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		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=255601</id>
		<title>Tileset repository</title>
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		<updated>2020-11-07T23:47:14Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* 16&amp;amp;times;24 */ new set&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|tileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## ''For [[40d:Release information/0.28.181.40d|DF 0.28.181.40d]] or older:'' open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## ''For [[v0.31:Release information/0.31.01|DF 0.31.01]] or newer:'' open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory ({{tt|.../data/art}}).&lt;br /&gt;
# Edit the initialization configuration file ({{tt|.../data/init/init.txt}}) to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some Greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:RDE_8x8.png]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Based on curses_640x300 and Microsoft's 8x8 Terminal font.&amp;lt;br/&amp;gt;&lt;br /&gt;
To use tile 255, change the value of the pillar tags in &amp;quot;d_init.txt&amp;quot; to 255. &amp;lt;br/&amp;gt;&lt;br /&gt;
Example: [PILLAR_TILE:'O'] becomes [PILLAR_TILE:255] .&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of ''Dwarf Fortress'' should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the Commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down-ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|image=[[Image:cheepicus_14x14.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LCD_Tileset.png]]&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16-RogueYun-AgmEdit.png]]&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Runeset_16x16.png]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Fnord 16x16.png]]&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sb_ascii.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markx.png]]&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Japa 0x20.png]]&lt;br /&gt;
|author=[[User:Japa|Japa]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer_20x20.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_24x24.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Runeset_24x24.png]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of ''Dwarf Fortress'' have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jolly12x12.png]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Ti84.png]]&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{K|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kyzers_thin.png]]&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Cooz_curses_14x16.png]]&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bmac smooth 16x24.png]]&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_1920x900.png]]&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kyzsmooth.png]]&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bmac_smooth_16x24.png&amp;diff=255600</id>
		<title>File:Bmac smooth 16x24.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bmac_smooth_16x24.png&amp;diff=255600"/>
		<updated>2020-11-07T23:43:58Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Smoothed curses tileset (16x24 tiles). Derived from [[:File:Kyzsmooth.png]] (24x36 tiles).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bmac_smooth_16x24.png&amp;diff=255599</id>
		<title>File:Bmac smooth 16x24.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bmac_smooth_16x24.png&amp;diff=255599"/>
		<updated>2020-11-07T23:43:20Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: Derived from :File:Kyzsmooth.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Derived from [[:File:Kyzsmooth.png]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=107502</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=107502"/>
		<updated>2010-05-08T15:38:43Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px solid black&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|meat}}&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared eyes&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared lungs&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared heart&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared intestines&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|chopped liver&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|tripe&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|sweetbread&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared spleen&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared kidneys&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared brain&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|fat&lt;br /&gt;
| can be {{L|cook|cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
| crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|bone|bones}}&lt;br /&gt;
| can be crafted into bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|horn|horns}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
||Nervous tissue&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|skin &lt;br /&gt;
| can be tanned into {{L|leather}}&lt;br /&gt;
|-&lt;br /&gt;
|scale&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|nail}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|Feather (if bird)&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
As can be expected, partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Two-humped_camel&amp;diff=107500</id>
		<title>v0.31:Two-humped camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Two-humped_camel&amp;diff=107500"/>
		<updated>2010-05-08T15:32:47Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: Butchering returns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Two-humped camel|symbol=C|color=6:0:0&lt;br /&gt;
|bones=17|meat=16|fat=15&lt;br /&gt;
|skulls=1|horns=0|hooves=0&lt;br /&gt;
|lung=2|intestines=1|spleen=1&lt;br /&gt;
|kidney=2|eyes=2|brain=1&lt;br /&gt;
|heart=1|liver=1|tripe=1&lt;br /&gt;
|sweetbread=1|nerves=Yes|hair=Yes|cartilage=Yes|skin=Yes&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|desert}}&lt;br /&gt;
|wiki=Camel&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A large, long-necked creature with two fleshy humps on its back.  It is domesticated to carry passengers and cargo.''&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the {{L|one-humped camel}}, but often found in the same areas.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=107498</id>
		<title>v0.31:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=107498"/>
		<updated>2010-05-08T15:10:58Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: Butchering returns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Elk bird&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|bones=23|meat=16|fat=10&lt;br /&gt;
|skulls=1|horns=2|hooves=?&lt;br /&gt;
|lung=2|intestines=1|spleen=0&lt;br /&gt;
|kidney=2|eyes=?|brain=1&lt;br /&gt;
|heart=1|liver=1|tripe=1&lt;br /&gt;
|sweetbread=1|nerves=Yes|hair=No|cartilage=No|skin=Yes&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean {{L|cavern}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A large creature found grazing on mushrooms deep underground.  It walks on two legs and has the head of a bird with the horns of a great elk.''&lt;br /&gt;
&lt;br /&gt;
'''Elk birds''' are large flightless birds that can be used as a mount by {{L|goblin}} siegers. Though they are generally non-hostile, they will interrupt tasks throughout the fortress and, if engaged, will usually kill an untrained dwarf (or even a war dog) in one-on-one combat.&lt;br /&gt;
&lt;br /&gt;
Butchering an Elk Bird also gives a feather.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cow&amp;diff=107428</id>
		<title>v0.31:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cow&amp;diff=107428"/>
		<updated>2010-05-08T01:40:53Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Cow|symbol=C|color=6:0:0&lt;br /&gt;
|bones=15|meat=10-14|fat=9&lt;br /&gt;
|skulls=1|horns=2|hooves=4&lt;br /&gt;
|lung=2|intestines=2|spleen=1&lt;br /&gt;
|kidney=2|eyes=2|brain=1&lt;br /&gt;
|heart=1|liver=1|tripe=1&lt;br /&gt;
|sweetbread=1|nerves=Yes|hair=1|cartilage=1|skin=Yes&lt;br /&gt;
|biome= * Domestic}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A large mammalian herbivore.  They often bear large horns and the males are ill-tempered.  They are domesticated for milk and meat.''&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Cows are a very viable source of [[food]] for a fortress. The returns gained from butchering a single cow can, at an estimate, feed four dwarves for about a year. In addition, cows can also be [[milk]]ed at a [[farmer's workshop]] with a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crundle&amp;diff=107427</id>
		<title>v0.31:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crundle&amp;diff=107427"/>
		<updated>2010-05-08T01:38:08Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Crundle|symbol=c|color=4:0:0&lt;br /&gt;
|bones=2|meat=4|fat=4&lt;br /&gt;
|skulls=1|horns=0|hooves=0&lt;br /&gt;
|lung=0|intestines=1|spleen=0&lt;br /&gt;
|kidney=0|eyes=0|brain=0&lt;br /&gt;
|heart=0|liver=0|tripe=0&lt;br /&gt;
|sweetbread=0|nerves=0|hair=0|cartilage=0|skin=Scale&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean {{L|Caverns}}&lt;br /&gt;
* Underground depth 2-3&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny underground monster with large claws and horns.  It walks on two legs and is dangerous when encountered in large numbers.''&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode Information ==&lt;br /&gt;
While weak individually, crundles often move in large packs and can pose a substantial danger to workers, weavers, and farmers that might be wandering through the underground. However, they tend to scatter when confronted with well-armed soldiers, and so pose little threat to any troops you send to take care of them.&lt;br /&gt;
&lt;br /&gt;
It is notable that while they can be tamed by the Dungeon Master, they are small and offer fairly few edible parts, so raising them for food is probably not viable. This and their weakness in combat mean that there is little point in taming them, though they do have a semi-respectable pet value of 50.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Information ==&lt;br /&gt;
They are fairly weak and can be killed easily. They are somewhat aggressive and, despite being virtually harmless alone, they can be dangerous in large packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=89077</id>
		<title>v0.31:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=89077"/>
		<updated>2010-04-10T18:17:57Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* I can't get my dwarves to STOP killing things! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of '''Frequently Asked Questions''' related to the '''{{l|military}}'''. You may also want to read '''{{l|squads}}''', '''{{l|scheduling}}''' and '''{{l|equipment}}'''.&lt;br /&gt;
&lt;br /&gt;
A note to keep in mind: As 0.31.01 is still far from being all cleaned up and tidy, many of these questions are for now answered with &amp;quot;this is a bug, sorry&amp;quot; or a quick workaround. We will have to make do until the next bugfix.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default newly-created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see {{l|Scheduling}}) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to {{l|Scheduling#Routes|patrol your trade route}} and change their scheduling in 'Bloody Kobolds' to {{l|Scheduling#Defend Burrows|defend a pre-defined burrows}} around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the horde from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See {{l|Scheduling}} for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule...===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|tab}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}equipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't pick up equipment!===&lt;br /&gt;
&lt;br /&gt;
Your fort has become too large (20+ dwarves) and now requires an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}'''. Open the {{k|n}}obles screen and assign one, and give him an office. He must now process all equipment changes at his desk before they go into effect; until then your dwarves will wear whatever was previously assigned.&lt;br /&gt;
&lt;br /&gt;
There is also a bug in which dwarves may simply just not pick up what you tell them to. If you have &amp;lt;20 dwarves, try forbidding what your soldiers currently have equipped as a workaround. If your soldier simply will not use the weapon you tell them to, try removing the weapon (in the military equipment screen), stationing the soldier near it, then adding it again to their equipment.&lt;br /&gt;
&lt;br /&gt;
===I don't have an Arsenal Dwarf position!===&lt;br /&gt;
&lt;br /&gt;
Your fort is not yet big enough to need one (&amp;lt;20 dwarves). For now your dwarves will simply equip themselves as soon as you make the changes.&lt;br /&gt;
&lt;br /&gt;
If your fort ''is'' big enough, you may be encountering what is believed to be a bug. The position may randomly become available later. Currently why this happens is unknown.&lt;br /&gt;
&lt;br /&gt;
If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is believed to be a bug.&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
You can also use '{{k|m}}ove' on the squads menu to move the squad to wherever you want.Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad, some of your dwarves will be able to relax and take some me-time while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (ie. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepency between which orders are 'civilian' orders and which are 'military' orders; further investigation is necessary.&lt;br /&gt;
&lt;br /&gt;
===My squad leader won't stop 'organizing combat training'!===&lt;br /&gt;
&lt;br /&gt;
This is a minor bug - your leader is not actually organizing training but stuck on the command and will go about other things (with this command) if ordered. Freeing and then redesignating your barracks may help this.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
(currently not sure what the issue is here; some have achieved this but we are not exactly certain how)&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign whatever squad your preferred ammunition.&lt;br /&gt;
&lt;br /&gt;
If this is not the case, there is also a bug that causes your marksdwarves to simply ignore the crossbow as a training weapon. We have yet to find a suitable workaround.&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves aren't using the type of ammunition I told them to!===&lt;br /&gt;
&lt;br /&gt;
This appears to be a bug. For now, older annoying micro-managing methods such as forbidding certain types will have to suffice.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many). A workaround for this is to give your marksdwarf a '''{{l|Squads#Selecting_Squads.2FSoldiers|move order}}''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=89075</id>
		<title>v0.31:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=89075"/>
		<updated>2010-04-10T18:16:39Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of '''Frequently Asked Questions''' related to the '''{{l|military}}'''. You may also want to read '''{{l|squads}}''', '''{{l|scheduling}}''' and '''{{l|equipment}}'''.&lt;br /&gt;
&lt;br /&gt;
A note to keep in mind: As 0.31.01 is still far from being all cleaned up and tidy, many of these questions are for now answered with &amp;quot;this is a bug, sorry&amp;quot; or a quick workaround. We will have to make do until the next bugfix.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default newly-created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see {{l|Scheduling}}) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to {{l|Scheduling#Routes|patrol your trade route}} and change their scheduling in 'Bloody Kobolds' to {{l|Scheduling#Defend Burrows|defend a pre-defined burrows}} around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the horde from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See {{l|Scheduling}} for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule...===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|tab}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}equipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't pick up equipment!===&lt;br /&gt;
&lt;br /&gt;
Your fort has become too large (20+ dwarves) and now requires an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}'''. Open the {{k|n}}obles screen and assign one, and give him an office. He must now process all equipment changes at his desk before they go into effect; until then your dwarves will wear whatever was previously assigned.&lt;br /&gt;
&lt;br /&gt;
There is also a bug in which dwarves may simply just not pick up what you tell them to. If you have &amp;lt;20 dwarves, try forbidding what your soldiers currently have equipped as a workaround. If your soldier simply will not use the weapon you tell them to, try removing the weapon (in the military equipment screen), stationing the soldier near it, then adding it again to their equipment.&lt;br /&gt;
&lt;br /&gt;
===I don't have an Arsenal Dwarf position!===&lt;br /&gt;
&lt;br /&gt;
Your fort is not yet big enough to need one (&amp;lt;20 dwarves). For now your dwarves will simply equip themselves as soon as you make the changes.&lt;br /&gt;
&lt;br /&gt;
If your fort ''is'' big enough, you may be encountering what is believed to be a bug. The position may randomly become available later. Currently why this happens is unknown.&lt;br /&gt;
&lt;br /&gt;
If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is believed to be a bug.&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
You can also use '{{k|m}}ove' on the squads menu to move the squad to wherever you want.Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. There is currently no real way to rein them in or anchor them. This is likely a feature that went to far and became a bug; dwarves have never been so bloodthirsty.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad, some of your dwarves will be able to relax and take some me-time while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (ie. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepency between which orders are 'civilian' orders and which are 'military' orders; further investigation is necessary.&lt;br /&gt;
&lt;br /&gt;
===My squad leader won't stop 'organizing combat training'!===&lt;br /&gt;
&lt;br /&gt;
This is a minor bug - your leader is not actually organizing training but stuck on the command and will go about other things (with this command) if ordered. Freeing and then redesignating your barracks may help this.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
(currently not sure what the issue is here; some have achieved this but we are not exactly certain how)&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign whatever squad your preferred ammunition.&lt;br /&gt;
&lt;br /&gt;
If this is not the case, there is also a bug that causes your marksdwarves to simply ignore the crossbow as a training weapon. We have yet to find a suitable workaround.&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves aren't using the type of ammunition I told them to!===&lt;br /&gt;
&lt;br /&gt;
This appears to be a bug. For now, older annoying micro-managing methods such as forbidding certain types will have to suffice.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many). A workaround for this is to give your marksdwarf a '''{{l|Squads#Selecting_Squads.2FSoldiers|move order}}''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hair&amp;diff=86072</id>
		<title>v0.31:Hair</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hair&amp;diff=86072"/>
		<updated>2010-04-07T14:58:59Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
==Hair on living creatures==&lt;br /&gt;
&lt;br /&gt;
'''Hair''' is part of the cosmetic layers that any creature can have.&lt;br /&gt;
&lt;br /&gt;
Hair can have different colors, and can turn grey or white as creatures age.&lt;br /&gt;
&lt;br /&gt;
==Hair as an item==&lt;br /&gt;
&lt;br /&gt;
Hair is a byproduct of {{L|Butcher's shop|butchering}} some animals.  Hair does not rot and has no known use.&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=86070</id>
		<title>v0.31:Nervous tissue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=86070"/>
		<updated>2010-04-07T14:57:36Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Nervous tissue is a byproduct of [[Butcher's Shop|butchering]] most dead animals or slaughting [[tame]] animals.  Each animal butchered generates one nervous tissue item.  This item has no known use.&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=86069</id>
		<title>v0.31:Nervous tissue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=86069"/>
		<updated>2010-04-07T14:57:13Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Nervous tissue is a byproduct of [[Buther's Shop|butchering]] most dead animals or slaughting tame animals.  Each animal butchered generates one nervous tissue item.  This item has no known use.&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=73433</id>
		<title>40d:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=73433"/>
		<updated>2010-03-18T14:37:52Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''' and '''[[bin]]s'''. Only chests, coffers, bags and boxes are explicitly called &amp;quot;container&amp;quot; in game as they can be placed as [[furniture]] by {{k|b}}uilding. All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol|beer]], [[quarry bush]] leaves, and even living [[creatures]], but their use is context-sensitive, so you cannot use your barrels for storing [[coins]], but you ''can'' {{k|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[z-status]] stocks screen; the other containers have their own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{k|k}} key.  Then, use {{k|+}} and {{k|-}} until the container is highlighted, then press {{k|enter}}.  Press {{k|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins and bags ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel|Barrels]] are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plants]], [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food in a stack of 10 or less, [[fat]] and [[tallow]].  They are made at a [[Carpenter's Workshop]] with wood or at a [[Forge]] with 3 bars of metal.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ much easier to manage.  They are made at a [[Carpenter's Workshop]] with wood or at a [[Forge]] with 3 bars of metal.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made a a [[Clothier's Shop]] with cloth or at a [[Leather works]] with leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to function properly.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Melting ==&lt;br /&gt;
&lt;br /&gt;
As of version {{version|0.28.181.40d}} (Previous versions, unknown) metal chests suffer from a bug preventing them from being melted. The job completes successfully at the smelter, but the chest is not melted down and still flagged for melting. No bars are gained from this, but the furnace operator appears to gain experience from it.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]][[Category:Items]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ratman&amp;diff=73312</id>
		<title>40d Talk:Ratman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ratman&amp;diff=73312"/>
		<updated>2010-03-17T13:51:40Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: Created page with '===Butcherable?===  Are Ratmen really butcherable?  I thought none of the -men creatures were because they are sapient.  My dwarves also refuse to butcher ratman corpses. ~~~ ~~~…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Butcherable?===&lt;br /&gt;
&lt;br /&gt;
Are Ratmen really butcherable?  I thought none of the -men creatures were because they are sapient.  My dwarves also refuse to butcher ratman corpses. [[User:BMacZero|BMacZero]] 13:51, 17 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=73237</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=73237"/>
		<updated>2010-03-16T23:05:16Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Booze Bombs ==&lt;br /&gt;
&lt;br /&gt;
What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If this is true, explosions might be triggered only by fire and not temperature. Magma isn't actually on fire, it just has a tendency to ignite items whose ignition point is lower than the temperature of magma (i.e. most of 'em). If the booze boils first, it might not ignite. Though alcohol gas would create a pretty hefty explosion once you did have a spark... Great, now I have the urge to research how combustion actually works in the real world, given that certain materials might be heated to a temperature they'd burn at without igniting to oxidize. --[[User:Alfador|Alfador]] 13:33, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think I know how to make a booze bomb. You need a single tile full of magma, on a remote hatch. Directly under that is a set of floor bars, over an empty pit. The barrels are set up on the tiles around the bars. When you open the hatch, the magma drops, making a one-shot lava waterfall. This [[Magma#Similarities|creates magma mist]], which is [[Magma#Differences|known to burn things]]. I haven't tried this yet. Can anyone verify? --16:59, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:New line of thinking, as per the [[Talk:Fire]] page discussion about the cage trap disposal bug.  So, when you drop a caged goblin into magma, his equipment *sometimes* teleports to the location where he was originally caged (see aforementioned talk page).&lt;br /&gt;
:Thus theory - after caging a goblin in a suitable cage, set a booze stockpile right next to it.  Arrange a death drop into magma for the caged goblin.  when invaders come, pull lever, drop cage, hilarity ensues.&lt;br /&gt;
:No field test reports yet.  (Said fortress has other priorities... I know, how can i possibly have priorities other than blowing things up... try *make entire level into a giant magma lake*.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 23:09, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
At the expense of my dwarves, I have learned that as of 40d, &amp;quot;Boiling [Drink]s&amp;quot; appear when booze is burned. It is important to note that the label was purple like smoke, mist, miasma, and other dispersive effects. I would imagine that the only damage (and chance to set on fire) done is from the heat. It is probably very similar to the burning fat released by fire imps when butchered. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 05:58, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even true !!Fire!! does not cause explosions: [http://mkv25.net/dfma/movie-2024-boozebombsandthewildfirecannon DFMA Vid] [[User:BMacZero|BMacZero]] 23:05, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Cooked Booze still a drink? ==&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
::I'm very interested in this as well.  I always thought cooking booze was sort of a 'bad' thing because then the dwarves would have nothing to drink. [[User:Sinoth|sinoth]] 09:31, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Keep a surplus of drinks on hand (about 10x as many drinks as you have dwarves, as I posted below).  However, don't hesitate to cook anything beyond that.  Since you get 5x as many meals out of ''plants-&amp;gt;booze-&amp;gt;cooked booze'' as you do out of just plants, more of your plant production can be reserved for brewing instead of eating.  Furthermore, big stacks of prepared meals are too big to fit in barrels (always make &amp;quot;lavish meals&amp;quot; for maximum stack size), and by brewing all your plants, you'll empty all your plant barrels, allowing you to store even more booze in them.&lt;br /&gt;
:::The availability of barrels is the biggest constraint on your food and booze production.--[[User:Maximus|Maximus]] 19:55, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Oh, um, no, cooked booze does not quench thirst.--[[User:Maximus|Maximus]] 20:10, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;br /&gt;
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)&lt;br /&gt;
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking. --[[User:Valdemar|Valdemar]] 10:20, 28 December 2007 (EST)&lt;br /&gt;
:It also helps to have multiple kinds because eventually dwarves will &amp;quot;become tried of drinking the same old booze&amp;quot;--[[User:Supercharazard|Supercharazard]] 14:50, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How much do I need? ==&lt;br /&gt;
Strange that this question isn't even mentioned sideways. How much will ''get me by'' vs ''make the stumpies happy''? [[User:GarrieIrons|GarrieIrons]] 08:32, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Where's the alcohol / food mod? ==&lt;br /&gt;
I think there should be a link to these mods at the bottom of this page, under 'see also', or something, I'm struggling to find them. --[[User:Markavian|Markavian]]&lt;br /&gt;
:that would go in the mods section, not the standard area of the wiki --[[User:Chariot|Chariot]] 15:36, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== storage ==&lt;br /&gt;
&lt;br /&gt;
beyond &amp;quot;1 stack takes up 1 barrel&amp;quot;, do drinks rot if not kept in a stockpile?&lt;br /&gt;
&lt;br /&gt;
Do I have anything to worry about beyond low productivity if my still becomes a mass of full barrels and dwarves clamoring for a drink?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:25, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
A cluttered workshop works significantly slower than an empty workshop, so be sure to have a stockpile handy or nearby.{{unsigned|CrazyMcfobo }}&lt;br /&gt;
:repeating my key phrase - ''beyond low productivity'' is there any problem? ie will my brewer be brewing just to use up plants because the grog all goes bad? Or will I end up with the still being another version of a quantum stockpile, which has the side benefit of being an extremely low yield still?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:25, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe that being in your workshop the booze would count as being inside, thus causing the alcohol not to [[rot]]. Not sure if dwarves would drink from the enormous pile of booze in your workshop. I am about to test to see if you could feasibly make a workshop and purposely clutter it to have a quantum stockpile.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:52, 22 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=62798</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=62798"/>
		<updated>2010-02-08T17:53:42Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''init.txt''' file is used to make many adjustments to the game presentation and feel, such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''init.txt''' file by default can be found [[Default init|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Additional hotlinked topics on this page=====&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
| Use these links to skip directly to certain key locations in the init file.&lt;br /&gt;
* [[#WINDOWED|[WINDOWED], [FULLSCREEN], etc]]&lt;br /&gt;
* [[#GRID|[GRID&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[#FPS|[FPS], etc]]&lt;br /&gt;
* [[#FINDER|[SHOW_EMBARK_xxxxx&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[#POPULATION|[POPULATION_CAP], etc]]&lt;br /&gt;
* [[#FLOW|[SHOW_FLOW_AMOUNTS&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Default init.txt {{v|0.28.181.40d}} ===&lt;br /&gt;
&lt;br /&gt;
=====Audio/Visual=====&lt;br /&gt;
&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
&lt;br /&gt;
:Change this to turn '''sound''' OFF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
:The sound '''volume''' runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[INTRO:ON]&lt;br /&gt;
&lt;br /&gt;
:Change this to skip the wonderful '''intro''' movies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
&lt;br /&gt;
:{{a|WINDOWED|This}} lets you set the starting '''windowed/fullscreen''' setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:640]&amp;lt;br&amp;gt;&lt;br /&gt;
*[WINDOWEDY:300]&amp;lt;br&amp;gt;&lt;br /&gt;
*[FONT:curses_640x300.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This is the size and font for '''windowed mode'''.  Changing to 800x600 and the 800x600 font might make you happier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:800]&amp;lt;br&amp;gt;&lt;br /&gt;
*[FULLSCREENY:600]&amp;lt;br&amp;gt;&lt;br /&gt;
*[FULLFONT:curses_800x600.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Full screen''' info.'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:NO]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by '''black space'''.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:400]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:800]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Graphics''' info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of February 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[GRID:80:25]&lt;br /&gt;
*[FULLGRID:80:25]&lt;br /&gt;
&lt;br /&gt;
:{{a|GRID|This}} is the dimensions in tiles of the '''display grid'''.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[PARTIAL_PRINT:NO:2]&lt;br /&gt;
&lt;br /&gt;
:Change this to YES to only refresh portions of the screen that need to be refreshed.  This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.  '''PARTIAL_PRINT''' only works on certain systems, so you might have to disable it again if you notice your display isn't working properly.  Fixes are being investigated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
:Change this to YES to keep the DF window on '''top''' of your other windows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
:{{a|FPS|Change}} this to YES if you want to see an '''FPS counter''' at the top left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
:Use this to set the '''maximum frame rate''' during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
:Use this to set the maximum '''graphical frame refresh rate''' during play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*[VSYNC:OFF]&lt;br /&gt;
&lt;br /&gt;
:This sets the applications '''vertical synchronization''' behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:NEAREST]&lt;br /&gt;
&lt;br /&gt;
:Change this to LINEAR if you want the '''texture''' values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
:Change this to make the dwarfort.exe process have a different '''priority'''.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
:Change this to NO if you don't want to have the '''mouse''' involved at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
:Change this to YES if you'd like to use a BMP for the '''mouse cursor'''.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Seasonal autosave=====&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
&lt;br /&gt;
:Use these to control the '''automatic saving''' behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
:Set this to YES if you want it to '''automatically save the game when you start''' a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:NO]&lt;br /&gt;
&lt;br /&gt;
:Set this to YES to make Dwarf Fortress '''start paused''' whenever you load an active game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
&lt;br /&gt;
:Set this to YES if you want Dwarf Fortress to show the '''warning window on embark''' as a confirmation even if there are no issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[SHOW_EMBARK_RIVER:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_POOL:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_M_PIPE:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_M_POOL:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_CHASM:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_PIT:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_OTHER:FINDER]&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
&lt;br /&gt;
:{{a|FINDER|You}} can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from '''searching for features with the site finder''', which is the default (FINDER). ''(If you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
&lt;br /&gt;
:Use these options to '''remove features''' from the game.  Permitted values are YES and NO.  Removal might improve [[FPS|game speed]] in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
Setting TEMPERATURE to NO will disable such things as magma melting objects, water freezing in cold climates, and fires.  Setting WEATHER to NO will stop rainfall.  Setting ECONOMY to NO will turn off the dwarven economy.  Setting INVASIONS to NO will disable sieges, ambushes, thieves, babysnatchers, and animal swarms such as [[rhesus macaque]].  Setting CAVEINS to NO will stop unconnected constructions and natural features from falling.  Setting ARTIFACTS to NO will disable strange [[mood]]s in your fortresses.  Setting ZERO_RENT to YES makes the rent on all rooms 0 (relevant to the economy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
:Change this to YES to output the reasons for world '''map rejection into a file'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[EMBARK_RECTANGLE:6:6]&lt;br /&gt;
&lt;br /&gt;
:Change these numbers to make the default '''embark rectangle''' a different size. (You can still change it in the embark screen.) The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
:Change these numbers to set the default '''weights for traffic''' designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
:The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
:Alter these options to control how aggressively your dwarves place objects in a '''container with like items''' (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  &lt;br /&gt;
&lt;br /&gt;
::(For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
&lt;br /&gt;
:Change this to YES to disallow '''pets from coffin burial''' as the default option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
&lt;br /&gt;
:This controls the '''display of areas''' that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
&lt;br /&gt;
:As above, for '''inside/subterranean''' areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
&lt;br /&gt;
:This controls the &amp;quot;'''IDLERS: &amp;lt;number&amp;gt;'''&amp;quot; that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
:'''{{a|POPULATION|The &amp;quot;Population cap&amp;quot;}}''' feature is poorly named. When this limit is reached, it stops [[Immigration|immigration]] - but if you are so much as 1 dwarf under the cap, a full wave of 2 dozen or more migrants can arrive - and then births can push that even higher.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain all the current game features. (Setting the pop cap somewhere around 15-25 ''under'' your target goal is recommended.)&lt;br /&gt;
:Setting this cap below about 20-30 doesn't appear to have any effect. &amp;lt;sup&amp;gt;(More research needed.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[BABY_CHILD_CAP:100:1000]&lt;br /&gt;
&lt;br /&gt;
:This allows you to control the number of''' babies+children''' in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
&lt;br /&gt;
:If you don't like the ''',.`' ground''', try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
:If you'd like your '''engravings''' to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
:If you get annoyed by seeing '''improved/decorated items''' like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
:{{a|FLOW|Set}} this to YES to '''display fluids''' as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]&lt;br /&gt;
&lt;br /&gt;
:If you'd prefer to have it show the '''history''' behind every engraving you view in dwarf mode, etc., then set this to YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[KEY_HOLD_MS:150]&lt;br /&gt;
&lt;br /&gt;
:This controls the number of milliseconds that must pass '''before a held key sends a repeat''' press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
:This controls the number of milliseconds that must pass '''before input works again''' after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Adventure mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
&lt;br /&gt;
:This controls '''&amp;quot;more&amp;quot; in adventure mode'''.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
&lt;br /&gt;
:Set this to YES if you want '''traps''' to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
&lt;br /&gt;
:Set this to NO if you want the game to '''recenter on your adventurer''' only when you've gotten close to the edge of the view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
:This controls the '''up/down views''' in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Nicknames=====&lt;br /&gt;
&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
:You can use these to say how '''nicknames''' are displayed in both Adventure and Fortress mode.&lt;br /&gt;
:Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Default Colors ====&lt;br /&gt;
These next ''(and last!)'' are the '''display colors''' in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the [[color scheme]] to suit.&lt;br /&gt;
&lt;br /&gt;
[BLACK_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_R:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_G:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_B:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=62388</id>
		<title>40d:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=62388"/>
		<updated>2010-02-04T15:35:13Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(For '''metal bars''' or other materials in bar form, see [[bar]])''&lt;br /&gt;
&lt;br /&gt;
'''Bars''' are a grill or lattice of strong poles that prevent the passage of everything but liquids and light. A [http://en.wikipedia.org/wiki/portcullis portcullis] or classic barred prison door is a good example.  No creature or object can pass through bars*, although in a future version this behaviour may be altered slightly (see below).  Bars can be used vertically as walls or on a flat surface as floor grates.&lt;br /&gt;
&lt;br /&gt;
Bars can be used to block off channels intended for the passage of [[water]], or [[magma]] if they are built from [[magma-safe materials]], whether to keep dwarves from falling in or to keep [[fire imp|bad creatures]] from invading along them.  They share much in common with [[fortification]]s, which can also be used for the same purpose.  Bars can also be fired through like fortifications by [[marksdwarf|marksdwarves]] and [[siege|enemies]] alike, and provide no protection for either (unlike [[fortification]]s). &lt;br /&gt;
&lt;br /&gt;
However, they can be linked to a [[lever]] or [[pressure plate]], allowing them to retract when the [[mechanism]] is activated.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Bars can be built via the [[building|{{k|b}}uilding]] menu by a dwarf with the [[furniture hauling]] labor. They can be constructed as either &amp;quot;Vertical Bars&amp;quot; ({{k|B}}) or horizontal &amp;quot;Floor Bars&amp;quot; ({{k|Alt}} + {{k|b}}). Floor bars are intended to be built over Open Space, though it is possible to build them directly on top of an existing floor (to increase [[room value]], for instance).  Both Floor Bars and Vertical Bars are built with one metal bar by any dwarf with the Furniture Hauling labor enabled.&lt;br /&gt;
&lt;br /&gt;
==Future==&lt;br /&gt;
Bars are currently{{version|0.28.181.40d}} identical in function to grates but distinctions will be made in the future.  More specifically, bars may allow for the free passage of [[vermin]]ous creatures while blocking the passage of larger creatures.  Bars may even allow small or narrow creatures (such as [[cat]]s) to pass through.  Grates will likely prevent the passage of any but the smallest vermin.  Bars may also allow items to fall through, whereas grates would not.&lt;br /&gt;
&lt;br /&gt;
''(* Note - there is a known bug{{version|0.28.181.40d}} that allows flowing liquids to, occasionally, &amp;quot;push&amp;quot; creatures through bars, grates and fortifications.  Bars and fortifications still work as intended with non-flowing liquids.)''&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/forum/index.php?topic=12967.msg120313#msg120313 &amp;quot;Re: Grates/bars&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Grate]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=62008</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=62008"/>
		<updated>2010-01-30T17:16:38Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices by ordering the lever pulled through its {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
A lever can be limited to who can pull it, similar to a workshop, in the {{k|q}} {{k|P}}rofile for that lever.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on them, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
''For an basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll through the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once a link is completed (not queued), the target will no longer appear in the lever's target list. However, if you queue the same linkage twice then both tasks will be performed. This has no effect other than to use up more mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger can only be de-linked by deconstructing the trigger itself or the target. By doing so you will recover the linking mechanism used on that side. To get both back you will need to deconstruct both the trigger and the target.  Deconstructing a linked object has no effect on other objects linked to the same lever; deconstructing a lever unlinks all objects linked to it.  If you wish to relink an object to the same lever, you must use two new mechanisms - you cannot &amp;quot;re-use&amp;quot; the mechanism still in the lever without deconstructing that, too, and starting over entirely.&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locked vs. shut via link==&lt;br /&gt;
&lt;br /&gt;
Note that while a [[thief]] can bypass a &amp;quot;locked&amp;quot; [[door]] or [[hatch]], any barrier linked to a mechanism and in the &amp;quot;closed&amp;quot; position is impassable to any creature.  However, some creatures have the [[building destroyer]] tag, and can deconstruct the barrier entirely if they can reach it.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=61407</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=61407"/>
		<updated>2010-01-23T16:15:58Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* Thawed ice = depth 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thawed ice = depth 7==&lt;br /&gt;
I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
==fish==&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==brook water==&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==stagnant water near still==&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Water that ain't in a river or brook ain't moving and is therefore stagnant. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:11, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: You can get rid of water underground by smoothing and then carving fortifications in the &amp;quot;edge of the world&amp;quot; wall. Water falls right out of there quite well. You'll need an outflow 2 levels high three tiles wide, with a 5-tile wide 2 level high wall of fortifications, to guarantee no flooding from a single tile tunnel of water falling down into it. Less pressure may require less drainage. - LeoLeonardoIII&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
:Umm - Dig a channel (d,u) and a ramp side by side into the earth. Move down one level and repeat. You now have a well shaft, and a service ramp. Allow the dwarf to leave, via the ramp, then pump or channel water into the hole. You now have a hole full of water, upon which you can build a well. Making the hole different shapes and sizes is left as an exercise to the miners.  --[[User:Jellyfishgreen|Jellyfishgreen]] 19:15, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
::A recent test confirms that wells desalinate water - I embarked next to an ocean and brought no booze, waited until my dwarves were thirsty , then built a well right off the shore (which I verified as non-drinkable by trying to place an activity zone) - once it was built, all 7 dwarves ran up to the well and walked away, no longer flashing with blue down-arrows. --[[User:Quietust|Quietust]] 23:20, 23 September 2009 (UTC)&lt;br /&gt;
:::How strange - one of those effects is a bug, and should be reported in the forums - either that salt water wells are drinkable, or (if that's what was intended) that they don't show as a drinkable water zone. --[[User:Albedo|Albedo]] 07:28, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Salt Water and mud ==&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? '''Yes'''.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After finally getting my cloth industry going to make rope, a well ''DOES'' act as a freshwater source. It doesn't change the water source underneath (it might if well uses 1x1 water?) to freshwater, so I'm not sure if this is intentional or a bug. Looked over the [http://www.bay12games.com/dwarves/dev_bugs.html bug list] and didn't notice anything other than &amp;quot;# 001026 □ [dwarf mode][buildings]   (Report) well buckets do not use low water in a square even if there is more water below&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Verifying this is easy enough; build a well then mark a zone (before and after well completion) and &amp;quot;Water Source (0)&amp;quot; will remain the same. Also, even with Standing Orders of &amp;quot;Zone-Only Drinking&amp;quot;, dwarves will still use the well for drinking/pond/etc purposes regardless if it is marked with a zone.&lt;br /&gt;
&lt;br /&gt;
:I made sure to take a quick screenshot, if needed.--[[User:DracoG|DracoG]] 00:38, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think once you &amp;quot;break&amp;quot; an area that used to be freshwater (by breaking something and accidentally letting the freshwater come in-contact with something &amp;quot;natural&amp;quot;) then it remains that way permanently.  I haven't done an exhaustive exploration of the conditions, but twice I tried to completely reconstruct my formerly functioning freshwater canal and both times after the work was finished the zone still did not report it as a water source.  I had removed all the walls and got rid of all the water and mud and rebuilt everything dry and it didn't work.  So I decided to build a replacement water source somewhere else and that worked.  Of course, to be completely safe I built the new thing out of wood whereas the previous thing was from glass. --[[User:Gamli|Gamli]] 10:59, 28 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
== Jesus Brooks ==&lt;br /&gt;
&lt;br /&gt;
I think that humanoids shouldn't be allowed to walk over brooks, this was underlined to me when i saw the fisherdwarf asleep on the open space above the brook. {{unsigned|Warlordzephyr}}&lt;br /&gt;
&lt;br /&gt;
:First off, sign your comments please. Secondly, and I don't mean to sound like an annoying Wiki bureaucrat, opinions about how something should or shouldn't be don't really belong on the talk page; you'd get a better response over at the Bay 12 forums. Nonetheless, I will address your point.&lt;br /&gt;
:The way brooks are now is just a simple way to represent shallow running water that shouldn't block movement. A more realistic rendering would be to make the brook a small depression with ramps on both sides, and the bottom filled with depth 2 water, but for now, this is what we've got. --[[User:Mikaka|Mikaka]] 22:32, 2 May 2009 (UTC)&lt;br /&gt;
::A &amp;quot;brook&amp;quot; isn't deep enough to go from 1 z-level down to the next. It's like sleeping in the gutter: you'll get wet but not drown.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 02:58, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Stockpiling water?=&lt;br /&gt;
&lt;br /&gt;
My dwarfs like to carry water to food stockpiles. This only happens when I have given them a command to fill a pond (note that the said pond is on the other end of the map and on a different z-level from the stockpiles and that the stockpile is not in between the water sources and the pond).  At first I thought it had something to do with fish so I disabled all meat and fish from the stockpiles and the little dwarfs kept on dumping water in the stockpiles. Does anyone know how to stop this or why it happens? [[User:L337chica|L337chica]] 01:28, 15 May 2009 (UTC)&lt;br /&gt;
:A wiki is not a Q&amp;amp;A - you'd get better feedback on the forums.--[[User:Albedo|Albedo]] 04:40, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=60348</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=60348"/>
		<updated>2010-01-01T00:09:45Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* How to disarm hostiles in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device that can hold one or more creatures.  A [[cage]] containing more than one [[animal]] will be called a '''shared cage'''. &lt;br /&gt;
&lt;br /&gt;
Both empty and occupied cages are stockpiled in an Animal [[stockpile]] - use the {{k|u}} key to toggle them on/off (lower right corner of that screen).&lt;br /&gt;
&lt;br /&gt;
Cages can be made of [[wood]], [[metal]] or [[glass]] (called a '''terrarium'''), but not stone (without a [[mood]]). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  A cage takes 1 [[wood]] log if made by a [[carpenter]] at a [[carpenter's workshop]], 3 [[bars]] to build and uses the [[metalsmith]] [[profession]] if made of [[metal]] by a [[metalsmith]] at a [[forge]], or 1 sand bag (or rough [[rock crystal]]) if made of glass.&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
:* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
:* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Females that are caged '''will not''' get pregnant, but animals can bear children when caged.&lt;br /&gt;
::*This is also how you go about making a &amp;quot;'''zoo'''&amp;quot;.&lt;br /&gt;
::*A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
:* If the cage is made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly (or [[justice|unjustly accused]]) dwarves.&lt;br /&gt;
&lt;br /&gt;
==Moving and Releasing Caged Creatures==&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{k|q}} to examine it, {{k|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside  (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them).  A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.  If all you want to do is [[restraint|tie it up]], you can assign the creature using the restraint's menu.&lt;br /&gt;
&lt;br /&gt;
If you already have a cage placed somewhere, a faster way to release bought animals is to examine this cage and assign the animals to it. A dwarf will fetch the animals from the stockpile after which you can release them by again examining the cage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Veracity challenged:&lt;br /&gt;
For unknown reason(s), releasing a creature from a built cage (the only kind you can intentionally release them from) requires an accessible empty, unbuilt cage. The empty cage is not directly used, but seems to be tied up/unavailable for a short period of time during the process. Failing to provide an empty cage will result in nothing but constant job-cancellation spam until you provide an empty cage, re-assign the animal to the cage it currently occupies, or use the {{k|o}} menu to deactivate &amp;quot;Dwarves announce some job cancellations&amp;quot;. When releasing multiple animals you may still receive spam if a dwarf attempts to release an animal while another is &amp;quot;using&amp;quot; the empty cage to release theirs.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moving untamable and/or untamed occupants utilizes the Animal Training labor, which allows you to assign stronger, more capable dwarves to the task, which (may) reduce the chance of escape. It is unconfirmed whether this is the case with untamed, tamable creatures.&lt;br /&gt;
&lt;br /&gt;
It is very important to note that you must only assign one new untamed occupant to a cage at a time, mainly when transferring untamable creatures from one cage to another. If two or more creatures from other cages are assigned to a cage, all will be marked for release simultaneously (they are no longer assigned to the cage they were in) and then marked to be placed in their new cage one by one. This seems to follow the list of creatures in order, so that the first creature assigned to your new cage will be transferred directly, while the others will be released, at which point your dwarves will still attempt to cage them. Tame creatures will cooperate; untamed will not, resulting in a spam of job cancellations, and possibly worse things: The released animals will behave normally, for example a goblin Macelord will begin killing dwarves, a Cave Swallowman will flee helplessly and interrupt your dwarves' work, and a knuckle worm will begin wandering aimlessly again. Tamable creatures lost in this way will still appear on your Animals screen and all relevant menus, and any creatures lost in this way will still be capable of being assigned to a cage, but until you recapture them the task cannot be completed. One report of a Dungeon Master being unafraid to recage a pair of free goblins indicates that there may be more exceptions to the behavior of once-caged creatures, and tasks related to them.&lt;br /&gt;
&lt;br /&gt;
Remember that some creatures ([[megabeast]]s) are too powerful for your dwarves to safely lead around by the nose, and some others such as invaders may also escape while being transferred.&lt;br /&gt;
&lt;br /&gt;
==== How to disarm hostiles in cages ====&lt;br /&gt;
In the current version of the game, the easiest way to take away all prisoner-held armor and clothing is via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|d}} to designate an area (i.e. your animal [[stockpile]], filled with caged hostiles) from which all items will be taken and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.  If you want to keep the items, you need only place your garbage dumb zone somewhere near your armor stockpiles and unforbid all the stuff after it is dumped there.&lt;br /&gt;
&lt;br /&gt;
You can also find the items carried by caged [[goblin]]s, [[kobold]]s, etc. in the [[stocks]] menu and designate them for dumping inventory of a caged creature (that has one), and dump items from there. While it is easy to identify goblin/kobold clothes because they will always be described as &amp;quot;narrow&amp;quot;/&amp;quot;small&amp;quot;, it is harder to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Mark the items for dumping, and dwarves will come to the cage and take them.&lt;br /&gt;
&lt;br /&gt;
You can set prisoners to be stripped automatically by making an Animal stockpile that only accepts goblins (and possibly elves and humans, if you happen to get into a war with them). Once the cages are placed in the stockpile, all the inappropriate items are removed from the stockpile by your dwarves. Note that you will need open space in armor, weapon, or finished goods stockpiles for your dwarves to remove the gear, and also note that this gear is not sent to a garbage dump, but mixed into your other stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Uses of caged creatures==&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative uses for captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
====Zoo====&lt;br /&gt;
A [[cage]] can be defined as a [[room|{{k|r}}oom]], and is then commonly called a '''zoo'''.  (More than one cage can be so defined, but overlapping such [[room]]s reduces their value, so there is no need except for style points.)  [[Dwarves]] like to hang out at a room made from a built cage (without an owner) and will be comforted by any animals in the cage they like (&amp;quot;she was comforted by a wonderful creature in a cage recently&amp;quot;). They will also throw [[party|parties]] there. Take care not to cage animals inside which one of your dwarves finds disgusting! &lt;br /&gt;
&lt;br /&gt;
The happy thought will also be triggered if no room is made from the cage.&lt;br /&gt;
&lt;br /&gt;
A [[restraint]], while holding only one creature, works much the same, except not giving the happy thought from seing a favored creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
====Pit====&lt;br /&gt;
&lt;br /&gt;
If you build a cage with a hostile or wild animal adjacent to an opening designated as a [[Zone#Pit.2FPond|pit]], you can throw the caged creature into that pit.  How deep the pit is, what is at the bottom, and what happens next is up to you...&lt;br /&gt;
&lt;br /&gt;
==== Arena ====&lt;br /&gt;
&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts! Dwarves attempting to move certain creatures between cages(goblin champion, colossus, skeletons, etc) will merely result in freeing the creature.&lt;br /&gt;
&lt;br /&gt;
One method is to have a room above a [[ramp]] (so the down-ramp is in the room). Build your occupied cages all about the room, station your soldiers near the ramp, and mark the ramp as a pit; then start chucking goblins into the pit. They get briefly stunned by the fall, so there's little risk so long as you don't try to pit too many at once (and be careful with the axelords, too). In the rare event that one of your peons cancels the pit-animal task, probably because they saw one of the recently-pitted goblins, there's plenty of soldiers at the ready to clean up the mess. [[http://www.bay12games.com/forum/index.php?topic=19613.msg204684#msg204684 Idea adapted from a post by Derakon on the Bay 12 Forums]]&lt;br /&gt;
&lt;br /&gt;
== Cage Trading Caveats ==&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug 41] has reared its ugly head in that a cage marked for trading will almost always release the caged creature when it is picked up to be brought back to the depot. It is therefore, virtually impossible to trade caged animals as of this time. {{version|0.28.181.40d}}  There is, however, one exception - if you have managed to acquire animals through, for example, an elven trading animal being knocked unconscious on a cage trap by invaders while carrying caged animals for trading, these will be put into a different cage when released and can be sold to merchants at will.&lt;br /&gt;
* Elves are known to be trading crippled animals. In some games, the animals that the elves bring will always have a number of red injuries, including limbs, internal organs, and nerve damage. It has been speculated that this may happen due to environmental damage for creatures outside of their habitat, but it has been spotted in the forums in native species as well. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=60322</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=60322"/>
		<updated>2009-12-31T02:39:04Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* Vermin as Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and [[creature]]s are that vermin i) do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, ii) do not provide [[meat]], [[fat]], [[bone]]s, [[skull]]s or [[skin]], and iii) do not [[breeding|breed]], but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].&lt;br /&gt;
&lt;br /&gt;
Most vermin can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare. Purring maggots can be milked for [[dwarven milk]]. A few have extracts. Occasionally dwarves will eat them as food, even if you have plenty of available &amp;quot;real&amp;quot; food.&lt;br /&gt;
&lt;br /&gt;
== Catching and Taming vermin, Pets ==&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] or [[butcher's shop]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps (mostly from your food stockpiles). The animal will then be brought to an animal [[stockpile]]. Alternatively, animal traps can be built and baited, which is a better way to catch outside vermin.&lt;br /&gt;
&lt;br /&gt;
Caught vermin can then be [[tame]]d by anyone with the [[animal training]] labour active at a kennel. Some vermin (those with the tag [PET_EXOTIC]) require the presence of the [[dungeon master]] to be tameable.&lt;br /&gt;
&lt;br /&gt;
Tame vermin can be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. Tame vermin will only be claimed by dwarves who [[preference|admire]] those vermin.&lt;br /&gt;
&lt;br /&gt;
A dwarf will carry an adopted [[pet]] vermin with him as part of the inventory.&lt;br /&gt;
&lt;br /&gt;
[[Elves]] will also bring vermin in seemingly empty [[cage]]s for [[trade]]. Viewing the cage will make the vermin visible. These vermin are already tame.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
Vermin are primarily notable for their ability to annoy or accost [[dwarves]], whether by being a general nuisance (e.g. flies, all dwarves) or by triggering disgust (&amp;quot;detests&amp;quot;, only specific dwarves). Most dwarves will have [[thought]]s related to such a terrible type of vermin they detest, and will suffer a significant mood penalty any time they spot that vermin. This also applies if the vermin is seen in a [[cage]], thus hateable (see list) vermin make a poor choice for placement in a [[zoo]].&lt;br /&gt;
&lt;br /&gt;
To verify:&lt;br /&gt;
&lt;br /&gt;
*Will a pet vermin carried around by its owner accost other dwarves?&lt;br /&gt;
*Will a vermin in an animal trap accost dwarves?&lt;br /&gt;
*Will a tame/pet vermin in an animal trap still accost dwarves?&lt;br /&gt;
*Will a vermin just being eaten by a dwarf accost other dwarves in a dining hall?&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. Having [[cat]]s will keep vermin to a minimum, thus keeping your food safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vermin as Food ==&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by any dwarf who happens to be nearby.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no use in the game other than trade goods.&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building [[animal traps]] and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]). The values given in the table below are for tamed vermin; untamed vermin have only half the value, rounded down.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;hateable&amp;quot; vermin (tag: [VERMIN_HATEABLE]) can accost dwarves that have the specific &amp;quot;[[preference]]&amp;quot; against (&amp;quot;'''detest'''&amp;quot;) them, giving them unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tile&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hateable&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Toad]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turtle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|☼|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large roach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beetle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Found in soil, only seen in Adventurer mode?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Ant]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Forms colonies in [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Monarch butterfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Firefly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dragonfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|~|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]], [[Taiga]], [[Tropical]], [[Forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in [[soil]], only seen in [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blue jay]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|1|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cardinal]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grackle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[grassland]]s and [[savanna]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Oriole]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red-winged blackbird]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[marsh]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave swallow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hedgehog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Chipmunk]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Gray squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fox squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]] [[temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Demon rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fluffy wambler]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-legged rhino lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Knuckle worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Phantom spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Makes webs, bites to inject paralyzing venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Acorn fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, found in swarms, flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood gnat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Moghopper]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fairy]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pixie]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[subterranean]] [[water]] and [[chasm]]s&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], makes webs, bites to inject stunning venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fire snake]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Magma]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], [[extract]] is [[Fire snake|liquid fire]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Olm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[water]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purring maggot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|{|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet (if tamed), otherwise [[milk]]able for dwarven milk [[extract]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]], [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet, Flier, sometimes nests in large groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=60321</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=60321"/>
		<updated>2009-12-31T02:36:15Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* Catching and Taming vermin, Pets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and [[creature]]s are that vermin i) do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, ii) do not provide [[meat]], [[fat]], [[bone]]s, [[skull]]s or [[skin]], and iii) do not [[breeding|breed]], but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].&lt;br /&gt;
&lt;br /&gt;
Most vermin can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare. Purring maggots can be milked for [[dwarven milk]]. A few have extracts. Occasionally dwarves will eat them as food, even if you have plenty of available &amp;quot;real&amp;quot; food.&lt;br /&gt;
&lt;br /&gt;
== Catching and Taming vermin, Pets ==&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] or [[butcher's shop]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps (mostly from your food stockpiles). The animal will then be brought to an animal [[stockpile]]. Alternatively, animal traps can be built and baited, which is a better way to catch outside vermin.&lt;br /&gt;
&lt;br /&gt;
Caught vermin can then be [[tame]]d by anyone with the [[animal training]] labour active at a kennel. Some vermin (those with the tag [PET_EXOTIC]) require the presence of the [[dungeon master]] to be tameable.&lt;br /&gt;
&lt;br /&gt;
Tame vermin can be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. Tame vermin will only be claimed by dwarves who [[preference|admire]] those vermin.&lt;br /&gt;
&lt;br /&gt;
A dwarf will carry an adopted [[pet]] vermin with him as part of the inventory.&lt;br /&gt;
&lt;br /&gt;
[[Elves]] will also bring vermin in seemingly empty [[cage]]s for [[trade]]. Viewing the cage will make the vermin visible. These vermin are already tame.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
Vermin are primarily notable for their ability to annoy or accost [[dwarves]], whether by being a general nuisance (e.g. flies, all dwarves) or by triggering disgust (&amp;quot;detests&amp;quot;, only specific dwarves). Most dwarves will have [[thought]]s related to such a terrible type of vermin they detest, and will suffer a significant mood penalty any time they spot that vermin. This also applies if the vermin is seen in a [[cage]], thus hateable (see list) vermin make a poor choice for placement in a [[zoo]].&lt;br /&gt;
&lt;br /&gt;
To verify:&lt;br /&gt;
&lt;br /&gt;
*Will a pet vermin carried around by its owner accost other dwarves?&lt;br /&gt;
*Will a vermin in an animal trap accost dwarves?&lt;br /&gt;
*Will a tame/pet vermin in an animal trap still accost dwarves?&lt;br /&gt;
*Will a vermin just being eaten by a dwarf accost other dwarves in a dining hall?&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. Having [[cat]]s will keep vermin to a minimum, thus keeping your food safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vermin as Food ==&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by any dwarf who happens to be nearby.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no use in the game other than trade goods.&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building [[animal traps]] and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]). The values given in the table below are for tamed vermin; untamed vermin have only half the value, rounded down.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;hateable&amp;quot; vermin (tag: [VERMIN_HATEABLE]) can accost dwarves that have the specific &amp;quot;[[preference]]&amp;quot; against (&amp;quot;'''detest'''&amp;quot;) them, giving them unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tile&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hateable&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Toad]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turtle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|☼|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large roach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beetle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Found in soil, only seen in Adventurer mode?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Ant]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Forms colonies in [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Monarch butterfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Firefly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dragonfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|~|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]], [[Taiga]], [[Tropical]], [[Forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in [[soil]], only seen in [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blue jay]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|1|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cardinal]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grackle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[grassland]]s and [[savanna]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Oriole]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red-winged blackbird]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[marsh]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave swallow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hedgehog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Chipmunk]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Gray squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fox squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]] [[temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Demon rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fluffy wambler]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-legged rhino lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Knuckle worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Phantom spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Makes webs, bites to inject paralyzing venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Acorn fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, found in swarms, flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood gnat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Moghopper]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fairy]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pixie]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[subterranean]] [[water]] and [[chasm]]s&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], makes webs, bites to inject stunning venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fire snake]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Magma]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], [[extract]] is [[Fire snake|liquid fire]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Olm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[water]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purring maggot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|{|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet (if tamed), otherwise [[milk]]able for dwarven milk [[extract]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]], [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet, Flier, sometimes nests in large groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_design&amp;diff=60274</id>
		<title>40d:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_design&amp;diff=60274"/>
		<updated>2009-12-29T21:55:59Z</updated>

		<summary type="html">&lt;p&gt;BMacZero: /* Dragonfire Pillbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s.''&lt;br /&gt;
&lt;br /&gt;
* Many defenses rely on complex traps as a central component, that are, essentially, the defense themselves.  For designs that could be adapted to use any complex trap, see [[Defense design]]. &lt;br /&gt;
&lt;br /&gt;
* See the [[Defense guide|Defense guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
&lt;br /&gt;
* For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see [[machinery]].&lt;br /&gt;
&lt;br /&gt;
* For suggestions on training, organizing and deploying soldiers and militia, see [[Military design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:'''''Editors &amp;amp; Contributors''' - Please see top of [[Talk:Trap design|discussion page]] before posting.''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and effect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch]]es, [[floodgate]]s, [[bridge]]s and mechanic's traps to [[levers]] or [[pressure plate]]s, along with [[machinery]] to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a [[Trigger#On.2FOff_vs_Open.2FClose|signal]] to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do.  Put a puppy on a chain in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
===Obstacle Course===&lt;br /&gt;
Combining some intentional cave-ins, lots of cage traps, some weapon and stone fall traps, channels, and pressure plates is a sure-fire way to fend off an invading goblin army.&lt;br /&gt;
&lt;br /&gt;
===Circular path trap===&lt;br /&gt;
Create a small area preferably 1 tile wide, and channel it out leaving one support under it.  This MUST be connected to your base by a bridge so enemies will take it.  Place a pressure plate at the end, linked to the support and another bridge into your fortress. line this area with weapon traps and line the exits of the subterranean area underneath this with cage traps.  The area underneath must also lead to your base so the enemies will walk into the cages.  then build another area just like this except have the entrance bridge be retracted/raised and have the first pressure plate link to it, so it is an endless game of cat and mouse (sort of)&lt;br /&gt;
&lt;br /&gt;
===Scattered traps===&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus|Bronze Colossi]] and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.  A wall of traps is a passive threat to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)&lt;br /&gt;
&lt;br /&gt;
===Protect your Mechanics &amp;amp; Haulers===&lt;br /&gt;
Many basic traps will require some form of &amp;quot;maintenance&amp;quot; - either reloading or un-jamming, and haulers will often wander out to gather the loot from the deceased.  Put the traps where those workers can be secure - either behind a dog-leg or L- or U- bend, or behind a raisable drawbridge.  Another invisible [[ambush]] could be lurking just beyond the first (untriggered) traps - and somehow, usually is.  Invaders with bows will turn unarmored haulers or a legendary mechanic into a pincushion, and tasks will be interrupted if your workers so much as have a line of sight to an unconscious goblin.&lt;br /&gt;
&lt;br /&gt;
===The enemy will take the shortest path===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║x     ??&lt;br /&gt;
   ║   ║     ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path&lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = most likely path&lt;br /&gt;
   ║  .║☺  ║         ☺ = invader&lt;br /&gt;
   ║   .   ║&lt;br /&gt;
   ║x     x║         x = unlikely detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
=Basic traps=&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, [[mechanic]]s (and others) have a nasty habit of wanting to clean or reload traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McGoblinBait]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Or keep all traps [[Help! My civilians keep running into combat!|unreachable]] with drawbridges or orders.&lt;br /&gt;
&lt;br /&gt;
Simple traps will also be triggered if your own dwarves or pets fall unconscious on them.  Something to consider when placing them in a potential combat zone.&lt;br /&gt;
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===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
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===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal, or angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. &lt;br /&gt;
&lt;br /&gt;
:By placing a cage with a trapped animal and connecting it to a trigger, you can remotely release that animal.  (Note - not all wild beasts will attack goblins.)  This must be done after the cage trap has done its simple job of catching the creature, as a separate process.&lt;br /&gt;
&lt;br /&gt;
=Linked traps=&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]] pull. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
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==Damage traps==&lt;br /&gt;
These complex traps are designed to kill or maim.&lt;br /&gt;
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===Menacing Spikes===&lt;br /&gt;
Menacing [[spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
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They will not jam.  They are very deadly to everything including your dwarves and animals. Steel ones are [[magma-safe|magma-proof]].&lt;br /&gt;
&lt;br /&gt;
Try planting a bunch of Upright Spear/Spikes in your main hallway, and link them all up to one lever.  When invaders come near, give the order to pull the lever, but set it to Repeat.  The lever will continuously be pulled and the spikes come up and down repeatedly, perforating most enemies in seconds.  Making a grid and having them alternate is even more effective. Note that this takes a lot of time and mechanisms to build.&lt;br /&gt;
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===Dropping the Hammer===&lt;br /&gt;
Lowering [[drawbridge]]s on invaders will [[dwarven atom smasher|crush]] them into nothingness.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entranceway with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies from wrecking it, you could dig a channel in front of it so its protected while its raised.  Link the drawbridge up to a pressure plate or lever, whatever you prefer.  Whenever you feel like it, activate the trap, and watch the drawbridge fall directly into the hall, utterly squashing anything beneath it.  This can be done with minimal effort and used to smash invaders, unwanted immigrants, nobles, or simply to destroy your garbage.  This is based on the 'Dwarven Atom Smasher' device mentioned elsewhere in the wiki.&lt;br /&gt;
&lt;br /&gt;
===Intentional Cave-in===&lt;br /&gt;
[[Support]]s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. Or, in the case of a [[chasm]], vanished entirely.&lt;br /&gt;
* Dropping a rock floor on invaders will likewise do harm.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown or wash targets away.  Carelessness can cause an entire fortress to flood and be lost. Use with caution.&lt;br /&gt;
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 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;· &amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
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===Drown &amp;amp; Burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite barrel. The water will evaporate on the barrel's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber! Bwahahahaha&lt;br /&gt;
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==Magma traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on [[magma]], and use with ''extreme'' caution.&lt;br /&gt;
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===Sealed Fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
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=== Magma Machicolation ===&lt;br /&gt;
&lt;br /&gt;
Basically one (or several) very small (1 to 3 tiles), refillable reservoir(s) of magma on the upper levels of a wall, locked with (magmaproof) floodgates/grates/bridge(s). When gobbos gather under it, open the whole thing and the result should be something like this (in color):&lt;br /&gt;
&lt;br /&gt;
 = | = | = | = | = | = | =&lt;br /&gt;
 . | 1 |!g!| 2 |!g!| 1 | 1&lt;br /&gt;
 . | 1 | 1 |!g!| 1 |!g!| .&lt;br /&gt;
 . | . | 1 |!g!|!g!| . | .&lt;br /&gt;
&lt;br /&gt;
Like with other designs, you need infinite magma (in the long run) and get only the magmaproof loot, but at least it needs much less magma.&lt;br /&gt;
This design is of limited use when on the ground level should be grass, since deadly bushfires can develop. But this effect could also be used for further damage done to your enemys, since really no AI will recognize the dangers of fire and happily walk through it.&lt;br /&gt;
&lt;br /&gt;
=== Misty Surprise ===&lt;br /&gt;
In fact just a magma basin next to the path to your fortress, but with some constructions held by supports over it. To fire the trap, pull the lever attached to the latter, sit back and enjoy how the goblins ignite in the deadly magma mist (optional: laugh manically).&lt;br /&gt;
&lt;br /&gt;
As usual you only get magmaproof loot, also the effect is unfortunately somewhat random, but at least you don´t need infinite magma for this design (IF you really use only constructions).&lt;br /&gt;
The usual safety precautions concerning cave-ins, magma and magma mist apply.&lt;br /&gt;
&lt;br /&gt;
==Automation &amp;amp; misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive automated systems that fill a variety of functions.  &lt;br /&gt;
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For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
See also [[computing]] for other, possibly related ideas.&lt;br /&gt;
&lt;br /&gt;
===Funnel trap===&lt;br /&gt;
In any area you have observed animals to be common, create a large barrier in the shape of a cross - it can be a wall, a channel, slopes that have been removed, or a combination.  Leave the very center tile of this cross open to traffic, and cover that central area with cage traps.  If the wild creatures try to migrate across the map where you have constructed this, they run into the cross, and have a 50/50 chance to go around or through - if they go through, you've got them.  The bigger the better.&lt;br /&gt;
&lt;br /&gt;
It will also work against ambushes and sieges, with cage traps or lethal ones.&lt;br /&gt;
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===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
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A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a [[restrain]]ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to build a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
:''(* A set of [[floor bars]] or [[grate]] would work as well, but the bridge can aid in the (re-)construction of the trap.)''&lt;br /&gt;
&lt;br /&gt;
===Land Mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (and revealed, in the case of an [[ambush]]). As added bonuses, by using a multi-use pressure plate, the collapsing floor will deconstruct the plate and usually leave its mechanisms lying on the ground for reuse, along with other building materials used (the materials used to construct the support and floor tiles, plus the mechanism used in the support) - alternatively, if a single-use pressure plate is used, both of its mechanisms (but not the one used in the support) will be destroyed, making this one way to dispose of low-quality mechanisms created by unskilled [[engineer]]s (aside from selling them to caravans, dumping them in [[magma]], or crushing them under a [[Dwarven Atom Smasher|drawbridge]]).&lt;br /&gt;
&lt;br /&gt;
===Bridge Land Mines===&lt;br /&gt;
&lt;br /&gt;
Although this takes quite a few mechanisms and a lot of carpenters to pull off, you might be able to create a minefield on a bridge. Create a very long moat and a bridge crossing it. Make sure this bridge is not your outermost bridge. This bridge should be at least 20 squares long, but make sure it is no more than 4 squares wide.  Then set up a ton of pressure plates in a checkered pattern, build a floor above the bridge, and make supports next to the pressure plates. Then remove the floor tiles not on the supports, destroy the up-stairs on to the floor, and link all your pressure plates to a support. As soon as a goblin walks on them, the floor caves in and makes an explosion knocking him and the friends he has near him off the bridge drowning them.&lt;br /&gt;
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This should not be used as the only defense. Make sure you have other traps at the ready in case of large [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a very expensive creation and should only be used late in the game when you can spare lots of stone/wood/mechanisms.  The bigger the bridge the more effective the trap.&lt;br /&gt;
&lt;br /&gt;
Retract [[bridge]] 2 to force invaders to take the long way, first running along the wall (to the west in this diagram) and then zig-zagging back for maximum exposure to your ranged units on the walls above them.  The pits at the base of the walls are necessary to target down one z-level at enemy units.  &lt;br /&gt;
&lt;br /&gt;
''(Note - [[Trader]]s will NOT stop at your fortress unless there is a clear, 3-wide path to a [[Trade Depot]] when they arrive.  Bridge 2 should be kept down if you want/expect Traders.)''&lt;br /&gt;
&lt;br /&gt;
Bridges 1 and 3 can be put down to allow enemies into this pit entrance, then retracted again to trap them in the kill zone.  Note - Attackers must have a complete &amp;quot;path&amp;quot; to where they want to go, so bridge 3 must be down to lure them in.&lt;br /&gt;
&lt;br /&gt;
===Dragonfire Pillbox===&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This trap has not been tested yet.  Please verify if this will work or not.'''&lt;br /&gt;
&lt;br /&gt;
First, capture a [[Dragon]].&lt;br /&gt;
&lt;br /&gt;
Then dig out or build a small bunker so it faces your main entrance.  Leave a space so the Dragon can fit in it, and install his cage there; link this to a lever.  Build five wall sections to surround him on the sides and behind him so he faces where you want him to.  Dig three channels in front of him so that he can't escape, but can breathe fire.  Build 5 floodgates or doors adjacent to the channels and link everything up to levers.  Optionally you can build some Fortifications adjacent to the floodgates to protect the Dragon from arrow fire.&lt;br /&gt;
&lt;br /&gt;
When all is said and done, pull the lever and release the dragon.  Naturally he would try to kill something but cant because hes surrounded by walls, and the channels stop him there too.  Now you can open the floodgates during an attack and watch as the Dragon immolates invaders and immigrants alike.  You can close the floodgates once the danger has passed to avoid him torching your own Dwarves.&lt;br /&gt;
&lt;br /&gt;
Should you wish to recapture the Dragon, perhaps to move him elsewhere, you can channel out the back or side wall of the bunker and plant a small drawbridge there, kept raised most of the time.  Plant a single Cage Trap past the bridge; you can lower it at any time to recapture the beast.&lt;br /&gt;
&lt;br /&gt;
For less effort, [[fire imp]]s work just as well, but also offer far less firepower.&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Twin Paths===&lt;br /&gt;
Vexed by how to safely collect loot and clean traps when ambushes are always ready to spring? Don't want to sacrifice animals? This trap is like the above-mentioned chasm trap with one difference: When the bridges are retracted, anything on them falls into a pathway the same shape as the bridge pathway. This pathway contains many (or ideally is covered by) weapon traps. A lever attached to all the bridges can spring or reset this trap, and a pressure plate part of the way down the bridge path can catch ambushes. This method drops invaders or ambushers to where your dwarves can safely loot them, and if one of your own dwarves is caught, the weapon traps do not target them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
THE PREMISE OF THIS TRAP IS THAT INTRUDERS (THIEVES) WILL PULL LEVERS. NO EVIDENCE FOR THIS HAS BEEN GIVEN. THIS DESIGN IS BEING &amp;quot;RETIRED&amp;quot; UNTIL THAT APPEARS. See discussion page.&lt;br /&gt;
&lt;br /&gt;
===The Dwarven Mousetrap===&lt;br /&gt;
&lt;br /&gt;
a.k.a, Suicide Booth&lt;br /&gt;
&lt;br /&gt;
It is well known that [[Thieves]] can cause plenty of problems in a fortress;  They take your valuables, they disable your doors, they may even kill an animal or two on their way out.  But what is not as well known is that Thieves also have a rather annoying tendency to pull levers they come across, or let animals out of cages {{verify}}.  This can go from a simple annoyance to a downright danger, but there is a way you can capitalize on this.  You know what they say, &amp;quot;Curiosity killed the cat&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Build a lever outside or close to your entrance, wherever you think is best, and nearly surround it with 7 wall sections, leaving it open on one side.  Install a [[Menacing Spike]] in the one open spot, and link that to the lever.  Pull the lever once to lower the spike;  The trap is set.  Now, the next time a thief decides to visit, he may just be distracted by that juicy lever and end up pulling it, resulting in the spike promptly raising up from the ground that he is standing on, impaling him on the spot.  This trap has some utility, and can be used for easily disposing of unwanted Dwarves like [[Nobles]] by simply having them trip the lever.  Should the spike fail to kill the creature, it will likely be severely wounded, and easy prey for your soldiers and/or war dogs.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Semi-automatic Orcsicle maker===&lt;br /&gt;
Similar to the afore mentioned Degrinchinator design but with the possibility for corridors 2 tiles or more wide and without the need to mine the ice out again afterwards as it all melts at the push of a lever and is drained away with pumps.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker&lt;br /&gt;
&lt;br /&gt;
Basically you heat a corridor from below with magma. You can then flood this corridor with water without the water freezing (because of the magma). Then if you remove the magma from the room bellow the water will freeze killing anything in it. Refilling the room bellow with magma melts the ice allowing pumps to drain the room.&lt;br /&gt;
&lt;br /&gt;
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>BMacZero</name></author>
	</entry>
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