Alarion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133826"/>
		<updated>2010-12-20T15:59:39Z</updated>

		<summary type="html">&lt;p&gt;Alarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Dwarfpage&lt;br /&gt;
|Title=Alarion Cagithbunem, &amp;quot;Alarion Cry-Soother&amp;quot;, Student&lt;br /&gt;
|Thoughts=Alarion has been [[cv:Thought|happy]] lately. He was able to rest and recuperate lately. He dined in a good dining room recently. He slept in a very good bedroom recently. He was caught in a snow storm recently. He ate a fine dish lately. He talked with mother recently.&lt;br /&gt;
|Worship=He is a casual worshipper of Akatosh, the god of Time and Dragons.&lt;br /&gt;
|Citizen=He is a citizen of [http://www.wikipedia.com/wiki/Sweden The Northern Forests]. He is a member of [http://www.wikipedia.com/wiki/Stockholm The Islet of Logs] and [http://www.wikipedia.com/wiki/Uppsala The Upright Halls]. He is a [http://www.wikipedia.com/wiki/Psychologist consoler] of The Upright Halls.&lt;br /&gt;
|Age=He is twenty-two years old, born on the [[cv:Calendar|17th of Granite]] in the year 1988.&lt;br /&gt;
|Appearance=He is weak and thin. His hair is of medium length. His narrow hazel eyes are set not too far from one another. His hair is brown. His skin is pale pink. &amp;lt;font color=&amp;quot;#AAAAAA&amp;quot;&amp;gt;His right lower arm bears the mark of old wounds, including a tiny round scar. His lower abdomen bears the mark of old wounds, including a small straight scar. His nose bears the mark of old wounds, including a small bend in the nose.&lt;br /&gt;
|PhysicalPositive= He is agile and is almost never sick,&lt;br /&gt;
|PhysicalNegative= but he is weak and flimsy.&lt;br /&gt;
|Preferences=Alarion likes [http://www.wikipedia.com/wiki/Internet webs], fortresses, [[rose gold]], [[cv:mace|maces]], the [[cv:color|color]] green, [[cv:cat|cats]] for their aloofness and [[elves]] for their haughtiness. When possible, he prefers to consume ginger ale and [[salmon]]. He absolutley detests [[alcohol]].&lt;br /&gt;
|MentalPositive=He has awesome intellectual powers, an astonishing memory, very good intuition, a great sense of empathy, good creativity, a natural ability with music and a natural inclination toward language,&lt;br /&gt;
|MentalNegative=but he has quite poor focus, a meager kinesthetic sense, a meager ability with social relationships and a questionable spatial sense.&lt;br /&gt;
|Character=He occassionally overindulges. He doesn't handle stress well. He genuinely likes others and openly expresses positive feelings. He enjoys being in crowds. He can be very happy and optimistic. He has a fertile imagination. He is put off by authority and tradition. He is very trusting. He finds helping others very rewarding. He dislikes confrontations. He is very willing to compare self favorably with others. He rarely completes tasks and is often overcome by distractions. He doesn't go out of own way to do more work than necessary. He is incredibly compassionate and feels the pain of others. He is confident. He is disorganized. He has a sense of duty. &lt;br /&gt;
|Description=A medium-sized [[cv:human|creature]] prone to great ambition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133825</id>
		<title>User:Alarion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133825"/>
		<updated>2010-12-20T15:55:11Z</updated>

		<summary type="html">&lt;p&gt;Alarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Dwarfpage&lt;br /&gt;
|Title=Alarion Cagithbunem, &amp;quot;Alarion Cry-Soother&amp;quot;, Student&lt;br /&gt;
|Thoughts=Alarion has been [[cv:Thought|happy]] lately. He was able to rest and recuperate lately. He dined in a good dining room recently. He slept in a very good bedroom recently. He was caught in a snow storm recently. He ate a fine dish lately. He talked with mother recently.&lt;br /&gt;
|Worship=He is a casual worshipper of Akatosh, the god of Time and Dragons.&lt;br /&gt;
|Citizen=He is a citizen of [http://www.wikipedia.com/wiki/Sweden The Northern Forests]. He is a member of [http://www.wikipedia.com/wiki/Stockholm The Islet of Logs] and [http://www.wikipedia.com/wiki/Uppsala The Upright Halls]. He is a [[http://www.wikipedia.com/wiki/Psychologist consoler]] of The Upright Halls.&lt;br /&gt;
|Age=He is twenty-two years old, born on the [[cv:Calendar|17th of Granite]] in the year 1988.&lt;br /&gt;
|Appearance=He is weak and thin. His hair is of medium length. His narrow hazel eyes are set not too far from one another. His hair is brown. His skin is pale pink. &amp;lt;font color=&amp;quot;#AAAAAA&amp;quot;&amp;gt;His right lower arm bears the mark of old wounds, including a tiny round scar. His lower abdomen bears the mark of old wounds, including a small straight scar. His nose bears the mark of old wounds, including a small bend in the nose.&lt;br /&gt;
|PhysicalPositive= He is agile and is almost never sick,&lt;br /&gt;
|PhysicalNegative= but he is weak and flimsy.&lt;br /&gt;
|Preferences=Alarion likes [http://www.wikipedia.com/wiki/Internet webs], fortresses, [[rose gold]], [[cv:mace|maces]], the [[cv:color|color]] green, [[cv:cat|cats]] for their aloofness and [[elves]] for their haughtiness. When possible, he prefers to consume ginger ale and [[salmon]]. He absolutley detests [[alcohol]].&lt;br /&gt;
|MentalPositive=He has awesome intellectual powers, an astonishing memory, very good intuition, a great sense of empathy, a natural ability with music and a natural inclination toward language,&lt;br /&gt;
|MentalNegative=but he has quite poor focus, a questionable spatial sense, a meager kinesthetic sense and a meager ability with social relationships.&lt;br /&gt;
|Character=He occassionally overindulges. He doesn't handle stress well. He genuinely likes others and openly expresses positive feelings. He enjoys being in crowds. He can be very happy and optimistic. He has a fertile imagination. He is put off by authority and tradition. He is very trusting. He finds helping others very rewarding. He dislikes confrontations. He is very willing to compare self favorably with others. He rarely completes tasks and is often overcome by distractions. He doesn't go out of own way to do more work than necessary. He is incredibly compassionate and feels the pain of others. He is confident. He is disorganized. He has a sense of duty. &lt;br /&gt;
|Description=A medium-sized [[cv:human|creature]] prone to great ambition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133824</id>
		<title>User:Alarion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Alarion&amp;diff=133824"/>
		<updated>2010-12-20T15:53:59Z</updated>

		<summary type="html">&lt;p&gt;Alarion: Created page with '{{Dwarfpage |Title=Alarion Cagithbunem, &amp;quot;Alarion Cry-Soother&amp;quot;, Student |Thoughts=Alarion has been happy lately. He was able to rest and recuperate lately. He dined…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Dwarfpage&lt;br /&gt;
|Title=Alarion Cagithbunem, &amp;quot;Alarion Cry-Soother&amp;quot;, Student&lt;br /&gt;
|Thoughts=Alarion has been [[cv:Thought|happy]] lately. He was able to rest and recuperate lately. He dined in a good dining room recently. He slept in a very good bedroom recently. He was caught in a snow storm recently. He ate a fine dish lately. He talked with mother recently.&lt;br /&gt;
|Worship=He is a casual worshipper of Akatosh, the god of Time and Dragons.&lt;br /&gt;
|Citizen=He is a citizen of [http://www.wikipedia.com/wiki/Sweden The Northern Forests]. He is a member of [http://www.wikipedia.com/wiki/Stockholm The Islet of Logs] and [http://www.wikipedia.com/wiki/Uppsala The Upright Halls]. He is a [[consoler]] of The Upright Halls.&lt;br /&gt;
|Age=He is twenty-two years old, born on the [[cv:Calendar|17th of Granite]] in the year 1988.&lt;br /&gt;
|Appearance=He is weak and thin. His hair is of medium length. His narrow hazel eyes are set not too far from one another. His hair is brown. His skin is pale pink. &amp;lt;font color=&amp;quot;#AAAAAA&amp;quot;&amp;gt;His right lower arm bears the mark of old wounds, including a tiny round scar. His lower abdomen bears the mark of old wounds, including a small straight scar. His nose bears the mark of old wounds, including a small bend in the nose.&lt;br /&gt;
|PhysicalPositive= He is agile and is almost never sick,&lt;br /&gt;
|PhysicalNegative= but he is weak and flimsy.&lt;br /&gt;
|Preferences=Alarion likes [http://www.wikipedia.com/wiki/Internet webs], fortresses, [[cv:rose gold]], [[cv:mace|maces]], the [[cv:color|color]] green, [[cv:cat|cats]] for their aloofness and [[elves]] for their haughtiness. When possible, he prefers to consume ginger ale and [[salmon]]. He absolutley detests [[alcohol]].&lt;br /&gt;
|MentalPositive=He has awesome intellectual powers, an astonishing memory, very good intuition, a great sense of empathy, a natural ability with music and a natural inclination toward language,&lt;br /&gt;
|MentalNegative=but he has quite poor focus, a questionable spatial sense, a meager kinesthetic sense and a meager ability with social relationships.&lt;br /&gt;
|Character=He occassionally overindulges. He doesn't handle stress well. He genuinely likes others and openly expresses positive feelings. He enjoys being in crowds. He can be very happy and optimistic. He has a fertile imagination. He is put off by authority and tradition. He is very trusting. He finds helping others very rewarding. He dislikes confrontations. He is very willing to compare self favorably with others. He rarely completes tasks and is often overcome by distractions. He doesn't go out of own way to do more work than necessary. He is incredibly compassionate and feels the pain of others. He is confident. He is disorganized. He has a sense of duty. &lt;br /&gt;
|Description=A medium-sized [[cv:human|creature]] prone to great ambition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=133088</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=133088"/>
		<updated>2010-12-07T00:26:42Z</updated>

		<summary type="html">&lt;p&gt;Alarion: /* quantity */ Changed it to work properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalised, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
* ''name'': The ID of the building where this reaction will appear in the tasks menu.&lt;br /&gt;
* ''key'': The keyboard shortcut used to queue up the reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item token]]'': The type of the item you require.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be 150 / REAGENT &amp;lt;quantity&amp;gt; (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed, or magma in magma workshops.&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
The SKILL token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
==== adventure mode enabled ====&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=129844</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=129844"/>
		<updated>2010-10-19T15:28:32Z</updated>

		<summary type="html">&lt;p&gt;Alarion: /* Dwarf Therapist */ updated version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.1 Slate, supports v0.31.12 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.1.zip Download]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.4 is out (October 4, 2010). This version supports DF builds up to 0.31.16&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.12. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.7b) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.12 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.&lt;br /&gt;
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&amp;quot;Blueprints&amp;quot; can be created using many interfaces, the easier being graphically based.  TO design rooms on a website [http://www.irritablegourmet.com/dwarf/index.htm] a web based blueprint maker is the most simple to use.&lt;br /&gt;
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=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
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=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
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=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
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== Modding tools ==&lt;br /&gt;
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=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
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Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
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=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
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=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
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== Raw tile tools ==&lt;br /&gt;
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=== [[Raw tile selector]] ===&lt;br /&gt;
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Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
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Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
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[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
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Currently for windows only.&lt;br /&gt;
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=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
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Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
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[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
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== World Map / World Gen Tools ==&lt;br /&gt;
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=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
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== Other/miscellaneous ==&lt;br /&gt;
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=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
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= Tools under development =&lt;br /&gt;
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'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
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=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
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Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
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Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
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This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Alarion</name></author>
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