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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arex</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=Arex"/>
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	<updated>2026-06-02T22:19:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Plantlookup/aux&amp;diff=211466</id>
		<title>Template:Plantlookup/aux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Plantlookup/aux&amp;diff=211466"/>
		<updated>2014-09-30T01:48:50Z</updated>

		<summary type="html">&lt;p&gt;Arex: there is no versions separation in russian wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{#if:{{tag|{{{1}}}|SEED}}|Crop|Shrub}}|&lt;br /&gt;
color={{tagvalue|{{{1}}}|PICKED_COLOR|notfound=2:0:0}}|&lt;br /&gt;
pref={{prefstring|{{{1}}}}}|&lt;br /&gt;
seed_color={{tagentry|{{{1}}}|SEED|3:5}}|&lt;br /&gt;
character={{char|{{tagvalue|{{{1}}}|PICKED_TILE|notfound=τ}}}}|&lt;br /&gt;
name={{ucfirst:{{tagvalue|{{{1}}}|NAME|notfound={{tagvalue|{{{1}}}|ALL_NAMES}}}}}}|&lt;br /&gt;
seed={{ucfirst:{{tagentry|{{{1}}}|SEED|2}}}}|&lt;br /&gt;
edible={{#if:{{tag|{{#df_raw:{{{1}}}|USE_MATERIAL_TEMPLATE|STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE}}|EDIBLE_RAW}}|Yes|No}}|&lt;br /&gt;
cookable={{#if:{{tag|{{#df_raw:{{{1}}}|USE_MATERIAL_TEMPLATE|STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE}}|EDIBLE_COOKED}}|Yes|{{#if:{{tag|{{#df_raw:{{{1}}}|USE_MATERIAL_TEMPLATE|STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE}}|EDIBLE_RAW}}|Yes|No}}}}|&lt;br /&gt;
alcohol={{#if:{{tag|{{{1}}}|DRINK}}|[[{{ucfirst:{{#df_statedesc:{{#df_raw:{{{1}}}|USE_MATERIAL_TEMPLATE|{{tagentry|{{{1}}}|DRINK|2}}:PLANT_ALCOHOL_TEMPLATE}}|NAME|LIQUID}}}}]]|None}}|&lt;br /&gt;
mill={{#if:{{tag|{{{1}}}|MILL}}|{{ucfirst:{{#df_statedesc:{{#df_raw:{{{1}}}|USE_MATERIAL_TEMPLATE|{{tagentry|{{{1}}}|MILL|2}}:PLANT_POWDER_TEMPLATE}}|NAME|POWDER}}}}|None}}|&lt;br /&gt;
spring={{tag|{{{1}}}|SPRING}}|&lt;br /&gt;
summer={{tag|{{{1}}}|SUMMER}}|&lt;br /&gt;
autumn={{tag|{{{1}}}|AUTUMN}}|&lt;br /&gt;
winter={{tag|{{{1}}}|WINTER}}|&lt;br /&gt;
alignment={{#if:{{tag|{{{1}}}|GOOD}}|Good&amp;lt;br /&amp;gt;}}{{#if:{{tag|{{{1}}}|EVIL}}|Evil&amp;lt;br /&amp;gt;}}{{#if:{{tag|{{{1}}}|SAVAGE}}|Savage}}|&lt;br /&gt;
biome={{biomelist/aux|{{{1}}}}}|&lt;br /&gt;
wet={{tag|{{{1}}}|WET}}|&lt;br /&gt;
dry={{tag|{{{1}}}|DRY}}|&lt;br /&gt;
uses={{{uses|}}}|&lt;br /&gt;
other_products={{{other_products|}}}|&lt;br /&gt;
wiki={{#param:wiki|wp|wikipedia|}}}}{{interwiki|{{PAGENAME}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:raw templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=210566</id>
		<title>Object testing arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=210566"/>
		<updated>2014-09-02T09:51:28Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* Modifying the Arena layout */ &amp;lt;sup&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].&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. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.&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 dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu.  In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s.  Any modded interaction with a defined arena name will also be available.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by 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;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.&lt;br /&gt;
&lt;br /&gt;
===Butchering===&lt;br /&gt;
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.&lt;br /&gt;
&lt;br /&gt;
===Nature of conflict===&lt;br /&gt;
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}.  The available settings are, from most lethal to least:&lt;br /&gt;
&lt;br /&gt;
*No quarter&lt;br /&gt;
*Lethal&lt;br /&gt;
*Non-lethal&lt;br /&gt;
*Brawl&lt;br /&gt;
*Training&lt;br /&gt;
*Horseplay&lt;br /&gt;
*Encounter&lt;br /&gt;
&lt;br /&gt;
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.&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 in [[Adventurer mode]].&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&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), 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.  It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]].  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). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
== Spawning trees ==&lt;br /&gt;
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s.  Press {{key|t}} to create a tree.  You can choose a tree from a list of species, as well as its {{key|a}}ge.  Again, pressing {{key|enter}} will spawn the tree itself.  Trees can be placed anywhere, even a rock block floor or ''mid-air'' (the latter will also cause a cave-in, replacing rock block floors with sand).  Arena-created trees do not spawn with roots.  At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.&lt;br /&gt;
&lt;br /&gt;
==Controlling the Environment==&lt;br /&gt;
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
This section has 4 options, each of which can be set to various settings:&lt;br /&gt;
* Cumulus&lt;br /&gt;
** No cumulus clouds&lt;br /&gt;
** Scattered cumulus&lt;br /&gt;
** Many cumulus (rain)&lt;br /&gt;
** Cumulonimbus (rain)&lt;br /&gt;
* Cirrus (toggle)&lt;br /&gt;
* Stratus&lt;br /&gt;
** No stratus&lt;br /&gt;
** Altostratus&lt;br /&gt;
** Stratus (rain)&lt;br /&gt;
** Nimbostratus (rain)&lt;br /&gt;
* Fog&lt;br /&gt;
** No fog&lt;br /&gt;
** Thin mist&lt;br /&gt;
** Fog&lt;br /&gt;
** Thick fog&lt;br /&gt;
&lt;br /&gt;
As expected, the options marked with &amp;quot;(rain)&amp;quot; will cause it to start raining.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
The arena's temperature can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dragonfire - {{ct|50000}}&lt;br /&gt;
* Magma - {{ct|12000}}&lt;br /&gt;
* Fire - {{ct|11000}}&lt;br /&gt;
* Scorching - {{ct|10080}}&lt;br /&gt;
* Hot - {{ct|10070}}&lt;br /&gt;
* Warm - {{ct|10050}}&lt;br /&gt;
* Cool - {{ct|10035}}&lt;br /&gt;
* Cold - {{ct|10020}}&lt;br /&gt;
* Subterranean - {{ct|10015}}&lt;br /&gt;
* Freezing - {{ct|9999}}&lt;br /&gt;
* Below freezing - {{ct|9968}}&lt;br /&gt;
* Deathly cold - {{ct|9850}}&lt;br /&gt;
* Absolute zero - {{ct|9508}}&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
The arena's time can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dawn (5:30am)&lt;br /&gt;
* Morning (8:00am)&lt;br /&gt;
* Late morning (10:30am)&lt;br /&gt;
* Noon (1:00pm)&lt;br /&gt;
* Early afternoon (2:00pm)&lt;br /&gt;
* Late afternoon (3:30pm)&lt;br /&gt;
* Early evening (5:00pm)&lt;br /&gt;
* Evening (6:30pm)&lt;br /&gt;
* Dusk (8:30pm)&lt;br /&gt;
* Night (10:00pm)&lt;br /&gt;
* Midnight (12:00am)&lt;br /&gt;
* Late night (2:00am)&lt;br /&gt;
* Early morning (4:00am)&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
{{file|DF/data/init/arena.txt|section=yes}}&lt;br /&gt;
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pre-table&amp;quot;&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;
| &amp;lt;pre&amp;gt;#&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Open space|Empty tile]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;C&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Chasm]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[floor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;P&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[wall|pillar/wall]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;R&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;F&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[fortification]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;+&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Water]] source &amp;lt;sup&amp;gt;[1] [2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;W&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;L&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;l&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;g&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Tree]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;~&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Sand]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Soil]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;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 capital &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
# Only one type will be present, but it will be randomly selected each time you enter the Arena.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Ant_man&amp;diff=209522</id>
		<title>DF2014:Ant man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Ant_man&amp;diff=209522"/>
		<updated>2014-08-15T01:41:12Z</updated>

		<summary type="html">&lt;p&gt;Arex: Redirected page to DF2014:Antman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Antman]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=209310</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=209310"/>
		<updated>2014-08-11T04:06:15Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* List of tree species */ plural&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as large cacti (e.g. [[saguaro]]s) and large mushrooms (e.g. underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus the amount of local trees greatly affects fortress development, as without a ready source of wood the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', leafy '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1x1 trunk sections resemble wooden [[column]]s {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with leafy branches. A vertical trunk end, if not covered with a leafy branch, is represented by a cap character {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one;{{verify}} in either case, when a single tile of roots is dug out, the entire tree vanishes without a trace.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Most mushroom trees that grow in the caverns underground don't have branches - some have only a trunk and a cap&lt;br /&gt;
consisting of ramps that can be walked on.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both types of branches provide floor-like support for walking, but twigs are too frail to support the weight of a dwarf. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be walked and jumped over.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo[k]ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered to give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode, but Fort mode harvesting is not yet in the game. Nevertheless, you can embark with fruit or acquire it from trade and brew it at a [[still]]. Fruit do fall on the ground in fortress mode, but they cannot be collected or brewed. Cutting a tree with fruit causes the fruits to vanish.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all trees have the same intrinsic value{{verify}} (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  These cannot be harvested by dwarves in [[dwarf fortress mode]], even when they fall to the ground.  [[Elf|Elves]] will, however, bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[Seeds]].&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Growth from a sapling to a tree takes exactly 3 years. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== List of tree species ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
A second trunk tile means that the trunk can branch horizontally. The first branch tile represents thick branches, the second, if present - branches covered with leaves/needles. Trees with leafy branches also have twigs.{{verify}} Mushroom caps are the same color as the trunk and consist of ramp-like and wall-like tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Abaca]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers|decid=No |wt= |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Acacia]]|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|root=|trunk={{tile|O|6:0}}{{tile|═|6:0}}|branch={{tile|─|6:0}}{{tile|¼|2:0}}|growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Seed pods |decid=No |wt=0.600 |pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Alder]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Almond]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Apple]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Apricot]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ash (tree)|Ash]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Avocado]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Banana]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt= |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Bayberry]] |hab=Any Temperate&amp;lt;br/&amp;gt;Taiga |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=waxy berries}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Birch]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Bitter orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Black-cap]]|trunk={{tile|O|0:0:1}} |growths= |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|cap=Yes|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Blood thorn]]|root= |trunk= |branch= |growths= |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=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cacao tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Candlenut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Carambola]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cashew]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit|decid=No |wt=0.600 |pref=fruit and nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cedar]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|5:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cherry]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit &amp;lt;br/&amp;gt; blossoms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Chestnut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|2:0}} Burrs|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|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;
{{multi-tile tree table row|name=[[Citron]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Coconut palm]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Spathes&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Coffee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=yummy cherries}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Custard-apple]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Date palm]] |hab=Any Tropical |align=All |root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Desert lime]] |hab=Tropical Grassland &amp;lt;br/&amp;gt; Tropical Savanna &amp;lt;br/&amp;gt; Tropical Shrubland |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Durian]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fragrant fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Feather tree]]|root= |trunk= |branch= |growths={{tile|♠|7:1}} Feathers&amp;lt;br/&amp;gt;{{tile|%|7:1}} Eggs |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Finger lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Fungiwood]]| trunk={{tile|O|6:0:1}} |branch= |growths= |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=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ginkgo]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|7:1}} Seeds |decid=Yes |wt=0.600 |pref=seeds}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Glumprong]]|root= |trunk= |branch= |growths= |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Goblin-cap]]|trunk={{tile|O|4:0:1}} |growths= |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|cap=Yes|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Guava]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Hazel]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Highwood]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kapok]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|2:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kumquat]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Larch]]|root= |trunk= |branch= |growths={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|2:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lychee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Macadamia]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mango tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mahogany]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
{{multi-tile tree table row|name=[[Mangrove]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Maple]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Nether-cap]] |trunk={{tile|O|1:0:0}} |growths= |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|cap=Yes|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Oak]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Acorns |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Olive]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|0:1}} Fruit |decid=No |wt=0.600 |pref=oil-giving fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Papaya]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Paradise nut]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nut-filled pots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Peach]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pecan]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|2:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Persimmon]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pine]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Plum]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomegranate]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomelo]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rambutan]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Round lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rubber tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Saguaro]]|root= |trunk= |branch= |growths={{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Sand pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Spore tree]] |trunk={{tile|O|3:0:0}}{{tile|═|3:0:0}} |branch={{tile|─|3:0:0}}{{tile|¼|3:0:0}} |growths= |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=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tea]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tower-cap]]|trunk={{tile|O|7:0:1}} |growths= |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|cap=Yes|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tunnel tube]]|trunk={{tile|O|5:0:1}}{{tile|═|5:0:1}} |growths= |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=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Walnut]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Willow]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&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&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{multi-tile tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |hab= |align= |root= |trunk= |branch= |growths= |decid= |wt= |pref=}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* In fortress mode, tree fruit (and presumably, other growths) can't be harvested yet, though it's possible to eat fruit in [[adventurer mode]]. See the [[Release information/0.40.01|0.40.01 release notes]] for more information.&lt;br /&gt;
* Constructing on trees causes them to vanish. {{bug|6551}}&lt;br /&gt;
* Building something (e.g. a cage) in a tree and then chopping down the tree leaves the building floating in the air. {{bug|6949}}&lt;br /&gt;
* Previously chopped trees will sometimes generate a &amp;quot;something has collapsed on the surface!&amp;quot; message. The impact force is roughly equal to a constructed wall falling several z-levels. This is quite [[fun]] when it occurs over a river. {{bug|7533}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=209305</id>
		<title>Template:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=209305"/>
		<updated>2014-08-11T02:19:01Z</updated>

		<summary type="html">&lt;p&gt;Arex: russian wiki have no versions separation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Profession&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} Job Title&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}{{interwiki|{{PAGENAME}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=209266</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=209266"/>
		<updated>2014-08-10T12:50:03Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* List of tree species */ identical lines + All -&amp;gt; Any&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as large cacti (e.g. [[saguaro]]s) and large mushrooms (e.g. underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus the amount of local trees greatly affects fortress development, as without a ready source of wood the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
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== Structure ==&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', leafy '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
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Graphically, vertical 1x1 trunk sections resemble wooden [[column]]s {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with leafy branches. A vertical trunk end, if not covered with a leafy branch, is represented by a cap character {{tile|⌂|6:0}}.&lt;br /&gt;
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Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one;{{verify}} in either case, when a single tile of roots is dug out, the entire tree vanishes without a trace.&lt;br /&gt;
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There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Most mushroom trees that grow in the caverns underground don't have branches - some have only a trunk and a cap&lt;br /&gt;
consisting of ramps that can be walked on.&lt;br /&gt;
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Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both types of branches provide floor-like support for walking, but twigs are too frail to support the weight of a dwarf. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be walked and jumped over.&lt;br /&gt;
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On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
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=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
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The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
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Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo[k]ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered to give fruit.&lt;br /&gt;
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Fruit can be picked from trees in Adventure mode, but Fort mode harvesting is not yet in the game. Nevertheless, you can embark with fruit or acquire it from trade and brew it at a [[still]]. Fruit do fall on the ground in fortress mode, but they cannot be collected or brewed. Cutting a tree with fruit causes the fruits to vanish.&lt;br /&gt;
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== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
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Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
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Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
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== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
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One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
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Nonetheless, all trees have the same intrinsic value{{verify}} (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
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=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  These cannot be harvested by dwarves in [[dwarf fortress mode]], even when they fall to the ground.  [[Elf|Elves]] will, however, bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[Seeds]].&lt;br /&gt;
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== Growing trees ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Growth from a sapling to a tree takes exactly 3 years. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
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Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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== List of tree species ==&lt;br /&gt;
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{{migrated section}}&lt;br /&gt;
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A second trunk tile means that the trunk can branch horizontally. The first branch tile represents thick branches, the second, if present - branches covered with leaves/needles. Trees with leafy branches also have twigs.{{verify}} Mushroom caps are the same color as the trunk and consist of ramp-like and wall-like tiles.&lt;br /&gt;
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{{multi-tile tree table head}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Abaca]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers|decid=No |wt= |pref=leaves}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Acacia]]|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|root=|trunk={{tile|O|6:0}}{{tile|═|6:0}}|branch={{tile|─|6:0}}{{tile|¼|2:0}}|growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Seed pods |decid=No |wt=0.600 |pref=thorns}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Alder]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Almond]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Apple]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Apricot]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Ash (tree)|Ash]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flower&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Avocado]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Banana]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt= |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Bayberry]] |hab=Any Temperate&amp;lt;br/&amp;gt;Taiga |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=waxy berries}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Birch]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Bitter orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Black-cap]]|trunk={{tile|O|0:0:1}} |growths= |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|cap=Yes|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Blood thorn]]|root= |trunk= |branch= |growths= |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=1.250|pref=sickening appearance}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cacao tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Candlenut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Carambola]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cashew]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit|decid=No |wt=0.600 |pref=fruit and nuts}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cedar]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|5:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cherry]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit &amp;lt;br/&amp;gt; blossoms}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Chestnut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|2:0}} Burrs|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|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;
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{{multi-tile tree table row|name=[[Citron]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Coconut palm]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Spathes&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Coffee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=yummy cherries}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Custard-apple]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Date palm]] |hab=Any Tropical |align=All |root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Desert lime]] |hab=Tropical Grassland &amp;lt;br/&amp;gt; Tropical Savanna &amp;lt;br/&amp;gt; Tropical Shrubland |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Durian]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fragrant fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Feather tree]]|root= |trunk= |branch= |growths={{tile|♠|7:1}} Feathers&amp;lt;br/&amp;gt;{{tile|%|7:1}} Eggs |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Finger lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Fungiwood]]| trunk={{tile|O|6:0:1}} |branch= |growths= |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=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ginkgo]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|7:1}} Seeds |decid=Yes |wt=0.600 |pref=seeds}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Glumprong]]|root= |trunk= |branch= |growths= |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Goblin-cap]]|trunk={{tile|O|4:0:1}} |growths= |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|cap=Yes|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Guava]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Hazel]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Highwood]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kapok]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|2:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kumquat]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Larch]]|root= |trunk= |branch= |growths={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|2:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lychee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Macadamia]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mango tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mahogany]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
{{multi-tile tree table row|name=[[Mangrove]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Maple]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Nether-cap]] |trunk={{tile|O|1:0:0}} |growths= |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|cap=Yes|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Oak]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Acorns |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Olive]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|0:1}} Fruit |decid=No |wt=0.600 |pref=oil-giving fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Papaya]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Paradise nut]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nut-filled pots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Peach]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pecan]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|2:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Persimmon]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pine]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Plum]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomegranate]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomelo]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rambutan]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Round lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rubber tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Saguaro]]|root= |trunk= |branch= |growths={{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Sand pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Spore tree]] |trunk={{tile|O|3:0:0}}{{tile|═|3:0:0}} |branch={{tile|─|3:0:0}}{{tile|¼|3:0:0}} |growths= |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=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tea]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tower-cap]]|trunk={{tile|O|7:0:1}} |growths= |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|cap=Yes|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tunnel tube]]|trunk={{tile|O|5:0:1}}{{tile|═|5:0:1}} |growths= |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=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Walnut]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Willow]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&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&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{multi-tile tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |hab= |align= |root= |trunk= |branch= |growths= |decid= |wt= |pref=}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* In fortress mode, tree fruit (and presumably, other growths) can't be harvested yet, though it's possible to eat fruit in [[adventurer mode]]. See [[DF2014:Release information]].&lt;br /&gt;
* (0.40.02) Constructing on trees causes them to vanish. {{bug|6551}}&lt;br /&gt;
* (0.40.02) When a root tile is mined, the entire tree ceases to exist. {{bug|6749}}&lt;br /&gt;
* (0.40.02) Building something (e.g. a cage) in a tree and then chopping down the tree leaves the building floating in the air. {{bug|6949}}&lt;br /&gt;
* (0.40.04) Previously chopped trees will sometimes generate a &amp;quot;something has collapsed on the surface!&amp;quot; message. The impact force is roughly equal to a constructed wall falling several z-levels. This is quite [[fun]] when it occurs over a river. {{bug|7533}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Perpetual_motion&amp;diff=170231</id>
		<title>Perpetual motion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Perpetual_motion&amp;diff=170231"/>
		<updated>2012-04-19T07:01:36Z</updated>

		<summary type="html">&lt;p&gt;Arex: Redirected page to DF2012:Water wheel#Perpetual motion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[DF2012:Water wheel#Perpetual motion]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=152743</id>
		<title>v0.31:Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=152743"/>
		<updated>2011-09-01T09:06:20Z</updated>

		<summary type="html">&lt;p&gt;Arex: removed extra word + category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Time in Dwarf Fortress can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are commonly referred to as &amp;quot;time units&amp;quot; or &amp;quot;ticks.&amp;quot;  Time units are equal to different lengths of time, depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, there are 1200 time units in a day; in adventurer mode, there are 86400 time units in a day.  Thus, a dwarf in adventure mode is capable of moving, fighting, and interacting 72 times as fast as a dwarf in dwarf mode assuming the same statistics.  Assuming 24 hours per day, 60 minutes per hour, and 60 seconds per minute, this means that a time unit lasts 1 second in adventurer mode and 1.2 minutes in fortress mode.  Regardless of mode, there are 28 days in a month and 12 months in a year.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, there are 403200 time units every year.  At 100 fps, it would take just over an hour in real-time to play through one year.&lt;br /&gt;
&lt;br /&gt;
The amount of time takes a creature to move, fight, or interact is directly proportional to its [[speed]] and inversely proportional to its [[agility]] and its [[strength]].  All creatures with default speed, regardless of their strength or agility, take between 5 and 16 time units per orthogonal tile traveled. Diagonal tile travel times are 362/256 times that amount, so they take between 8 and 23 time units for creatures with default speed. Median dwarves take approximately 10.5 time units and 14.9 time units to travel orthogonally or diagonally respectively.  Triggered devices can be affected by delays of up to 100 time units; see [[lever]].&lt;br /&gt;
&lt;br /&gt;
== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 time units or 50000 time units.  One growdur is equal to 100 time units.&lt;br /&gt;
&lt;br /&gt;
== Hives ==&lt;br /&gt;
{{L|Vermin}} in {{L|hive}}s which produce items  (namely {{L|bee}}s which produce {{L|honey}}) have the HIVE_PRODUCT {{L|creature token}}, whose second parameter is the number of time units it takes for a hive to produce the product.&lt;br /&gt;
&lt;br /&gt;
== Eggs ==&lt;br /&gt;
The {{L|Creature token|EGG_SIZE}} creature token determines how long eggs will take to hatch.&lt;br /&gt;
&lt;br /&gt;
== Lifespan and Development ==&lt;br /&gt;
&lt;br /&gt;
See {{L|Age}}.&lt;br /&gt;
&lt;br /&gt;
== Clocks ==&lt;br /&gt;
&lt;br /&gt;
Based on the fact that {{L|pressure plate}}s take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=152619</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=152619"/>
		<updated>2011-08-25T10:45:11Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:40, 25 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (negligible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on {{L|embark}} and even decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with one bull and 3 cows. Note, though, that with the exception of cat, dogs and poultry, buying animals on embark is extremely expensive.  You also get two random {{L|Domestic animal|draft animal}}s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} or {{L|Immigration|immigrants}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally {{L|Grizzly bear|interesting for defense purposes}}. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leatherworker|leatherworkers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}(not usually necessary with hunting animals), and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may lead to lots of [[fun]]).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldier|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, etc. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnancy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in the lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restraint|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal corpse or body part is available if it is taken to the butcher's shop or in a refuse stockpile within a certain distance of the shop.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be weaved into low-value thread, but not into cloth, so it is useless outside hospital (note that it doesn't rot, so it has to be dumped manually).&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one{{verify}} (which can also be a pet).&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get {{L|clutter|cluttered}} quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat, fat and eggs for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}. An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient. Tallow is no longer a good ingredient - rendering the fat causes it to separate into many tiny stacks, which affects the size of resultant meal.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
''Requires: female egg-laying animal, {{L|nest box}}''&lt;br /&gt;
&lt;br /&gt;
If you have tame egg-laying animals, {{L|egg production}} can be a byproduct of the meat industry. Female egg-laying animals will claim a nest box, and lay a clutch of {{L|egg}}s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into {{L|food}} stockpiles and {{L|cook}}ed into {{L|prepared meal|meals}} at a {{L|kitchen}}.&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
&lt;br /&gt;
You can also milk certain female animals such as horses, cows etc. at the farmers workshop with an empty bucket and a dwarf with the milking labor enabled. The resulting milks only use is to turn into cheese at the farmers workshop with a dwarf with the cheesemaking labor enabled. This is the only use besides trading, milk cannot be drunk (but cheese can be eaten).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldier|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldier|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:DF2010:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Coral&amp;diff=152618</id>
		<title>v0.31:Coral</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Coral&amp;diff=152618"/>
		<updated>2011-08-25T09:58:49Z</updated>

		<summary type="html">&lt;p&gt;Arex: category&amp;amp;interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 13 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Coral''' is a material made by marine organisms of the same name. Although it has been present in Dwarf Fortress since the first released versions, very little is known about it - despite this, furniture and finished goods {{L|stockpile}}s include Coral within the &amp;quot;Other Materials&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
{{L|Titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s are occasionally made of coral - though killing them will often leave pieces of coral behind, these pieces are useless.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|CORAL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:DF2010:Coral]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Amber&amp;diff=152617</id>
		<title>v0.31:Amber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Amber&amp;diff=152617"/>
		<updated>2011-08-25T09:29:33Z</updated>

		<summary type="html">&lt;p&gt;Arex: category&amp;amp;interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 13 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Amber''' is a material made from fossilized tree resin. Although it has been present in Dwarf Fortress since the first released versions, very little is known about it - despite this, furniture and finished goods {{L|stockpile}}s include Amber within the &amp;quot;Other Materials&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
{{L|Titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s are occasionally made of amber - though killing them will often leave pieces of amber behind, these pieces are useless.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|AMBER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:DF2010:Amber]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Caste&amp;diff=152387</id>
		<title>v0.31:Caste</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Caste&amp;diff=152387"/>
		<updated>2011-08-15T04:57:32Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
''Not to be confused with {{l|cast|casts}}''&lt;br /&gt;
&lt;br /&gt;
A caste is a means of defining a sub-species within the broader creature definition.  When a creature is spawned, they are made into a randomly determined caste of the creature, using either equal weighting (by default), or the POP_RATIO tag.  Castes were originally conceived mainly for male/female distinction, and in vanilla DF, mostly serve the purpose of making males and females differ.&lt;br /&gt;
&lt;br /&gt;
Caste-level definitions of a creature may be (and, in the vanilla raws, often are) defined for all castes at once.&lt;br /&gt;
&lt;br /&gt;
The entire skeleton (that is, the BODY: tag) and tissue structure of creatures are moddable on a caste level, which allows for creatures with radically different body types (such as a giant spider and a human) to share the same &amp;quot;species&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In fact, virtually every creature-level token is apparently caste-level moddable.  The only tag that is believed to buck this trend are the BIOME tag, which would create a race incapable of breeding with itself, if used improperly by segregating males and females, and MEGABEAST tag, presumably to prevent megabeasts from breeding. Also, the vermin related tags are in the creature-level.&lt;br /&gt;
&lt;br /&gt;
This also means it is possible to make [INTELLIGENT] caste-level moddable, and then make, among other things, ''male dwarves who are milkable'', thanks to the extreme power of the moddability of the raws.&lt;br /&gt;
&lt;br /&gt;
Some bugs are possible through modding, such as creating &amp;quot;fractal bodies&amp;quot; by defining the BODY tag in the creature level, and then creating a new caste-level definition of the creature.  This generates duplicate body parts which increase in number the further away they are from the Upper Body part, with six upper arms, eight lower arms, and ten hands.&lt;br /&gt;
&lt;br /&gt;
Please mod responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Selecting Castes ===&lt;br /&gt;
&lt;br /&gt;
[CASTE:&amp;lt;CASTE_NAME&amp;gt;] defines a caste called &amp;lt;CASTE_NAME&amp;gt;. Tags following this affect only this caste.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CASTE:ALL] state the following tags affect all Castes&lt;br /&gt;
&lt;br /&gt;
[SELECT_CASTE:&amp;lt;CASTE_1&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ADDITIONAL_CASTE:&amp;lt;CASTE_2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ADDITIONAL_CASTE:&amp;lt;CASTE_3&amp;gt;], etc, is used to specify that tags affect a subset of Castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* {{l|Creature token}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shark&amp;diff=152362</id>
		<title>v0.31:Shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shark&amp;diff=152362"/>
		<updated>2011-08-14T18:45:03Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There are many kinds of sharks in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
List of sharks:&lt;br /&gt;
* {{l|Angelshark}}&lt;br /&gt;
* {{l|Basking shark}}&lt;br /&gt;
* {{l|Blacktip reef shark}}&lt;br /&gt;
* {{l|Blue shark}}&lt;br /&gt;
* {{l|Bull shark}}&lt;br /&gt;
* {{l|Great white shark}}&lt;br /&gt;
* {{l|Hammerhead shark}}&lt;br /&gt;
* {{l|Longfin mako shark}}&lt;br /&gt;
* {{l|Nurse shark}}&lt;br /&gt;
* {{l|Shortfin mako shark}}&lt;br /&gt;
* {{l|Tiger shark}}&lt;br /&gt;
* {{l|Whale shark}}&lt;br /&gt;
* {{l|Whitetip reef shark}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
[[ru:DF2010:Shark]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=152361</id>
		<title>v0.31:Cartilage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=152361"/>
		<updated>2011-08-14T18:40:22Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:00, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Cartilage is a body part generated from {{L|butcher}}ing most animals. It has no use in the {{L|meat industry}} at present, and can be dumped without a second thought. &lt;br /&gt;
&lt;br /&gt;
Some fish, such as {{L|shark}}s, are notable for having cartilaginous skeletons. These fish do not drop bones, only cartilage.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves consider cartilage useful (like bones), so they won't dump it automatically, even if you have o-&amp;gt;r-&amp;gt;dump other option on. It doesn't rot on its own either.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=152329</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=152329"/>
		<updated>2011-08-12T21:17:20Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&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;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&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:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&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 {{L|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;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&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. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|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 {{L|elephant}}s), 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;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&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 &lt;br /&gt;
| These body modifiers give individual creatures 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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &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. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&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){{verify}}. 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&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. Also prevents ghosts of that creature appearing.&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 ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&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 alternate tile. 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_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&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;
| 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. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&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;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&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;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&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 butchered / fishcleaned.&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_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_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&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 at twilight.&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 a site. &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. Or spill the barrel to the ground. 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). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&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;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&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;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&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;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies 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. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&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]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&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; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the body size to the average of the old body size and the target value. Unknown how it interacts with growth stages.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath 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;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&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;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&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;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&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;
| The species or caste is 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 {{L|Creature mannerism token}}s&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;
* {{L|material token}}&lt;br /&gt;
* breath attack type (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;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&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. Can also 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 &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&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;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&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. Also makes creature spawn invisible and with several ranks in Ambusher. &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;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&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, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&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;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&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_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&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;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
&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's 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 the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|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;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&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:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&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;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE: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. Presumably used immediately after SET_BP_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. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&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;Urist 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;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&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;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&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.&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. Used immediately after SELECT_CASTE.&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 token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&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;
| Begins a selection of body parts.&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 layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&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). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&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 &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&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 data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&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 {{L|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;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate 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.&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;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&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;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&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&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&lt;br /&gt;
| determines the point in the creature's life where the color change begins&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;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&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. Probably every procedurally generated megabeast has this.&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;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&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.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&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;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&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;
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{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;
| Defines a new local creature material and populates it with all properties defined in the specified template.&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;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&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;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&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 in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&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;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&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;
| 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, 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 thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&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;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&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;
| 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_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. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&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;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (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 randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&lt;br /&gt;
&lt;br /&gt;
&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;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&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;
| 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;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&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_OVER&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;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &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;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &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_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&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, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&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_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&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;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=152323</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=152323"/>
		<updated>2011-08-12T14:57:55Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&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;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&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:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&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 {{L|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;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&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. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|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 {{L|elephant}}s), 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;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&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 &lt;br /&gt;
| These body modifiers give individual creatures 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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &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. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&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){{verify}}. 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&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. Also prevents ghosts of that creature appearing.&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 ''only'' eats meat. Note that carnvorous species will not be able to survive worldgen if they do not also have NO_EAT.&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 alternate tile. 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_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&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;
| 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. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&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;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&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;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&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 butchered / fishcleaned.&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_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_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&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 at twilight.&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 a site. &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. Or spill the barrel to the ground. 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). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&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;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&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;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&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;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies 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. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&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]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&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; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the body size to the average of the old body size and the target value. Unknown how it interacts with growth stages.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath 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;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&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;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&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;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&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;
| The species or caste is 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 {{L|Creature mannerism token}}s&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;
* {{L|material token}}&lt;br /&gt;
* breath attack type (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;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&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. Can also 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 &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&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;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&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. Also makes creature spawn invisible and with several ranks in Ambusher. &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;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&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, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&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;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&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_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&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;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
&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's 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 the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|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;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&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:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&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;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE: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. Presumably used immediately after SET_BP_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. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&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;Urist 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;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&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;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&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.&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. Used immediately after SELECT_CASTE.&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 token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&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;
| Begins a selection of body parts.&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 layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&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). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&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 &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&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 data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&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 {{L|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;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate 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.&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;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&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;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&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&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&lt;br /&gt;
| determines the point in the creature's life where the color change begins&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;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&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. Probably every procedurally generated megabeast has this.&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;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&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.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&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;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&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;
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{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;
| Defines a new local creature material and populates it with all properties defined in the specified template.&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;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&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;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&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 in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&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;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&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;
| 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, 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 thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&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;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&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;
| 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_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. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&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;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (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 randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&lt;br /&gt;
&lt;br /&gt;
&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;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&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;
| 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;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&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_OVER&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;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &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;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &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_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&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, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&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_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&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;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=152321</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=152321"/>
		<updated>2011-08-12T11:48:44Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&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;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&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:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&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 {{L|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;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&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. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|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 {{L|elephant}}s), 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;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&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 &lt;br /&gt;
| These body modifiers give individual creatures 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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&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;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &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. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&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){{verify}}. 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&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. Also prevents ghosts of that creature appearing.&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 ''only'' eats meat. Note that carnvorous species will not be able to survive worldgen if they do not also have NO_EAT.&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 alternate tile. 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_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&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;
| 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. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&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;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&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;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&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 butchered / fishcleaned.&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_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_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&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 at twilight.&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 a site. &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. Or spill the barrel to the ground. 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). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&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;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&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;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&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;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies 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. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&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]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&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; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the body size to the average of the old body size and the target value. Unknown how it interacts with growth stages.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath 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;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&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;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&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;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&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;
| The species or caste is 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 {{L|Creature mannerism token}}s&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;
* {{L|material token}}&lt;br /&gt;
* breath attack type (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;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&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. Can also 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 &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&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;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&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. Also makes creature spawn invisible and with several ranks in Ambusher. &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;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&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, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&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;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&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_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&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;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
&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's 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 the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|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;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&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:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&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;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE: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. Presumably used immediately after SET_BP_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. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&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;Urist 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;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&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;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&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.&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. Used immediately after SELECT_CASTE.&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 token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&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;
| Begins a selection of body parts.&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 layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&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). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&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 &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&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 data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&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 {{L|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;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate 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.&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;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&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;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&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&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&lt;br /&gt;
| determines the point in the creature's life where the color change begins&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;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&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. Probably every procedurally generated megabeast has this.&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;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&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.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&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;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&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;
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{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;
| Defines a new local creature material and populates it with all properties defined in the specified template.&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;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&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;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&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 in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&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;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&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;
| 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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;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;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, 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 thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&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;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&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;
| 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_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. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&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;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (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 randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&lt;br /&gt;
&lt;br /&gt;
&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;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&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;
| 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;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&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_OVER&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;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &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;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &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_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&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, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&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_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&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;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=152094</id>
		<title>v0.31:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=152094"/>
		<updated>2011-08-04T14:58:04Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:18, 5 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most {{L|creature}}s. Different types of creatures have different types of skin. &amp;quot;Normal&amp;quot; creatures (such as domestic creatures [[Cow]], [[Dog]], [[Cat]], large above-ground creatures, etc, for instance) have the skin called '''Raw hide'''. Insectoids, like [[Giant desert scorpion]], have the skin called '''Chitin'''. Aquatic creatures and reptilians skins, such as [[Carp]], or [[Dragon]]s are called '''Scales'''. Some aquatic creatures may too have the common '''Raw hide''' skin (an example is the [[Whale]]).&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Skins can be tanned. Tanning a skin yields 1 tanned hide. You can't tan '''Scales''', '''Chitin''', or '''Feathers'''{{version|0.31.25}}. The process of tanning raw hides is done at the [[Tanner's Shop]]. It requires a dwarf with the [[Tanning]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Leather ==&lt;br /&gt;
[[Leather]] is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make {{L|bag}}s, {{L|quiver}}s, {{L|backpack}}s, {{L|waterskin}}s, {{L|clothing}}, {{L|shield}}s, {{L|armor}}, {{L|trade good|crafts}} and {{L|decorate|decorations}}. The process of making and using leather is part of the [[Meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
[[ru:DF2010:Skin]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=151548</id>
		<title>v0.31:Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=151548"/>
		<updated>2011-07-20T17:45:15Z</updated>

		<summary type="html">&lt;p&gt;Arex: order of components&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|brass}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Sphalerite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine|02:43, 25 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value {{l|metal}} primarily useful in the creation of alloys. It is smelted (at a Smelter) from {{l|Sphalerite}}.&lt;br /&gt;
&lt;br /&gt;
Zinc may be combined with other metals at a smelter to form the following alloys:&lt;br /&gt;
*{{L|Brass|}} = Zinc + {{L|Copper}}&lt;br /&gt;
*{{L|Nickel silver}} = Zinc + {{L|Copper}} + 2x {{L|Nickel}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151546</id>
		<title>v0.31:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151546"/>
		<updated>2011-07-20T14:15:37Z</updated>

		<summary type="html">&lt;p&gt;Arex: appearance and addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 6 January 2011 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* {{L|Magma}} safe--&amp;gt;&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful&amp;lt;span style=&amp;quot;border-bottom: 1px dashed; text-decoration : overline; cursor: help;&amp;quot; title=&amp;quot;In v31.19, Toady reworked world generation for the caravan arc, and metals became extremely scarce.  This was fixed in 31.21.&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; material that can be used to make just about anything necessary, from weapons to {{L|furniture}} to {{L|trade good|trade goods}}.  Iron is also a necessary ingredient in the production of {{L|steel}}, the best non-spoiler metal in the game for {{L|weapon}}s and {{L|armor}}. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are {{L|Hematite}}, {{L|Magnetite}}, and {{L|Limonite}}, can only be found in {{L|sedimentary}} layers, with the exception of {{L|hematite}}, which can occasionally be found in {{L|igneous extrusive}} layers.&lt;br /&gt;
&lt;br /&gt;
Iron may be combined with other materials at a {{L|smelter}}.&lt;br /&gt;
&lt;br /&gt;
* Iron + {{L|Flux}} + {{L|Fuel}} = {{L|Pig iron}}&lt;br /&gt;
* Iron + {{L|Pig iron}} + {{L|Flux}} + {{L|Fuel}} = 2 x {{L|Steel}}&lt;br /&gt;
&lt;br /&gt;
Note that {{L|fuel}} is used as a part of the reaction: even {{L|magma smelter}}s need fuel in reactions that use iron. This conform with process of carbonization of iron and pig iron in ferrous metallurgy in real life.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Density&amp;diff=151545</id>
		<title>v0.31:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Density&amp;diff=151545"/>
		<updated>2011-07-20T13:45:43Z</updated>

		<summary type="html">&lt;p&gt;Arex: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:25, 8 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Density is a {{L|material}} property that affects the {{L|weight}} of an object made from the {{L|material}}, along with the size of the object.&lt;br /&gt;
&lt;br /&gt;
Tests show that weight affects how much damage blunt-force {{L|weapon|weapons}} do, of which density is a large factor of. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lead&amp;diff=151539</id>
		<title>v0.31:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lead&amp;diff=151539"/>
		<updated>2011-07-20T09:43:10Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Lead&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{l|lay pewter}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Galena}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Lead is a heavy, low-value {{l|metal}} found only in {{l|galena}}. It can be forged into furniture and Other Objects, like most metals, but its low value means it is a poor choice for personal objects.&lt;br /&gt;
&lt;br /&gt;
Since lead poisoning does not exist in Dwarf Fortress, making {{l|Barrel|barrels}} or {{l|Bin|bins}} out of lead is a perfectly viable use of the metal, although dwarves attempting to haul them may be slowed by the extreme weight of the lead. Lead is also semi-useful for decorating objects and training {{l|metal crafter|metal crafters}}.&lt;br /&gt;
&lt;br /&gt;
Lead items (or items made of another heavy material) tend to stay close to their original position upon reclaim or arrival in adventure mode. So if you want to find the item easily, make it out of lead, or place it in a lead bin.&lt;br /&gt;
&lt;br /&gt;
Lead is a component of {{l|lay pewter}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151538</id>
		<title>v0.31:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151538"/>
		<updated>2011-07-20T09:41:27Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 6 January 2011 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* {{L|Magma}} safe--&amp;gt;&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; material that can be used to make just about anything necessary, from weapons to {{L|furniture}} to {{L|trade good|trade goods}}.  Iron is also a necessary ingredient in the production of {{L|steel}}, the best non-spoiler metal in the game for {{L|weapon}}s and {{L|armor}}. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are {{L|Hematite}}, {{L|Magnetite}}, and {{L|Limonite}}, can only be found in {{L|sedimentary}} layers, with the exception of {{L|hematite}}, which can occasionally be found in {{L|igneous extrusive}} layers.&lt;br /&gt;
&lt;br /&gt;
1. In v31.19, Toady reworked world generation for the caravan arc, and metals became extremely scarce.  This was fixed in 31.21.&lt;br /&gt;
&lt;br /&gt;
Iron may be combined with other materials at a {{L|smelter}}:&lt;br /&gt;
&lt;br /&gt;
* {{L|Pig iron}} = Iron + {{L|Flux}}&lt;br /&gt;
* {{L|Steel}} = Iron + {{L|Pig iron}} + {{L|Flux}} + {{L|Coal}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smelting&amp;diff=151410</id>
		<title>v0.31:Smelting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smelting&amp;diff=151410"/>
		<updated>2011-07-17T02:14:59Z</updated>

		<summary type="html">&lt;p&gt;Arex: it seems names of skill and workshop mixed up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Smelting''' is the act of refining raw stone ore(s) into useful bars of pure metal(s) or alloys. Smelting is similar but distinct from {{L|melting}}, which reclaims existing metal objects back into (fractional) bars. Metal bars produced at a {{L|smelter}} are usable in a wide variety of goods, from weapons to goblets to furniture to buildings. &lt;br /&gt;
&lt;br /&gt;
Smelting also refines {{L|bituminous coal}} or {{L|lignite}} into {{L|coke}}, a {{L|fuel}} which is equivalent to {{L|charcoal}}, but first needs fuel to do this. Fuel is required to operate a smelter, metalsmith's forge, kiln, or glass furnace, but not their magma-powered equivalents.&lt;br /&gt;
&lt;br /&gt;
Smelting requires the {{L|ore}} (or coal) to be processed, a {{L|smelter}}, either {{L|fuel}} or (for {{L|magma smelter}}s) {{L|magma}} at least 4/7 deep, and a dwarf with the {{L|furnace operator}} {{L|skill}} enabled. Training in the skill is not required - since bars have no {{L|quality}} the only difference is the time the {{L|labor}} takes. &lt;br /&gt;
&lt;br /&gt;
Since smelting coke requires {{L|fuel}} in a conventional (non-magma) smelter, usually one {{L|wood}} is burned in a {{L|wood furnace}} to create one charcoal to start the process. Alternatives are to bring one bar of charcoal or coke with the expedition at embark, {{L|trade}} for one from {{L|caravan}}s, or go straight to magma smelters.&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=151307</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=151307"/>
		<updated>2011-07-13T21:08:23Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:38, 14 October 2010 (UTC)}}{{av}}&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
* Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
* Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
{{L|Priest}}s in are commonly referred to any offer of 'Service' and can be found in their {{L|Temple}}s, but do not currently offer quests. More details in their respective articles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2010:Quest]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=151299</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=151299"/>
		<updated>2011-07-13T12:53:35Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:38, 14 October 2010 (UTC)}}{{av}}&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
{{L|Priest}}s in are commonly referred to any offer of 'Service' and can be found in their {{L|Temple}}s, but do not currently offer quests. More details in their respective articles.&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=151229</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=151229"/>
		<updated>2011-07-11T13:41:14Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a building that {{L|egg}} laying creatures will use to lay their eggs in. A nest box is created at a {{L|craftsdwarf's workshop}} or {{L|metalsmith's forge}}, and is stored in the {{L|Tool}} section of the Finished Goods stockpile. Once {{k|b}}uilt, the box will be claimed by an egg laying animal. The animal that claims the nest box will periodically lay {{L|egg}}s into the box. A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile. When the clutch of eggs is removed from the nest box, the egg-laying animal will abandon the nest box until she needs to lay another clutch.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch.  &lt;br /&gt;
&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=151212</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=151212"/>
		<updated>2011-07-10T14:09:44Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:17, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes wafers instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with {{L|Tetrahedrite}} or {{L|Galena}} instead of {{L|Silver}} for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=Can be made with {{L|Tetrahedrite}} or {{L|Galena}} instead of  {{L|Silver}} for a high value reaction.|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|Pig iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. For metals that have a less than 100% chance of production, the stated value increase is for occasions on which metal is produced; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|Pig iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to forge crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Plant cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silk cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Wool cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Hair|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10508)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=60|shearfracture=120|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2010:Metal]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:World&amp;diff=150960</id>
		<title>Template:World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:World&amp;diff=150960"/>
		<updated>2011-07-01T15:12:59Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Overworld&lt;br /&gt;
|-&lt;br /&gt;
| World Generation ({{L|World generation|Basic}}/{{L|Advanced_world_generation|Advanced}}) - {{L|Regions}} - {{L|Biome}}s - {{L|Climate}} - {{L|Surroundings}} - {{L|Map legend}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Civilization}}s - {{L|Site}}s - {{L|Calendar}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Aquifer}} - {{L|Brook}} - {{L|Cave}} {{#ifeq:{{NAMESPACE}}|DF2010||- {{L|Chasm}}}} - {{L|Desert}} - {{L|Forest}} - {{L|Glacier}} - {{L|Grassland}} - {{L|Island}} - {{L|Lake}} - {{L|Mountain}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Ocean}} - {{L|Chasm#Forms|Pit}} - {{L|River}} - {{L|Savanna}} - {{L|Shrubland}} - {{L|Tundra}} - {{L|Tunnel}} - {{L|Volcano}} - {{L|Waterfall}} - {{L|Wetland}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;{{interwiki|{{FULLPAGENAME}}}}&amp;lt;includeonly&amp;gt;{{Category|World}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buildings&amp;diff=150959</id>
		<title>Template:Buildings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buildings&amp;diff=150959"/>
		<updated>2011-07-01T15:07:56Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{NAMESPACE}}&lt;br /&gt;
|23a = {{23a buildings}}&lt;br /&gt;
|40d = {{40d buildings}}&lt;br /&gt;
|DF2010 = {{0.31 buildings}}&lt;br /&gt;
}}{{interwiki|{{FULLPAGENAME}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Template:23a buildings]]&lt;br /&gt;
* [[Template:40d buildings]]&lt;br /&gt;
* [[Template:0.31 buildings]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skills&amp;diff=150958</id>
		<title>Template:Skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skills&amp;diff=150958"/>
		<updated>2011-07-01T15:02:50Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{NAMESPACE}}&lt;br /&gt;
|23a = {{23a skills}}&lt;br /&gt;
|40d = {{40d skills}}&lt;br /&gt;
|DF2010 = {{0.31 skills}}&lt;br /&gt;
}}{{interwiki|{{FULLPAGENAME}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Template:23a skills]]&lt;br /&gt;
* [[Template:40d skills]]&lt;br /&gt;
* [[Template:0.31 skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=150957</id>
		<title>Template:Workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=150957"/>
		<updated>2011-07-01T15:01:13Z</updated>

		<summary type="html">&lt;p&gt;Arex: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{NAMESPACE}}&lt;br /&gt;
|23a = {{23a workshops}}&lt;br /&gt;
|40d = {{40d workshops}}&lt;br /&gt;
|DF2010 = {{0.31 workshops}}&lt;br /&gt;
}}{{interwiki|{{FULLPAGENAME}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Template:23a workshops]]&lt;br /&gt;
* [[Template:40d workshops]]&lt;br /&gt;
* [[Template:0.31 workshops]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=150956</id>
		<title>Template:Workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=150956"/>
		<updated>2011-07-01T15:00:34Z</updated>

		<summary type="html">&lt;p&gt;Arex: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{NAMESPACE}}&lt;br /&gt;
|23a = {{23a workshops}}&lt;br /&gt;
|40d = {{40d workshops}}&lt;br /&gt;
|DF2010 = {{0.31 workshops}}&lt;br /&gt;
}}{{interwiki|{{FULLPAGENAME}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Template:23a workshops]]&lt;br /&gt;
* [[Template:40d workshops]]&lt;br /&gt;
* [[Template:0.31 workshops]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150947</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150947"/>
		<updated>2011-07-01T13:46:31Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
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!Instructions for a Pleasant Talk Experience&lt;br /&gt;
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|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[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;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[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;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[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;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[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;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[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;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[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;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[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;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[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;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
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:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bituminous coal ===&lt;br /&gt;
&lt;br /&gt;
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
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===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
&lt;br /&gt;
===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
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===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
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===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
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===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
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===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
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===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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=== Moats in DF 2010 ===&lt;br /&gt;
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I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
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===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
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Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
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===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
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===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
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===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
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===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
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===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
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Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
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:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
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=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
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=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
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Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
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== namespace stuff ==&lt;br /&gt;
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Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150945</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150945"/>
		<updated>2011-07-01T11:25:01Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* Interwiki links */&lt;/p&gt;
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!Instructions for a Pleasant Talk Experience&lt;br /&gt;
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|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[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;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[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;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[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;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[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;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[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;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[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;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[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;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[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;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
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:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
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===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
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=== Bituminous coal ===&lt;br /&gt;
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Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
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===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
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===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
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===bar vs bars===&lt;br /&gt;
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 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
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===40d:obsidian===&lt;br /&gt;
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 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
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===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
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===Non-Newtonian Fluids===&lt;br /&gt;
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To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
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For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
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1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
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Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
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All the best.&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
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How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
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Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
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A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
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===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
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===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
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===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
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===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
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===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
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===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
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[[Image:Irongauntlet.png]]&lt;br /&gt;
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No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
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===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
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===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
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===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
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===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
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===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
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===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
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===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
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===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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=== Moats in DF 2010 ===&lt;br /&gt;
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I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
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===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
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Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
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===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
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===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
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===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
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===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
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===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
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Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
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:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
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=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
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=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
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Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
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===Interwiki links===&lt;br /&gt;
Could you add the links to Russian version of the wiki automatically (except 23a pages)? The links should be in the form:&lt;br /&gt;
 [ru:Article_name]&lt;br /&gt;
Article names should be in English. --[[User:Arex|Arex]] 11:21, 1 July 2011 (UTC)&lt;br /&gt;
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== namespace stuff ==&lt;br /&gt;
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Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150944</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150944"/>
		<updated>2011-07-01T11:22:05Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* Interwiki links */&lt;/p&gt;
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|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[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;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[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;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[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;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[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;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[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;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[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;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[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;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[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;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
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:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
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===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
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=== Bituminous coal ===&lt;br /&gt;
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Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
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===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
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===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
&lt;br /&gt;
===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
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===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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=== Moats in DF 2010 ===&lt;br /&gt;
&lt;br /&gt;
I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
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===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
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===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
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===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
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Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
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:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
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=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
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=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
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Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
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===Interwiki links===&lt;br /&gt;
Could you add the links to Russian version of the wiki automatically? The links should be in the form:&lt;br /&gt;
 [ru:Article_name]&lt;br /&gt;
Article names should be in English. --[[User:Arex|Arex]] 11:21, 1 July 2011 (UTC)&lt;br /&gt;
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== namespace stuff ==&lt;br /&gt;
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Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150943</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150943"/>
		<updated>2011-07-01T11:21:18Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
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|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
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|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[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;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[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;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[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;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[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;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[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;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[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;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[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;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[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;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bituminous coal ===&lt;br /&gt;
&lt;br /&gt;
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
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===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
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===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
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===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
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===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
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===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
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===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
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===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
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===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
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===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
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===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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=== Moats in DF 2010 ===&lt;br /&gt;
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I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
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===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
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Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
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===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
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===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
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===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
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===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
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===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
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Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
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:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
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=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
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=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
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Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
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===Interwiki links===&lt;br /&gt;
Could you add the links to Russian version of the wiki automatically? The links should be in the form:&lt;br /&gt;
 [ru:Article_name]&lt;br /&gt;
Article should be in English. --[[User:Arex|Arex]] 11:21, 1 July 2011 (UTC)&lt;br /&gt;
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== namespace stuff ==&lt;br /&gt;
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Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150942</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=150942"/>
		<updated>2011-07-01T11:20:17Z</updated>

		<summary type="html">&lt;p&gt;Arex: /* Bot Requests */ Interwiki&lt;/p&gt;
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|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Wikilink in complex template===&lt;br /&gt;
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Do you know how to make the words &amp;quot;Alluvial layer&amp;quot; link to {{L|Alluvial layer}} in templates such as the one at {{L|Native gold}}?  I presume it's something to do with {{tl|Stonelookup/location}}, but that's more complex than I know how to edit.  Maybe the other layer types, too, though they're at least linked in the Stones navbox. --[[User:Bognor|Bognor]] 16:07, 21 May 2011 (UTC)&lt;br /&gt;
:The way it's done, it '''must''' apply to every single layer type or not apply to any of them at all. Now that it's been added, we need an [[igneous layer]] page for stones that appear in both igneous intrusive and igneous extrusive layers (such as, you guessed it, [[native gold]]). --[[User:Quietust|Quietust]] 16:29, 21 May 2011 (UTC)&lt;br /&gt;
::Awesome, thanks Quietust, you rock!  No time to make that page myself right now, but I'll keep it in mind if I have time later in the week (not guaranteed).  &amp;lt;small&amp;gt;(Sorry for posting in the wrong place.)&amp;lt;/small&amp;gt; [[User:Bognor|Bognor]] 09:53, 22 May 2011 (UTC)&lt;br /&gt;
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===Grazers as pets===&lt;br /&gt;
Even if you assign a war elephant as a pet, they still need to eat, right?--[[User:Kwieland|Kwieland]] 04:20, 6 May 2011 (UTC)&lt;br /&gt;
:I haven't checked explicitly (since my latest fortress was from 0.31.18), but it's fairly likely to be the case. Probably worth checking, just to be safe. --[[User:Quietust|Quietust]] 12:33, 6 May 2011 (UTC)&lt;br /&gt;
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===Template changes===&lt;br /&gt;
YOU CRASHED THE WIKI ALL YOUR FAULT (are you able to hop on irc? also I'm kidding &amp;lt;3) --[[User:Briess|Briess]] 19:01, 8 April 2011 (UTC)&lt;br /&gt;
:Sorry, I was sleeping soundly from being sick :(.  Make the changes whenever you like, I've modified the maintenance script to run within 3 minutes of any edits you make (okay that's a lie, I've modified it to run every 3 minutes) --23:07, 28 April 2011 (UTC)&lt;br /&gt;
::I already made the change a few hours ago, and it didn't seem to have any impact on the wiki - perhaps it was smart enough to realize that the change I made was restricted to an includeonly tag. --[[User:Quietust|Quietust]] 23:30, 28 April 2011 (UTC)&lt;br /&gt;
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===Extension===&lt;br /&gt;
Let me know when you think the extension is ready and I'll install it. --[[User:Briess|Briess]] 20:08, 31 March 2011 (UTC)&lt;br /&gt;
=== Andale Mono ===&lt;br /&gt;
Thanks, I completely forgot to check for that :&amp;lt; P.S. the plugins you pointed me towards both crash php :( --[[User:Briess|Briess]] 01:16, 18 March 2011 (UTC)&lt;br /&gt;
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=== Template Stuff ===&lt;br /&gt;
I have no idea.  I'll play around with it as soon as I get a chance, here. --[[User:Briess|Briess]] 19:38, 7 March 2011 (UTC)&lt;br /&gt;
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=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[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;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[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;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[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;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[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;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[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;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[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;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[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;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
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=== Three random things ===&lt;br /&gt;
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[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;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
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:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
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:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
:::::::::After further thought, I've decided to scrap the frontend templates and do '''all''' of the necessary work directly in the /raw pages - they now consist of the header/footer and a call to {{tl|raw}} with all of the necessary parameters (filename, object type, and ID). With fewer template calls, the wiki has less work to do and thus runs a little bit faster (at least until we bog it down with more regular expressions to extract data from the raws). --[[User:Quietust|Quietust]] 19:40, 24 March 2011 (UTC)&lt;br /&gt;
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===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
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=== Bituminous coal ===&lt;br /&gt;
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Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
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===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
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===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
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===bar vs bars===&lt;br /&gt;
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 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
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===40d:obsidian===&lt;br /&gt;
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 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
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===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
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===Non-Newtonian Fluids===&lt;br /&gt;
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To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
&lt;br /&gt;
===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Moats in DF 2010 ===&lt;br /&gt;
&lt;br /&gt;
I have been experimenting with moats, and with the fact that chanelling makes ramps now. All you have to do to get rid of the ramps, is build a wall where the ramp was, then remove the wall. The ramp is gone!&lt;br /&gt;
:...why exactly are you telling '''me''' this? --[[User:Quietust|Quietust]] 22:43, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dwarfs&amp;quot;===&lt;br /&gt;
How hard would it be to use your bot to replace all occurrences of &amp;quot;dwarfs&amp;quot; with &amp;quot;dwarves&amp;quot;? Trying to fix those is becoming tiresome..... --[[User:Ral|Ral]] 05:54, 2 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could you mark these kinds of changes as minor.. Patrick&lt;br /&gt;
&lt;br /&gt;
===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
&amp;quot;Not quite sure why you created that page, but please don't do that again - the DF2010 namespace is only for things that exist in the vanilla version of the game. --Quietust 12:49, 2 September 2010 (UTC)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yeah, I didn't realize that the llama was an Ironhand only thing. That's why I tried to get rid of the page when I found out. Sorry about that. [[User:Andkore|Andkore]] 23:17, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Interwiki links===&lt;br /&gt;
Could you add the links to Russian version of the wiki automatically? The links should be in the form:&lt;br /&gt;
 [ru:Article_name]&lt;br /&gt;
Article should be in English.&lt;br /&gt;
&lt;br /&gt;
== namespace stuff ==&lt;br /&gt;
&lt;br /&gt;
Is there a documentation page somewhere explaining the namespace versioning do's and don'ts? I try pretty hard to avoid hardcoding namespace in links but it seems like I can't get it right...  --[[User:Ral|Ral]] 22:53, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=150605</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=150605"/>
		<updated>2011-06-22T17:01:46Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are functionally infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, and capable of flight, building destruction, speaking and learning.  Further, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Inorganic demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2010:Demon]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=150604</id>
		<title>v0.31:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=150604"/>
		<updated>2011-06-22T13:15:33Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact)&lt;br /&gt;
| Touching a {{L|cave blob}}&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled from {{L|cave floater}}&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|cave spider}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|phantom spider}}&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|giant cave spider}}&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;'''Being eaten by the GCS'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| {{L|gnomeblight}}&amp;lt;br /&amp;gt;(contact, inhaled, or injected)&lt;br /&gt;
| Unknown. Affects gnomes only&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a {{L|giant desert scorpion}}&lt;br /&gt;
| None&lt;br /&gt;
| Necrosis of the brain and nervous system&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|helmet snake}}&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by {{L|iron man}}&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a {{L|platypus}}, {{L|giant platypus}} or {{L|platypus man}}&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|serpent man}}&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| random&lt;br /&gt;
| Encounters with {{L|forgotten beast}}s&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| random&lt;br /&gt;
| Encounters with {{L|titan}}s&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| random&lt;br /&gt;
| Encounters with {{L|demon}}s&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
| random&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. {{L|Titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/creature made of blood.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (ie, in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 {{L|time|time units}} afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Optional if a BP token is present)&lt;br /&gt;
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion.  It's unclear how this tag functions in syndromes contracted by inhalation.&lt;br /&gt;
*BP:BODY_PART:TISSUE (Optional if the LOCALIZED token is present)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] {{L|body token}} (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts.  This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation in smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING_POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
If you want to really make a creature deadly, you can give it a breath attack to shoot your neurotoxin at your hapless dwarves from range. Some of these attacks have the unfortunate side effect of preventing a critter from using its regular attacks unless the enemy is ''on the same tile.'' You decide if it's worth it.&lt;br /&gt;
&lt;br /&gt;
To use a breath attack, place something like the following anywhere in your creature entry:&lt;br /&gt;
&lt;br /&gt;
  [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]&lt;br /&gt;
&lt;br /&gt;
The LOCAL_CREATURE_MAT:SPITTER_SPIT refers to the material the breath attack will be made of - in this case, it is another material defined within the creature entry.&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random. &lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:DF2010:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=150593</id>
		<title>v0.31:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=150593"/>
		<updated>2011-06-22T06:33:00Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''Symptom''' is a status effect most often caused by contracting a {{L|Syndrome}}. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a {{L|Hospital}} before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==List of Known Symptoms==&lt;br /&gt;
&lt;br /&gt;
===Blisters===&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
===Bruising===&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
===Cough===&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconcious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
===Fever===&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Impaired Function===&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes impaired function&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
'''Effects''': Creature will stop and {{L|Vomit}}. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
===Numbness===&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes numbness&lt;br /&gt;
&lt;br /&gt;
===Necrosis===&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and kill the creature. Also commonly seen in {{L|Undead}} creatures.&lt;br /&gt;
&lt;br /&gt;
===Oozing===&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
===Pain===&lt;br /&gt;
'''Effects''': Subject might give into pain and fall unconscious depending on toughness. The more severe the pain the more likely this can happen, and the more often. This can be very dangerous if the dwarf is in combat. &lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures.&lt;br /&gt;
&lt;br /&gt;
===Swelling===&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
===Unconsciousness===&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes unconsciousness directly&lt;br /&gt;
&lt;br /&gt;
===Vomiting Blood===&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes creatures to vomit blood&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2010:Symptoms]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=150592</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=150592"/>
		<updated>2011-06-22T04:56:09Z</updated>

		<summary type="html">&lt;p&gt;Arex: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|11:32, 2 October 2010 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
::--From the Bay12 Games Forums&lt;br /&gt;
&lt;br /&gt;
'''Forgotten Beasts''' are subterranean {{L|Titan}}s; Forgotten Beasts are, essentially, randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath.&lt;br /&gt;
&lt;br /&gt;
The venom of a forgotten beast is randomly generated as are the resulting [[symptoms]]. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world. They dwell most often in caverns. Most of them are {{L|building destroyer}}s, and are almost entirely immune to {{L|trap}}s (They are trapavoid and nostun but can be caged if a web is on the cage trap). {{L|Bridge}}s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional {{L|magma}} pit / {{L|dwarven atom smasher}} designs from working. This is probably one of [[Toady One]]'s ways of making the encounters even more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Most forgotten beasts can be butchered. Some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Some are not.&lt;br /&gt;
&lt;br /&gt;
One may randomly appear when you reclaim a fortress. Also, they may 'ambush' you.&lt;br /&gt;
&lt;br /&gt;
When a forgotten beast appears, the game pauses and you will get a message.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png]]&lt;br /&gt;
&lt;br /&gt;
If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Some beasts however are content not to path to your fortress and will stay dormant underground. &lt;br /&gt;
&lt;br /&gt;
* Some Forgotten Beasts whose bodies are made of liquid or gas die or lose limbs on the first hit; in previous versions, these FBs were effectively immortal. Version 0.31.09 changed &amp;quot;made material-based random headless beasts killable&amp;quot; (by combat). That includes randomly generated Titans too.&lt;br /&gt;
* Other Forgotten Beasts are extremely difficult to kill due to some body compositions, such as being made of very hard materials. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls stop them. If you can put it in a pit, a clever trapmaker can feed it invaders.&lt;br /&gt;
* One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a {{L|Cave-in}} on top of them. They'll be killed by dropping either natural or constructed walls or floors on them.&lt;br /&gt;
* It is also possible to capture them in cage traps if they are webbed, either with a tamed [[Giant cave spider]]'s web or from a modded creature.&lt;br /&gt;
&lt;br /&gt;
You can prevent Forgotten Beasts from appearing by editing {{L|d_init.txt}} to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent {{L|ambush}}es and {{L|siege}}s from happening.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* If a beast has a dust attack, the dust will behave like it was from a {{L|cave-in}}, flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Megabeasts}}&lt;br /&gt;
[[ru:DF2010:Forgotten beast]]&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150581</id>
		<title>v0.31:Duck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Duck&amp;diff=150581"/>
		<updated>2011-06-21T20:10:55Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:25, 27 March 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=&lt;br /&gt;
|meat=0-2&lt;br /&gt;
|fat=&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=&lt;br /&gt;
|hoof=&lt;br /&gt;
|lung=&lt;br /&gt;
|intestine=&lt;br /&gt;
|spleen=&lt;br /&gt;
|kidney=&lt;br /&gt;
|eye=&lt;br /&gt;
|brain=&lt;br /&gt;
|heart=&lt;br /&gt;
|liver=&lt;br /&gt;
|tripe=&lt;br /&gt;
|sweetbread=&lt;br /&gt;
|skin=&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A duck is a small {{L|domestic animal|domestic bird}}. A male of the species is known as a &amp;quot;drake&amp;quot;, and the young are known as &amp;quot;ducklings&amp;quot;. It is one of the few domestic birds that can also be found as a wild population in the correct {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
Ducks are the smallest of the common domestic poultry, so small that they need not be {{L|butchery|butchered}}, and indeed cannot be. They take two years to grow to full size, and have a relatively short lifespan. These qualities make raising ducks a poor choice for a {{L|meat industry}}. However, on average, ducks lay the second most eggs of any domestic bird (8-13, exceeded only by {{L|turkey}}s' 10-14), and, like all domestic poultry, grow to adulthood in one year, making them a decent choice for {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Perch&amp;diff=150228</id>
		<title>v0.31:Perch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Perch&amp;diff=150228"/>
		<updated>2011-06-10T13:36:50Z</updated>

		<summary type="html">&lt;p&gt;Arex: superfluous 'and'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:58, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-Perch.JPG|thumb|left|Admired for its coloration.]]&lt;br /&gt;
&lt;br /&gt;
'''Perch''' are a type of {{L|vermin}} {{L|fish}}. They are found in {{L|temperate}} {{L|water|freshwater}} {{L|river|rivers}} and {{L|lake|lakes}} year-round. They are a ready source of {{L|food}} when {{L|fish cleaning|cleaned}} at a {{L|fishery}}.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Banded_knifefish&amp;diff=150226</id>
		<title>v0.31 Talk:Banded knifefish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Banded_knifefish&amp;diff=150226"/>
		<updated>2011-06-10T11:47:40Z</updated>

		<summary type="html">&lt;p&gt;Arex: Created page with 'I suppose a banded knifefish is illustrated with [http://df.magmawiki.com/index.php/File:Vermin-BandedKnifefish.jpg the picture] better then [http://df.magmawiki.com/index.php/Fi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suppose a banded knifefish is illustrated with [http://df.magmawiki.com/index.php/File:Vermin-BandedKnifefish.jpg the picture] better then [http://df.magmawiki.com/index.php/File:Gymnotus_carapo_1.jpg this]. --[[User:Arex|Arex]] 11:47, 10 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Banded_knifefish&amp;diff=150225</id>
		<title>v0.31:Banded knifefish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Banded_knifefish&amp;diff=150225"/>
		<updated>2011-06-10T11:38:33Z</updated>

		<summary type="html">&lt;p&gt;Arex: illustration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:32, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-BandedKnifefish.jpg|thumb|left|Admired for its rippling fin.]]&lt;br /&gt;
&lt;br /&gt;
'''Banded knifefish''' are a {{L|vermin}} {{L|fish}}. They can be found in {{L|biome|tropical}} {{L|water|freshwater}} {{L|river|rivers}} and {{L|pool|lakes}} year-round. &lt;br /&gt;
&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Vermin-BandedKnifefish.jpg&amp;diff=150224</id>
		<title>File:Vermin-BandedKnifefish.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Vermin-BandedKnifefish.jpg&amp;diff=150224"/>
		<updated>2011-06-10T11:37:42Z</updated>

		<summary type="html">&lt;p&gt;Arex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Yellow_bullhead&amp;diff=150221</id>
		<title>v0.31:Yellow bullhead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Yellow_bullhead&amp;diff=150221"/>
		<updated>2011-06-10T10:35:05Z</updated>

		<summary type="html">&lt;p&gt;Arex: superfluous 'and'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:54, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-YellowBullhead.JPG|thumb|left|Admired for its whiskers.]]&lt;br /&gt;
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'''Yellow bullhead''' are a type of {{L|vermin}} {{L|fish}}. They are found in {{L|temperate}} {{L|water|freshwater}} {{L|lake|lakes}} year-round, and are a ready source of {{L|food}} when {{L|fish cleaning|cleaned}} at a {{L|fishery}}.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lungfish&amp;diff=150219</id>
		<title>v0.31:Lungfish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lungfish&amp;diff=150219"/>
		<updated>2011-06-10T09:26:15Z</updated>

		<summary type="html">&lt;p&gt;Arex: superfluous 'and'&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|23:53, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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[[File:Vermin-Lungfish.jpg|thumb|left|Admired for its gulping.]]&lt;br /&gt;
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'''Lungfish''' are a type of {{L|vermin}} {{L|fish}}. They are found in {{L|tropical}} {{L|river|rivers}}, {{L|lake|lakes}}, and {{L|pool|pools}} year-round, and are a ready source of {{L|food}} when {{L|fish cleaning|cleaned}} at a {{L|fishery}}.&lt;br /&gt;
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Despite being fish, their [AMPHIBIOUS] status causes them to spend most of their time flopping around on dry land where {{L|cat}}s will repeatedly kill them. This can be resolved by replacing their [AMPHIBIOUS] tag with [AQUATIC] in their RAW file.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sole&amp;diff=150217</id>
		<title>v0.31:Sole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sole&amp;diff=150217"/>
		<updated>2011-06-10T08:04:18Z</updated>

		<summary type="html">&lt;p&gt;Arex: wikipedia link&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|23:48, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=Sole_(fish)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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[[File:Vermin-Sole.JPG|thumb|left|Admired for its flat bodies.]]&lt;br /&gt;
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'''Sole''' are a type of {{L|vermin}} {{L|fish}}. They are found in {{L|temperate}} and {{L|biome|arctic}} {{L|ocean|oceans}} year-round, and are a ready source of {{L|food}} when {{L|fish cleaning|cleaned}} at a {{L|fishery}}.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Arex</name></author>
	</entry>
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