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		<summary type="html">&lt;p&gt;Cali: Undo revision 315915 by 216.11.202.110 (talk) Removed nonconstructive edit. To make comments, use the Discussion tab at the top left of articles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' &lt;br /&gt;
:* ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:* ''For installation instructions, see [[Installation]].''&lt;br /&gt;
:* ''For starting the game using the default [[Embark]] preperation, see [[Embark#Play_Now.21|Play Now!]]&lt;br /&gt;
:* ''For a basic &amp;quot;How to&amp;quot; for military, see [[Military quickstart]].''&lt;br /&gt;
:* ''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like - it's a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that doing this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Basic game-related tasks (saving, quitting, settings, etc.) are available on the options menu, which can be reached with {{Menu icon|Esc}} from the main screen. {{K|Esc}} again or {{K|right click}} will close the menu. This menu also shows the current or previous music track.&lt;br /&gt;
&lt;br /&gt;
For more information see [[Saved_game_folder#Saving|Saving]], [[Reclaim fortress mode]], and [[Settings]].&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World map size}} at {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History length}} at {{DFtext|100 years|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} at {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} at {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} at {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} at {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} at {{DFtext|Everywhere|3:1}}&lt;br /&gt;
}}&lt;br /&gt;
When it's finished choose {{DFtext|Play now}}, the game will save the world and then ask for a game type, choose {{DFtext|Fortress}}. The game will then quickly simulate two weeks of world activity and then offer a tutorial.&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
The in game tutorial is quite good and it is strongly suggested that new players play through it at least once. It will automatically choose a site for the fortress as well as dwarves and supplies. It will then show you how to use the [[interface]] to strike the earth and get started on your fortress. If a tutorial window is covering a part of the interface you are trying to use, you can roll up the window with the {{K|^}} button. You can replay any part of the tutorial at any time by pressing the {{K|?}} button next the minimap; this also provides a list of non-interactive guides on many parts of the game.&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. If you choose to {{DFtext|Start tutorial|7:2:1}} the game will do it all for you, flashing the location of the site it chose, then skipping straight to your arrival there. It is the quickest way to start.&lt;br /&gt;
&lt;br /&gt;
If you choose {{DFtext|Skip tutorial|7:4:1}}, you'll get some good advice not to ignore any warnings about the site. You can then look around by pointing at locations to see details, zoom in with {{k|left click}}, and zoom out with {{k|right click}} (if any menu is open right click closes it instead.) However, the quickest way to find your own site is by clicking {{DFtext|Find embark location}} (available when the map is zoomed out).&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
Choosing a decent embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage.&lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site|&lt;br /&gt;
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one.&lt;br /&gt;
*'''[[Climate|Temperature]]:''' Warm or Temperate&lt;br /&gt;
*'''Clay, Sand, or Soil''' makes farming easier when starting out, also can enable pottery or glass&lt;br /&gt;
*'''Flux stone layer''' For a steel industry&lt;br /&gt;
*Avoid sites containing '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
*The site should be on the same land mass as an active dwarven civilization.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder-v50.png|thumb|upright|right|Initial suggested finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help. (Different buttons are shown with the map zoomed out or in; left-click will zoom in on the map, right-click will close an open menu or zoom out.)&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region with a match will be indicated by a green rectangle or {{DFtext|X|2:1}}s on the map, or close partial matches by a yellow rectangle or red {{DFtext|X|5:1}}s. Clicking on one of those will zoom in to show the actual sites in much the same way (partial matches are instead yellow {{DFtext|X|7:1}}s in ASCII mode). On the zoomed in map, existing sites will be shown as red rectangles or {{DFtext|░|5:1}}s; or white rectangles or magenta {{DFtext|░|6:0}}s for sites of the currently selected dwarven civilization if that list is open.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.&lt;br /&gt;
&lt;br /&gt;
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4×4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
Possible causes of partial matches include:&lt;br /&gt;
* &amp;quot;Calm&amp;quot; surroundings can be rare, you can try &amp;quot;Wilderness&amp;quot; instead.&lt;br /&gt;
* &amp;quot;≤ Deep&amp;quot; doesn't include &amp;quot;very deep&amp;quot; soil{{bug|12171}}, you can try &amp;quot;N/A&amp;quot; but make sure at least part of the site has some (it should since clay and sand count).&lt;br /&gt;
* &amp;quot;No&amp;quot; Aquifer (either type) means in the entire embark area; but even if some tiles have one, others might not. If you do embark at such a site, remember which tiles don't so you can dig down there.&lt;br /&gt;
&lt;br /&gt;
You don't need a perfect site, but if you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
In addition, settings are also displayed on the right-hand side.&lt;br /&gt;
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Getting your bearings==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.&lt;br /&gt;
&lt;br /&gt;
On the left, there are buttons for various message logs.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then they will go eat, and only get around to digging a tunnel once they are done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of their allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Labor and work details===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
}}&lt;br /&gt;
{{Main|Labor}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf is allowed to do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to &amp;quot;everybody does this&amp;quot; to allow any idle dwarf to pick up the job.&lt;br /&gt;
&lt;br /&gt;
'''While you're here''', set the Hunters and Fisherdwarves work details to &amp;quot;nobody does this.&amp;quot; Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.&lt;br /&gt;
&lt;br /&gt;
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.&lt;br /&gt;
&lt;br /&gt;
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Furnace Operating&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Armoring&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || Gem Cutting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{Menu icon|z|sep=-}} and click &amp;quot;Meeting Area&amp;quot;. Draw a rectangle to create a meeting area, then click &amp;quot;Accept&amp;quot;. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{Menu icon|m|sep=-}}. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|m}} to bring up the digging orders menu.&lt;br /&gt;
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)&lt;br /&gt;
#Draw a rectangular square that you want to dig out.&lt;br /&gt;
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDigChannelDifference.png|225px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1×1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3×3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:&lt;br /&gt;
* Press {{Menu icon|y|sep=-}} to open the labor menu, and select &amp;quot;Miners&amp;quot; on the left side.&lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Click the check box next to the dwarf to enable the mining labor.&lt;br /&gt;
* Exit with {{k|Esc}} or right mouse.&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5×5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5×5), and other workshops (3×3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3×3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11×11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:DFwikiStockpileMenu.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile by clicking on it to open the stockpile menu, and clicking &amp;quot;Custom&amp;quot;. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{Menu icon|p|sep=-}} to open the Stockpiles menu.&lt;br /&gt;
#Click the plus sign at the bottom to add a new stockpile.&lt;br /&gt;
#Draw a rectangle and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
#Click [[Stockpile#Custom_stockpiles|&amp;quot;Custom&amp;quot;]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click &amp;quot;All&amp;quot; in the top left to enable everything, then go through each type you want to exclude, and click &amp;quot;None&amp;quot; in the top-center of the screen. This will reject all goods of that type.&lt;br /&gt;
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5×5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5×5 and 7×7, leaving room to enlarge it in at least one direction in the future. Using the {{Menu icon|z|sep=-}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select &amp;quot;Meeting area&amp;quot;, draw the rectangle, filling the entire room, and click &amp;quot;Accept&amp;quot;. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[Zone|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{Menu icon|p|sep=-}} and click the &amp;quot;plus stockpile&amp;quot; icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5×5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5×5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwiki5by53by3farm.png&lt;br /&gt;
|classic=File:Quickstart_layout_3.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A 5×5 room with a 3×3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{Menu icon|b|o|f|p|sep=-}} to build a 3×3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to &amp;quot;Everybody does this&amp;quot;, so there's no need to change this now.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[Farming#Introduction to farming|this guide]]''.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop {{Menu icon|b|o|f|b|sep=-}} and mark one of your animals for slaughtering (press {{k|u}}, click on &amp;quot;Pets/Livestock&amp;quot;, and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5×5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5×3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one with {{Menu icon|b|o|p|sep=-}}), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{Menu icon|l|sep=-}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{Menu icon|y|}}).&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3×3 area connected to the farm plot.&lt;br /&gt;
# Use {{Menu icon|b|o|f|l|sep=-}} to build a still. Position it in the 3×3 area you just created.&lt;br /&gt;
# Click on a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, click on the still, click &amp;quot;Add new task&amp;quot;, and &amp;quot;Brew drink from plant&amp;quot;. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{Menu icon|z|sep=-}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the &amp;quot;plus bunny&amp;quot; icon in the top right of the zone menu. This area needs to be about 10×10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is west of the Carpenter's workshop (northeast corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow in the stone stockpile.]]&lt;br /&gt;
Most labors need a place where they are done &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3×3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{Menu icon|b|o|sep=-}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; click on the workshop and click &amp;quot;Resume construction&amp;quot; to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
&lt;br /&gt;
Click on your stoneworker's shop and queue up 2 [[table]]s and 2 [[throne]]s/chairs. You will find out why you need these later, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (logs and stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase &amp;quot;Max wheelbarrows&amp;quot; to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{Menu icon|P|sep=-}} (Places) and click the &amp;quot;Workshops&amp;quot; tab to see a Building List, and also zoom to the building/item, or view the building's tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|z}}, click on &amp;quot;Garbage Dump&amp;quot;, and create a 1×1 activity zone somewhere near your stoneworker's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1×1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, use the labor menu ({{K|y}}) and select the &amp;quot;Haulers&amp;quot; work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to &amp;quot;Everybody does this&amp;quot;. You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{Menu icon|b|T|sep=-}} in the 5×5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3×3 so the entrance tunnel needs to be at least 3×3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. The same applies to items made of bone and shell (as those involve animal harm). Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.&lt;br /&gt;
&lt;br /&gt;
If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3×3 wide.&lt;br /&gt;
* Building a paved [[road]] {{Menu icon|b|n|o|sep=-}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3×3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check &amp;quot;Keep building after placement&amp;quot; to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Open the {{K|z}}one menu and click on &amp;quot;Dormitory&amp;quot;. Draw a rectangle over the room you dug out.&lt;br /&gt;
# Once you have a bed ready, build it anywhere in your dormitory.&lt;br /&gt;
You can place multiple beds in the dormitory.&lt;br /&gt;
&lt;br /&gt;
[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed {{Menu icon|b|f|b|sep=-}} in a room when ready&lt;br /&gt;
# Make sure each room is enclosed by a door {{Menu icon|b|p|r|sep=-}}. You can make doors at the carpenter's or stoneworker's workshops.&lt;br /&gt;
# Open the {{K|z}}one menu, and click on &amp;quot;Bedroom&amp;quot;.&lt;br /&gt;
# Click &amp;quot;Multi&amp;quot; (instead of &amp;quot;Paint&amp;quot;), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{Menu icon|n|sep=-}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work orders]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Broker ===&lt;br /&gt;
In the default {{DFtext|Play Now!}} party, your [[expedition leader]] is a good choice for manager and broker when starting out. Don't worry that it's just one dwarf doing all this; the manager job doesn't take very long, and this dwarf will be available to talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
===Bookkeeper===&lt;br /&gt;
In the default {{DFtext|Play Now!}} party, your planter is a good choice for bookkeeper when starting out.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned{{verify|Is this only true after population exceeds 20? Or do they always need the office?}}. &lt;br /&gt;
[[File:DFwikiNoblesScreen.png|right|thumb|400px|Nobles screen. The red stuff turns green once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your stoneworker's shop, and they should be done by now. &lt;br /&gt;
# Dig out 2 rooms near your sleeping quarters or stockpiles (at least 1×3, no more than 5×5).  &lt;br /&gt;
# Place furniture in both with a chair {{Menu icon|b|f|r|sep=-}} and table {{Menu icon|b|f|t|sep=-}} in each. &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Using the {{Menu icon|z|sep=-}} (zones) menu, mark both rooms as offices, and then assign one to the manager and the other to the bookkeeper. &lt;br /&gt;
# Hit {{Menu icon|n|sep=-}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;Make bed.&amp;quot; Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5×5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{Menu icon|b|o|f|k|sep=-}} to build the kitchen in the middle of the 5×5 room. Use {{Menu icon|p|sep=-}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click &amp;quot;Food&amp;quot; then click &amp;quot;None&amp;quot; in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Creatures menu#Pets/Livestock tab|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{Menu icon|b|f|sep=-}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Add a Meeting Area {{Menu icon|z|sep=-}} (zone) in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Creatures menu#Pets/Livestock tab|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Creatures menu#Pets/Livestock tab|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3×3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a stoneworker's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{Menu icon|b|t|t|sep=-}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting &amp;quot;Remove this building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1×1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{Menu icon|z|sep=-}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{Menu icon|b|n|b|sep=-}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. For example, if you want the bridge to block access '''from the north''' when raised, you need the arrow to point to the '''south''' [[File:Bridge-to-south button.png]]. A helpful idea is to remember the arrow points towards the ''hinge'' of the bridge.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{Menu icon|b|m|l|sep=-}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting &amp;quot;Link lever&amp;quot;. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
If you used the second design above for your [[#Traps|trap hallway]] then you may want to try adding a second drawbridge in the cutouts for wagon access that can close it off and force invaders through the traps.  Be sure to keep the bridge's orientation in mind.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5×5 rooms around the stairwell. Three of these will be [[smelter]]s ({{Menu icon|b|o|u|l|sep=-}}), and one a [[metalsmith's forge]] ({{Menu icon|b|o|i|sep=-}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{Menu icon|b|o|u|f|sep=-}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
[[File:DFwikiCraftsExample.png|thumb|right|A craftsdwarf workshop. They produce crafts and trinkets which can be traded in a Depot.]]&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for them? '''No!''' Put their legendary butt to work smelting metal or something that's part of your current industry even though they have no skill at it. Do not split your efforts yet. You can make use of their unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Night_creature&amp;diff=315900</id>
		<title>Night creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Night_creature&amp;diff=315900"/>
		<updated>2026-05-03T19:19:45Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315899 by 24.127.77.132 (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Now you will know why you fear the night.''&lt;br /&gt;
[[File:night_creatures_sprites_preview.png|right]]A '''night creature''' is a member of a class of hostile [[creature]]s; many of which are generated procedurally, whether as a full creature, through an [[interaction token|interaction]] changing a normal creature, or a mixture of both. [[Night troll]]s, which are themselves only a type of night creature, are sometimes also referred to as night creatures.&lt;br /&gt;
&lt;br /&gt;
Note that some night creatures are not inherently hostile, despite their form. as some can be [[visitor]]s to player's [[Fortress mode|fortress]], or can be played as in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Most types of night creature are depicted in the game as either a '''ñ''' or '''Ñ''' of a different color. Some night creatures flash between the Ñ and a basic creature tile, especially undead. The currently existing night creatures are the following:&lt;br /&gt;
&lt;br /&gt;
===Magical beings===&lt;br /&gt;
* [[File:necromancer_sprite.png|15px]] / {{Tile|Ñ|5:1}} [[Necromancer]]s are [[historical figure]]s that have found the secrets of life and death, becoming immortal and gaining the ability to animate the dead.&lt;br /&gt;
* [[File:nightmare_sprite_preview.png|16px]] / {{Tile|Ñ|0:1}} [[Nightmare]]s are frightening monsters who do not occur naturally, but can be summoned by necromancers and demons{{verify}} in battle.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* [[File:bogeyman_sprite.png|17px]] / {{Tile|ñ|0:1}} [[Bogeyman|Bogeymen]], which ambush lone travellers in regions dominated by [[Sphere|nightmares or darkness]] at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. Unlike other night creatures, bogeymen do not have individual histories—rather, they are generated when needed in adventure mode.&lt;br /&gt;
* [[File:experiment_sprite.png|16px]] / {{Tile|A|4:1}}–{{Tile|Z|2:1}} [[Experiment]]s are a variety of transformations originating from necromancers' experimentation on captured citizens and livestock - they sometimes escape to the wild, and intelligent ones can rejoin civilization. Unlike other night creatures, they are represented by regular alphabet letters. Intelligent experiments are colored red, while failed creations and others are colored green.&lt;br /&gt;
* [[File:night_troll_sprite.png|16px]] / {{Tile|Ñ|2:0}} [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them.&lt;br /&gt;
* [[File:werebeast_sprite.png|20px]] / {{Tile|Ñ|6:0}} [[Werebeast]]s are former worshipers cursed by their patron deities for profaning their temples, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster based off a random creature.&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
* [[File:animated_dead_example_anim.gif|21px]] / {{Tile|Ñ|3:0}} [[Undead|Animated dead]] are the walking corpses and corpse parts that arise in [[evil]] regions, or under the thrall of a necromancer or [[mummy]]. Particularly evil regions may also transform living creatures into thralls or husks via their unusual weather. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* [[File:ghost_sprite.png|15px]] / {{Tile|Ñ|7:1}} [[Ghost]]s, the restless spirits of the dead that weren't properly memorialized. Depending on circumstances, they can interact with the living in various ways.&lt;br /&gt;
* [[File:infected_ghoul_sprite.png|14px]] / {{Tile|Ñ|4:1}} [[Infected ghoul]]s are undead who were infected with contagious ghoulish conditions by necromancers. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* [[File:intelligent_undead_sprite.png|15px]] / {{Tile|Ñ|3:1}} [[Intelligent undead]] - independent, intelligent corporeal undead that do not fit into other categories. They are raised by necromancers, mummies, and [[demon]]s to help with their plots of conquering the world. They have special powers, such as syndrome attacks, controlling the weather, and repelling other creatures.&lt;br /&gt;
* [[File:mummy_preview_sprite.png|14px]] / {{Tile|Ñ|6:1}} [[Mummy|Mummies]] are the dead rulers of civilizations, interred in [[tomb]]s or, occasionally. in [[catacombs]]. They will arise if disturbed and lay curses (of misfortune, so far) on the trespasser.&lt;br /&gt;
* [[File:vampire_sprite.png|13px]] / {{Tile|Ñ|4:0}} [[Vampire]]s are undead blood-drinkers (usually spawned by divine wrath, as with werebeasts) that can pass for living humanoids, moving on when suspicion of them grows too much. Occasionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization.&lt;br /&gt;
&lt;br /&gt;
==Planned night creatures==&lt;br /&gt;
In addition to the existing night creatures, and plans to expand them, [http://www.bay12games.com/media/df_talk_14_transcript.html Dwarf Fortress Talk #14] describes future plans for other types of night creatures, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} Stalkers, undead that rise from brutal killings and executions, taking on aspects related to their death.&lt;br /&gt;
* {{Tile|Ñ|4:1}} Constructed creatures, like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons. [[Experiment]]s seem to at least partly be an implementation of this.&lt;br /&gt;
* {{Tile|Ñ|7:0}} Animated furniture, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting souls entering them. They will flash between their night creature tile and their basic item tile.&lt;br /&gt;
* {{Tile|Ñ|2:1}} Various sorts of evil beasts, such as evil rotten capybaras or evil animated trees.&lt;br /&gt;
* {{Tile|Ñ|1:0}} Monsters of the sea, including aquatic hags and trolls such as Grendel, as well as monstrous sea creatures such as evil carp.&lt;br /&gt;
* {{Tile|Ñ|1:1}} Cursed people of the sea, such as undead pirates or seafarers.&lt;br /&gt;
&lt;br /&gt;
``generators.lua`` defines a number of tables for generating night creatures, with a number of unused classes. Procedural variants of most undead creatures (rather than a [[syndrome]]) and the planned categories listed above are listed in ``creatures.night_creature``. The names of two new categories were revealed this way.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} &amp;quot;Sorcerer&amp;quot;, potentially using [[magic]].&lt;br /&gt;
* {{Tile|Ñ|5:1}} &amp;quot;Royal&amp;quot;, potentially holding [[noble]] positions, such as a [[monarch]].&lt;br /&gt;
&lt;br /&gt;
[[File:night_creatures_preview.jpg|thumb|300px|center|When the night comes, they can wait forever.]]&lt;br /&gt;
{{Translation| dwarven = anan mes | elvish = lithéme amu | goblin = anu los | human = kulur mos}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Night creature]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=315840</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=315840"/>
		<updated>2026-04-21T23:40:57Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315838 by 71.204.37.122 (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| english = Pelt Apebalded, the Immortal Onslaught&lt;br /&gt;
| dwarven = Rodem Izegroder Kudarmothdast&lt;br /&gt;
| goblin  = Uxo Ozsebor Ostsnotutu&lt;br /&gt;
| human   = Therset Tunemrostfen Athrigencesh&lt;br /&gt;
}}&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
The [[Elf]] King of the [[Dwarves]], '''Cacame Awemedinade Monípalóthi''' ([[wikipedia:english|English]]: ''Cacame Apebalded, the Immortal Onslaught'') is the world's &amp;lt;s&amp;gt;most&amp;lt;/s&amp;gt; only badass elf.&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12forums.com/smf/index.php?topic=39897.0 epic 70+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, world gen randomness, Chuck Norris jokes, Battletech references, and a Cacame-themed [[Mega construction|megaproject]].&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame-sarasti.jpg|300px|thumb|right|Artist's rendering of Cacame by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
===Relatives===&lt;br /&gt;
Cacame Awemedinade was born in 83 from Fewetha Spokenthundered (a warrior with five kills) and Osime (an adventurer), both of whom were eventually killed and eaten by Gibberlings (modded grotesque creatures that exist to kill, eat, and reproduce) on separate occasions; his maternal great-grandfather had been a King of the Field of Kindling, notorious for killing a megabeast and fighting another one. This both makes him of royal blood even before ascending to the position of King of the Dwarves, and determines his ancestry as worthy warriors.&lt;br /&gt;
&lt;br /&gt;
As for the rest of Cacame's family, they are all living unimportant lives. Most tragically, they are still living in the elf civilization.&lt;br /&gt;
&lt;br /&gt;
===Early life and rise to Sovereignty===&lt;br /&gt;
[[File:Cacame history.jpg|400px|thumb|center|Cacame's early history (by Fault)]]&lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|left|RIIIIDE CACAME RIIIIIDE! (by Vester)]] &lt;br /&gt;
The Creation of Ferns dwarven civilization and Cacame's former Field of Kindling elven civilization were at war for many years, with the dwarves systematically defeating the elves for decades. In 90, the dwarves conquered his home city of Oily Typhoon and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
Two years later, an elven attack from the Field of Kindling's city of Fish of Magic injured him in the lower body and killed his wife Nemo Ruyavaiyici (who was then eaten by Amoya Themarifa, the elf who killed her). Maddened with grief, Cacame set off to the nearest front as soon as he healed enough to fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During his first combat he took up his fallen commander's legendary warhammer&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[name?]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; and slew many elves with it, being noted as [[Cacame_Awemedinade#Cacame_joins_the_Army|the battle's fiercest and deadliest warrior]]; for his deeds, the dwarves' second-in-command acknowledged that Cacame would best put the warhammer to use and should keep it.&lt;br /&gt;
&lt;br /&gt;
Two years after that, in 99, the Battle of Both Kings was fought. In this battle Cacame struck down King Nithe of Field of Kindling (who was finished off by another dwarf called Sibrek Handpages, though); however the other king slain was the dwarven king himself. The dwarves decided that Cacame, by now dubbed &amp;quot;The Immortal Onslaught&amp;quot;, should take over as their king.&lt;br /&gt;
&lt;br /&gt;
Once made King, Cacame left in a brief quest to resurrect his wife. He returned riding a [[zombie]] wyvern, but without achieving his goal.&lt;br /&gt;
In 111, at the age of 28, he moved his capital to the Gamildodók (Trustclasps) Fortress.&lt;br /&gt;
&lt;br /&gt;
===Colossus of Cacame===&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame&amp;lt;br/&amp;gt;(by Holy Mittens)]]Due to a courtier's inadvertent slight to his zombie wyvern, King Cacame would go on to defeat a red [[dragon]] called Sokröx Glimmerfair (the Duty of Coloring) with [[Cacame_Awemedinade#King_Cacame_vs._The_Dragon|nothing more than Competent Hammer skill]]. This deed inspired the admiring dwarves to build a [[megaproject|monument]] to their king, the [[Cacame_Awemedinade#King_Cacame_and_the_Colossus|Colossus of Cacame]]. It is told by the bards that there was a large [[goblin]] attack during the inauguration party, and that King Cacame himself stood alone before the Colossus and glared at the goblins until they panicked and routed. Some naysayers&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[Who?]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;, however, claim that a battle was actually fought and won before King Cacame's arrival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.&lt;br /&gt;
The construction took the lives of five workers, who were properly honored and entombed.''&lt;br /&gt;
&lt;br /&gt;
===Questing for revenge===&lt;br /&gt;
[[File:Cacame_vs_Engnun.png|200px|thumb|left|Cacame vs. Egngun (by Vester)]]In time, King Cacame's Royal Guard expanded to other races, coming to include like-minded elves and even a couple of awe-thralled goblins, all fanatically loyal and immensely skilled.&lt;br /&gt;
Hearing of King Cacame's might and the splendor of his kingdom, the Elven King Iwo Lolamaficemi (Barricaded Sever of Flaying), who fought against and ate Amoya Themarifa, found that it would be advantageous to make a [[Cacame_Awemedinade#King_Cacame_and_the_State_Visit|State Visit]] to Gamildodók. This (predictably) turned out to be a mistake, and he left in a hurry with his entourage after a very brief private meeting. While the precise words exchanged are unknown, it isn't hard to guess what happened.&lt;br /&gt;
&lt;br /&gt;
The elven king's visit had, however, the effect of stirring the desire to take direct revenge on his wife's killer, and drove Cacame to leave the fortress incognito. While the king returned more bitter than ever (if that's even possible) and never spoke about what happened, some inquisitive bards managed to [[Cacame_Awemedinade#King_Cacame.27s_quest|find clues to his doings elsewhere]].&lt;br /&gt;
&lt;br /&gt;
===Dissatisfaction and Ennui===&lt;br /&gt;
[[File:Cacame by Fault.jpg|200px|thumb|right|Cacame merrymaking (by Fault)]]Having his deepest desires denied, Cacame started to fall into an apathy-driven lassitude. However, when the [[humans]] decided to besiege his fortress, he recovered some of his spirit, lowered the drawbridge and waited them out alone between the legs of his Colossus [[Cacame_Awemedinade#King_Cacame_merrymaking_with_the_Human_besiegers|to greet and entertain them]].&lt;br /&gt;
&lt;br /&gt;
On this occasion, he taught them to play hammer tag, dodgearrow, head cricket, foegolf, and other contact sports; he also showed them a few parlor tricks such as &amp;quot;punt away the horse from under its rider&amp;quot;. To his great chagrin, the surviving humans quickly decided the party was running late and retired...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, he started leaving in short [[Cacame_Awemedinade#King_Cacame_relieving_stress|stress-relieving incognito trips]], and appeared to have regained his old fire.&lt;br /&gt;
&lt;br /&gt;
=== Goblin reaction ===&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] [[File:Badasselfkingofdwarves.jpg|200px|thumb|right|Pencil by Lord Dakoth]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You kidding me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so badass the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Forget that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of an ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [ADJ:zombie wyvern-riding]&lt;br /&gt;
   [ADJ:dragon-slaying]&lt;br /&gt;
   [ADJ:hardballing]&lt;br /&gt;
   [ADJ:demon-slaying]&lt;br /&gt;
   [ADJ:siege-breaking]&lt;br /&gt;
   [ADJ:adventuring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
====Version 0.31 and later====&lt;br /&gt;
''(Update for version 0.40.24 by Ruludos)''&lt;br /&gt;
&lt;br /&gt;
This goes into &amp;lt;tt&amp;gt;raw\objects\inorganic_metal.txt&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[INORGANIC:AWEMEDINITE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:awemedinite]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten awemedinite]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling awemedinite]&lt;br /&gt;
		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
	[BUILD_COLOR:5:5:0]&lt;br /&gt;
	[MATERIAL_VALUE:1000]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:50000]&lt;br /&gt;
	[BOILING_POINT:75000]&lt;br /&gt;
	[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:8500]&lt;br /&gt;
	[LIQUID_DENSITY:8500]&lt;br /&gt;
	[MOLAR_MASS:60000]&lt;br /&gt;
	[IMPACT_YIELD:700000]&lt;br /&gt;
	[IMPACT_FRACTURE:1500000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:500]&lt;br /&gt;
	[COMPRESSIVE_YIELD:800000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:1500000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:450]&lt;br /&gt;
	[TENSILE_YIELD:180000]&lt;br /&gt;
	[TENSILE_FRACTURE:500000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[TORSION_YIELD:200000]&lt;br /&gt;
	[TORSION_FRACTURE:500000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:400]&lt;br /&gt;
	[SHEAR_YIELD:300000]&lt;br /&gt;
	[SHEAR_FRACTURE:600000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:220]&lt;br /&gt;
	[BENDING_YIELD:800000]&lt;br /&gt;
	[BENDING_FRACTURE:800000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:150]&lt;br /&gt;
	[MAX_EDGE:1000000]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:PURPLE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And this goes into &amp;lt;tt&amp;gt;raw\objects\reaction_smelter.txt&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
	[NAME:craft Awemedinite bars]&lt;br /&gt;
	[BUILDING:SMELTER:NONE]&lt;br /&gt;
	[REAGENT:A:2250:BAR:NONE:INORGANIC:IRON]&lt;br /&gt;
	[REAGENT:B:1500:BAR:NONE:INORGANIC:STEEL]&lt;br /&gt;
	[REAGENT:C:750:BAR:NONE:INORGANIC:GOLD]&lt;br /&gt;
	[REAGENT:D:750:BAR:NONE:INORGANIC:SILVER]&lt;br /&gt;
	[REAGENT:E:50:BOULDER:NONE:INORGANIC:MICROCLINE]&lt;br /&gt;
	[REAGENT:F:450:BAR:NONE:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[PRODUCT:100:6:BAR:NONE:INORGANIC:AWEMEDINITE][PRODUCT_DIMENSION:150]&lt;br /&gt;
	[FUEL]&lt;br /&gt;
	[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Version 0.28.181.40d====&lt;br /&gt;
This goes into &amp;lt;tt&amp;gt;raw\objects\matgloss_metal.txt&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:60000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And this goes into &amp;lt;tt&amp;gt;raw\objects\reaction_standard.txt&amp;lt;tt&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
===Cacame joins the Army===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.msg798038#msg798038 Scribe's account on how Cacame earned his warhammer]&lt;br /&gt;
===King Cacame vs. The Dragon===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon &amp;quot;Cacame vs. The Dragon&amp;quot; movie]&lt;br /&gt;
* [http://bay12forums.com/smf/index.php?topic=40632.0 &amp;quot;Cacame vs. the Dragon&amp;quot; short story]&lt;br /&gt;
&lt;br /&gt;
===King Cacame and the Colossus===&lt;br /&gt;
* [http://bay12forums.com/smf/index.php?topic=41101.0 &amp;quot;King Cacame and the Colossus&amp;quot; short story]&lt;br /&gt;
&lt;br /&gt;
===King Cacame and the State Visit===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.msg734323#msg734323 Bard's account of the meeting between King Cacame and King Iwo]&lt;br /&gt;
===King Cacame's quest===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=41404.msg744116#msg744116 Fragmentary retelling of King Cacame's doings while incognito]&lt;br /&gt;
===King Cacame merrymaking with the Human besiegers===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1651-cacamevsthehumanspt1 Part 1][http://mkv25.net/dfma/movie-1652-cacamevsthehumanspt2 Part 2][http://mkv25.net/dfma/movie-1653-cacamevsthehumanspt3 Part 3]&lt;br /&gt;
===King Cacame relieving stress===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=49381.0 &amp;quot;We Would Be Legends&amp;quot;, short story]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[ru:Cacame Awemedinade]]&lt;br /&gt;
{{unversioned}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=315839</id>
		<title>Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice_wolf&amp;diff=315839"/>
		<updated>2026-04-21T23:40:31Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315837 by 71.204.37.122 (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=ice_wolf_sprites.png&lt;br /&gt;
|portrait=ice_wolf_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=12-16&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=Winter wolf&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Ice wolves''' are [[evil]]-aligned versions of the common [[wolf]] who can be found in evil [[tundra]]s and [[glacier]]s. They are almost identical to their non-icy counterparts, save for their coloration and for being 10,000 cm³ larger, coming close to the size of an adult [[dwarf]]. This makes them potentially dangerous to civilians, though an equipped [[military]] squad will make short work of them. &lt;br /&gt;
Ice wolves possess a [[pet]] value of 50, but lack the necessary tokens to be [[Animal trainer|trainable]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ice wolves for their ''piercing howls''.&lt;br /&gt;
&lt;br /&gt;
[[File:ice_wolf.png|thumb|380px|center|Very cold-hearted. Its howl will chill you to the bone.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: A Song of Ice and Fire --&amp;gt;&lt;br /&gt;
Ice wolves have a chance to [[pet|adopt]] [[humans]] with no [[knowledge]].&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=315824</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=315824"/>
		<updated>2026-04-16T21:23:32Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315821 by Interestingdilemma (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Dwarf sprite.png&lt;br /&gt;
|portrait=dwarf_portrait_anim.gif&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Dwarf (mythology)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[File:Bersek dwarf.png|thumb|right|«''Berserk Dwarf''». Art by [[User:Jeff Agudelo|Jeff Agudelo]]]]&lt;br /&gt;
[[File:Full steel dwarf.png|thumb|right|«''Full steel warrior''». Art by [[User:Jeff Agudelo|Jeff Agudelo]]]]&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]&lt;br /&gt;
'''Dwarves''' (singular, '''Dwarf''') are [[Stupid dwarf trick|&amp;quot;intelligent&amp;quot;]], [[alcohol]]-[[Creature_token#ALCOHOL_DEPENDENT|dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventurer mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], have a heightened sense of their surroundings and possess perfect darkvision. Dwarves live both in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]] and above-ground [[hillock]]s, are naturally gifted [[miner]]s, [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.&lt;br /&gt;
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Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with [[human]]s and [[elves]], but are bitter enemies with [[goblin]]s, and consider [[kobold]]s a petty annoyance. Dwarven babies become [[children]] one year after birth, grow up to become adults at their eighteenth birthday, and live to be around 150-170 years of age.&lt;br /&gt;
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Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note, however, that this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they are the invading force of a [[siege]].&lt;br /&gt;
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Dwarves speak the [[Main:Dwarven language|dwarven language]].&lt;br /&gt;
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Some non-dwarves [[Preferences|like]] dwarves for their ''beards''.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Dwarves are the current default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, dwarves will send a [[caravan]] every year in [[Calendar|Autumn]]. These merchants will bring back tales of a fortress's wealth and goods, which will attract [[immigration|immigrant]]s, and the [[outpost liaison]] will bring news about the goings-on of the world centered mainly on the player's civilization, including results of [[mayor]]al elections, flight of various refugee groups from their forts and hillocks during [[war]]s, and replacement of [[monarch]]s, if the previous incumbent dies with or without an heir.&lt;br /&gt;
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Dwarves may occasionally be [[Strange mood|inspired]] to create a [[legendary artifact]], an item of masterful craft and great value. A dwarf who is successful in this quest will, in most cases, become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insanity|insane]]. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.&lt;br /&gt;
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Being underground creatures, dwarves are not fond of the sun, and when exposed to it after [[Cave_adaptation|spending long enough in the dark]], they will experience negative thoughts and vomiting, which will be worse and last for longer the longer they have spent underground.&lt;br /&gt;
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Dwarves react to stress depending on their [[personality facet]]s; some react with fear or violence unless they've become sufficiently [[discipline]]d (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into [[Mental breakdown|emotional breakdowns]] depending on their personalities, ranging from [[depression]] to aggressive [[tantrum]]s – it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Nevertheless, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or – in extreme cases – on the receiving end of the [[hammerer]]'s corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their &amp;quot;tantrum spirals&amp;quot;, where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these are not as common in the current day, though a stressed dwarf is nonetheless a plentiful source of [[fun]].&lt;br /&gt;
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== Needs ==&lt;br /&gt;
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As living creatures, dwarves need to [[Thirst|drink]], eat [[food]], and [[sleep]] to survive. On average, a dwarf needs to drink every 18 days, eat every 35 days, and sleep every 40 days. Dwarves prefer [[alcohol]] and are uniquely alcohol-dependent; if deprived for long enough, a dwarf will suffer from withdrawal and will work slower.&lt;br /&gt;
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Dwarves also have a variety of emotional [[needs]] that arise from their [[personality facet]]s and [[Personality value|values]]. A typical dwarf may need to acquire [[Finished goods|objects]], eat [[Item value|good]] [[Prepared meal|meal]]s, maintain their [[relationship]]s, hone their [[skills]] (often in [[Industry|crafting]], but could also be [[Combat skill|martial]] or [[Library|intellectual]]), or enjoy a [[performance]].&lt;br /&gt;
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== Adventurer mode ==&lt;br /&gt;
Dwarven fortresses can be explored in [[Adventurer mode]], both in their world-generated and player-made forms. They can be a good source of dwarf-sized [[armor]], as [[human]] armor is too large for dwarves. As the layout of underground [[Fortress|fortresses]] and [[mountain halls]] are considered to be [http://www.bay12forums.com/smf/index.php?topic=169696.msg8565801#msg8565801 too confusing] to navigate, it is not possible{{v|51.01}} for adventurers to start from there. Dwarven adventurers must start at other [[site]] types, such as [[hillocks]] or those founded by another [[civilization]].&lt;br /&gt;
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Dwarves have the notable ability to see perfectly well in the dark, either at night or [[underground]]. They can also enter [[martial trances]] under the same conditions as they would in Fortress mode. Most human weapons must be wielded two-handed by dwarves, due to their size, except, of course, the weapons that dwarves can also make.&lt;br /&gt;
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== Ethics ==&lt;br /&gt;
[[File:Dancing dwarves crayon.jpg|thumb|250px|This is a crayon drawing. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in crayon. The dwarves are laughing. The dwarves are dancing. On the item are signatures of [[Main:ThreeToe|Zach]] and [[Main:Toady One|Tarn Adams]] in crayon.]]&lt;br /&gt;
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Morally speaking, dwarven [[ethics]] most closely resembles human and elven ethics, agrees somewhat with kobold and [[animal people]] ethics, and disagrees strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal people. An exception to this is the killing of neutral beings, which is sanctioned as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered a personal matter.&lt;br /&gt;
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Dwarves highly value craftsmanship, and deeply respect law, loyalty, family, friendship, truth, artwork, skill and hard work. They place a certain degree of value on martial prowess, cooperation, fairness, independence, stoicism, commerce, merriment, leisure time and perseverance. They have no respect for nature.&lt;br /&gt;
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== Community outlook ==&lt;br /&gt;
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), climbing across tree branches and falling into the lakes or ponds the branches hang over, building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one &amp;lt;s&amp;gt;is&amp;lt;/s&amp;gt; was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).&lt;br /&gt;
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Dwarves also have the reputation of being incredibly irritable, becoming stressed at the slightest provocation. The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably led to players' emphasis of the &amp;quot;dwarfy&amp;quot;: failsafe designs, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip-mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.&lt;br /&gt;
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In accounts of exploits or [[fun]], the generic name ''[[main:Urist|Urist]]'' is often used in place of any specific dwarf [[name]], often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.&lt;br /&gt;
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== Mythology ==&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed miners and smiths, although, like humans, they can specialize in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species' natural craftsmanship. For instance, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[legendary artifact]]s.&lt;br /&gt;
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== Myths concerning dwarves ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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Dwarves, much like the Biblical hero Samson, actually gain their strength from their beards. (Think back to Gimli, of Jackson's LOTR; &amp;quot;NOT THE BEARD&amp;quot;). There is some speculation among philosophers and biologists of other species whether there is a connection between alcohol and the near godlike properties dwarves exhibit, to which most dwarves respond with a roaring cascade of laughter, before bashing the offending creature's head in and chuckling, &amp;quot;''is'' there a connection?&amp;quot;, while suddenly deciding to create an artifact due to the unexpected boost in happiness.&lt;br /&gt;
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This brings us to the question of why dwarves become sad when they see a fellow dwarf killing a creature. In this, most species are only partially correct in the assumption that the dwarf regrets the loss of life. The real reason dwarves become upset, occasionally becoming melancholic and often throwing fits, is due to the regret that '''they''' were not the cause of said loss of life. This is especially true when the creature slain belongs to one of the following categories, in ascending order of amount regretted:&lt;br /&gt;
      A) &amp;quot;LnT&amp;quot;    Large and Threatening&lt;br /&gt;
      B) &amp;quot;SCnI&amp;quot;   Small, Cute and Innocent&lt;br /&gt;
      C) &amp;quot;FB&amp;quot;     Forgotten Beast (titans, forgotten beasts and other large &amp;quot;fun&amp;quot; included here)&lt;br /&gt;
      D) &amp;quot;g&amp;quot;      Goblins&lt;br /&gt;
      E) &amp;quot;k&amp;quot;      Kobolds&lt;br /&gt;
      Z) &amp;quot;ë&amp;quot;      Elves&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|MOUNTAIN}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
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{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
[[zh:Dwarf]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Human&amp;diff=315823</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Human&amp;diff=315823"/>
		<updated>2026-04-16T21:23:04Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315820 by Interestingdilemma (talk) Removed vandalism&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|00:09, 17 February 2023 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Human_sprite.png&lt;br /&gt;
|portrait=human_portrait_anim.gif&lt;br /&gt;
|meat=27&lt;br /&gt;
|bone=33&lt;br /&gt;
|fat=15&lt;br /&gt;
|skin=human skin&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} [[creatures]] that live in cities on the [[biome#Plains|plains]]. They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. Their buildings are made entirely of [[wood]] (or in the case of towers and castles, [[stone]] or metals like [[copper]]), and usually include several houses and [[shop]]s, and a [[tavern]]. Their metal-working technology specializes in [[bronze]], though they also make use of [[copper]], [[iron]], and [[silver]]. The typical lifespan of a human ranges between 60-120 years.&lt;br /&gt;
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In fortress mode, they are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. Humans usually bring overworld foodstuffs, [[cloth]], [[leather]], extra-large clothing and bronze items. Trading with them is the safest way to obtain exotic items such as [[two-handed sword]]s, [[whip]]s and [[bow]]s. If their caravans are continuously destroyed or if their [[diplomat]]s are killed, regardless of cause, they will eventually send a [[siege]] force to your fortress. In adventurer mode, their nobles can be found living in castles, and after earning sufficient fame, they can give out challenging quests.&lt;br /&gt;
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The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.&lt;br /&gt;
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==Ethics==&lt;br /&gt;
In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and possibly become enemies with [[kobold]]s and [[animal people]]. &lt;br /&gt;
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The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient on such matters. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals. &lt;br /&gt;
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In stark contrast to the ethics of elves, kobolds and animal people, humans find keeping trophies of animals, sapient beings and of other humans perfectly acceptable. Like dwarves, humans find killing animals, enemies and plants acceptable. However, humans can avoid punishment for killing other humans if the killing had been done for a good reason, unlike dwarves, who sentence murderers to death regardless of whether they can provide justification. Humans find the killing of neutral beings acceptable so long as there are no repercussions. &lt;br /&gt;
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Human ethics regarding crime are the same as dwarven ethics (where assault, theft, trespassing and vandalism are seriously punished, while some crimes such as breaking oaths and treason are punishable by death) with the one exception being that slavery is considered acceptable. Human [[Personality value|values]], unlike other races', are randomized in every world generation, so as to fit with the common thought of humans being the most varied and flexible race.&lt;br /&gt;
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==Community outlook==&lt;br /&gt;
[[File:Cleric-Knight-Workman.jpg|thumb|right|200px|Admired for their ''stature''.]]&lt;br /&gt;
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Out of the five main races in the game, humans tend to be mostly ignored by players, largely due to their friendly disposition meaning you rarely have a reason to fight them unless you go out of your way to provoke them. Because of this, humans are typically treated by the community as being the best friends of the dwarves in almost every scenario, always bringing actually useful trading goods and sharing a dislike for the goblins and elves' savage and unwashed ways.&lt;br /&gt;
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==Playing as Humans in fortress mode==&lt;br /&gt;
===Human Mercenaries/Performers===&lt;br /&gt;
If you have a [[tavern]] in your dwarven fortress and you live near a human civilization, humans may visit your fortress. You cannot assign them labours unless they become [[Citizenship|citizens]]. In time, some of them might petition for [[Long-term resident|long-term residency]], either as performers or as mercenaries. As performers, they will remain in your inn and perform music, tell stories and poetry, and provide social interaction for your dwarves. As [[mercenary|mercenaries]], they will have a weapon skill, and can be enlisted in your army and controlled as you would any dwarf. Because humans are larger than dwarves, they can wield weapons that your dwarves cannot, such as [[two-handed sword]]s, [[pike]]s, and [[maul]]s.  Unlike dwarves, humans do not suffer from [[cave adaptation]], so human mercenaries may be better suited to fighting outdoors. Turning a dwarven fortress into a human-only fort takes a very long time, because usually two years pass before they apply for citizenship.&lt;br /&gt;
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===Starting a Human Fortress===&lt;br /&gt;
{{mod}}&lt;br /&gt;
To start a &amp;quot;Human Town&amp;quot; (or, alternately, an Elven [[forest retreat]], Goblin [[Dark pit|pit]] or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The elves can carry with them many different pets upon embarking, and the races will start with appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). An important note, you will have NO nobles unless you copy-paste the 'positions' of the Dwarves (Monarch, Chief Medical Dwarf, etc.) to the same place in the entity_default.txt on whichever race you choose to play (Excluding Elves) You may edit the names of these professions/positions however you wish after placement.&lt;br /&gt;
Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers, steel or pig iron unless modded to do so. They can, however, work adamantine as cloth, and have access to weaponry too large for dwarves, such as pikes, halberds and long swords.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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Fun fact: Though this may be difficult to believe, this article was most likely written by a ''human''.&lt;br /&gt;
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Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''ability to play Dwarf Fortress''.&lt;br /&gt;
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&amp;lt;!-- Reference: &amp;quot;Particle Man&amp;quot; song, by They Might Be Giants --&amp;gt;&lt;br /&gt;
Humans used to be called &amp;quot;person men&amp;quot; when first discovered before it was changed to human after both parties stated that they found it &amp;quot;degrading&amp;quot;.&lt;br /&gt;
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[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortés destroying his fleet at Vera Cruz, 1519'']]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|PLAINS}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblin&amp;diff=315822</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblin&amp;diff=315822"/>
		<updated>2026-04-16T21:22:39Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315819 by Interestingdilemma (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=Goblin_sprite.png&lt;br /&gt;
|portrait=goblin_portrait_anim.gif&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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[[File:Goblin riding beak dog crayon.jpg|thumb|200px|A goblin riding a beak dog, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
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'''Goblins''' are intelligent, evil, aggressive humanoid [[creature]]s that live in [[dark pit]]s, and are the main opponent in [[fortress mode]]. They often establish settlements in [[dark fortress]]es within regions touched by evil, though it may be hard for some to imagine that goblins are capable of building those obsidian monoliths. They quickly become a threat to the great majority of fortresses - except some [[island]] or [[mountain]] forts.&lt;br /&gt;
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Goblins will start harassing a fortress early in its life, first with [[Thief#Goblin snatchers|babysnatchers]], and later with [[siege]]s. Goblin babysnatchers carry a bag for their purpose. Their soldiers are commonly armored with [[copper]] and [[iron]] [[armor]], and armed with copper, iron and [[silver]] [[weapon]]s, generally with no quality levels unless on weaponmasters, and also typically accompanied by other creatures, such as other humanoids they have successfully kidnapped, [[troll]]s and [[beak dog]] [[mount]]s. Their items can be a valuable source of metals for fortresses that embarked in metal-scarce areas (leading some players to refer to the plunder from a defeated goblin attack as [[goblinite]]). Defeating a majority of an attacking force usually sends the rest of them running.&lt;br /&gt;
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Goblins are [[Immortality|immortal]] beings, dying only to violence and disease. For [[Demon|spoiler]] reasons, they never need to eat or drink, despite being carnivorous. Graphically, goblins can appear with different shades of green skin.&lt;br /&gt;
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Goblins speak the [[goblin language]].&lt;br /&gt;
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Some &amp;lt;s&amp;gt;traitors&amp;lt;/s&amp;gt; [[dwarves]] [[Preferences|''like'']] goblins for their ''terrifying features''.&lt;br /&gt;
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==Ethics and values==&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Goblins show the least concern for [[ethics]] out of any race in the game, with the sole exception being that treason is punishable by death (which currently has no effect on successful attempts to bump off a leader). It appears that goblins do not enforce punishment, but instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath-breaking, and general malice acceptable or consider it a personal matter.&lt;br /&gt;
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Goblin civilizations are created when a particularly powerful [[demon]] escapes the [[Underworld]]. Such demons remain in charge until they're killed or otherwise defeated, in which case normal goblins will take their place. This could imply the reason behind their particular (lack of) ethics. Goblin civilizations in fact require these demons to appear in worldgen - should you use [[advanced world generation]] to forbid demons in your world, the goblins will be locked away in the Underworld in their place, and will remain there until they are freed by a civilization digging too deep and too greedily.&lt;br /&gt;
&lt;br /&gt;
Goblins consider power to be of the utmost importance, also valuing cunning, independence and martial prowess. Goblin society dislikes peace, perseverance, hard work, tranquillity, cooperation, tradition, decorum and friendship, while not valuing loyalty, introspection, eloquence, harmony or nature at all. Goblins abhor law, truth, self-control, fairness and sacrifice. All of this means that individual goblins tend to be cruel, hateful, easily angered and immodest, while having a low capacity for altruism and being swayed by emotional appeals. Despite their evil nature, however, they tend to be very tolerant creatures, and indeed, babies taken by goblin-snatchers are raised into fully-fledged citizens who are given the same rights and treatments as the goblins themselves, suffering from no particular kind of prejudice.&lt;br /&gt;
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==Behavior==&lt;br /&gt;
While aggressive, goblins are notably cowardly. Although they're brutal and sadistic, they will not hold the line against a superior force and are more than willing to sacrifice their wounded comrades in a badly organized retreat. Their strength generally comes from pure numbers, as they're usually weaker than a dwarf one-on-one (a notable exception is their weapon lords and masters, who can be VERY talented in warfare.)&lt;br /&gt;
&lt;br /&gt;
==Community outlook==&lt;br /&gt;
[[File:goblin_preview.jpg|thumb|160px|left|Green and heartless.]]&lt;br /&gt;
Out of the non-player races, the goblins are the ones the player interacts with the most, given the fact they're the ones that are always hostile and eager to attack you. Compared to [[Elf|elves]], goblins can actually be a threat to a fortress, and an unprepared player can easily lose all their dwarves by being overwhelmed by the greenskin tide. However, their tendency to run off when outmatched as well as a general feeling of dwarven superiority has led to the goblins gaining a reputation of being cowardly little bastards who rely on sheer numbers to match the might of a dwarven warrior. As the main enemies of the dwarves, goblins make for perfect target-practice in [[fun]] projects.&lt;br /&gt;
&lt;br /&gt;
The community plays most of their evil acts for laughs (such as implying baby-snatchers are trying to ''save'' dwarven children from their [[Stupid dwarf trick|unhinged]] parents), and generally treats them as being equivalent to ineffectual cartoon villains who can't ''quite'' get anything done properly. A goblin will generally be treated more favorably than an elf, though; despite goblins wanting dwarves dead out of pure malice, the antipathy the community has with the elves comes from their awful, stuck-up attitude, which goblins actually lack entirely. They're evil, but they don't pretend to be good.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Despite their bloodthirsty, selfish, unsympathetic and cruel nature, goblins are also recognized as a benevolent and merciful race in some aspects. Goblin Baby-Snatchers claim moral superiority by rescuing innocent lives from the slavery of making [[finished goods|rock trumpets]] until they are eaten by a [[giant cave spider]]. Atrocities such as the so-called [http://www.bay12forums.com/smf/index.php?topic=91093.0 dwarven day care] institution also spur snatchers to rescue the children from constant abuse. Goblin [[siege]]s are considered to be a form of mass mercy-killings, as a fort can die in the most horrific of ways, such as [[tantrum spiral|social disagreement]]s, an infestation of [[Cat|parasitic organisms]] (some [[Noble|masquerading as dwarve]]s) or worst of all: a visit from the [[Underworld|circus]]. And goblins who are friendly towards dwarves have been observed after de-transforming from a werebeast.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarven science&amp;lt;sup&amp;gt;[Citation needed]&amp;lt;/sup&amp;gt; has proven that the violence between goblins and dwarves does, in fact, start on a purely instinctual level. Leaving a goblin and dwarven child locked in a room together will result in them kicking, punching, and biting each other to death the moment they notice each other. Whether this natural animosity stems from uncounted centuries of war, or opposing viewpoints on the treatment of children has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
Despite being mortal enemies of the dwarves, goblins are still infinitely better than the despicable [[Elf|tree-hugging hippies]].&lt;br /&gt;
&lt;br /&gt;
== Playing as goblins ==&lt;br /&gt;
&lt;br /&gt;
Goblins are normally not playable in [[adventurer mode]], as the player isn't able to make adventurers from their civilizations. However, you may be able to play as one if populations of goblins have been absorbed into dwarven, human or elven civilizations during worldgen, though as noted, they will not actually ''belong'' to the actual goblin civilizations, meaning your goblin and the others will be hostile to one another. &amp;quot;Goblin&amp;quot; settlements will sometimes be completely goblin-free, having been displaced by the descendants of enslaved children that were captured in ages past. In this respect, whilst they're a goblin ''[[faction]]'', they're populated purely by unfortunate prisoners and other brainwashed humanoids.&lt;br /&gt;
&lt;br /&gt;
By [[modding]], however, goblins can also be played in fortress mode as well. As mentioned above, goblins can also appear as visitors (and then become normal citizens) of a fortress without needing any change to the game.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|EVIL}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Squad&amp;diff=315692</id>
		<title>DF2014:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Squad&amp;diff=315692"/>
		<updated>2026-03-31T21:30:05Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315689 by 174.243.144.94 (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you do anything with your military, you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute it with something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (e.g. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned under the '''equipment''' tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squadmate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone is white and shell is dark green.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of {{k|C}}olour &amp;quot;white&amp;quot; or &amp;quot;dark green&amp;quot; (thus, e.g., a &amp;quot;white helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a move order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**Remove duplicate assignments. A single &amp;quot;Metal footwear&amp;quot; entry will assign a *pair* of boots; dwarves with two entries are assigned two *pair*, which cause conflicts and prevent the second pair from being equipped by another dwarf.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that doesn't generally indicate a problem; ignore it.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. Hunters are assigned 100 bolts by default, which remain reserved whether you have any hunters or not. There have been unconfirmed reports that bolts stored in bins may also be problematic.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Using separate bolts for combat and training does not currently work due to a [[#Bugs|bug]]. Assign one type of bolt for both.&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even stronger dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Squad&amp;diff=315691</id>
		<title>DF2014:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Squad&amp;diff=315691"/>
		<updated>2026-03-31T21:29:38Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315688 by 174.243.144.94 (talk) Removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you do anything with your military, you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute it with something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (e.g. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned under the '''equipment''' tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squadmate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone is white and shell is dark green.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of {{k|C}}olour &amp;quot;white&amp;quot; or &amp;quot;dark green&amp;quot; (thus, e.g., a &amp;quot;white helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a move order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**Remove duplicate assignments. A single &amp;quot;Metal footwear&amp;quot; entry will assign a *pair* of boots; dwarves with two entries are assigned two *pair*, which cause conflicts and prevent the second pair from being equipped by another dwarf.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that doesn't generally indicate a problem; ignore it.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. Hunters are assigned 100 bolts by default, which remain reserved whether you have any hunters or not. There have been unconfirmed reports that bolts stored in bins may also be problematic.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Using separate bolts for combat and training does not currently work due to a [[#Bugs|bug]]. Assign one type of bolt for both.&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even stronger dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=315690</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=315690"/>
		<updated>2026-03-31T21:29:13Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 315687 by 174.243.144.94 (talk) Removed vandalism&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:ENTITY]&amp;lt;/code&amp;gt; [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the &amp;lt;code&amp;gt;[ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using &amp;lt;code&amp;gt;[SELECT_ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
All known entity tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows adventure mode for entities with sites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Entity spawning during world gen is influenced by several factors:&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Number of Civilizations|Number of Civilizations]]&amp;quot; world gen setting places a hard limit on the total number of entities spawned.&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]&amp;quot; world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by &amp;quot;Number of Civilizations&amp;quot;).&lt;br /&gt;
* The number of &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.&lt;br /&gt;
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no &amp;quot;starting&amp;quot; [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Controls the expansion of the civilization's territory.  The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome.  These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200.  Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| If the civ's territory crosses over this biome, it can build settlements here.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen.&lt;br /&gt;
Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]]. DARK_FORTRESS may cause crashes during world gen at &amp;quot;Placing civilizations... (0)&amp;quot; if it combined with entity tokens that the vanilla ENTITY:EVIL does not use (likely the POSITION related tokens see [https://www.bay12forums.com/smf/index.php?topic=175747.0 this forum post]).&lt;br /&gt;
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max '''historical''' population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500, but all vanilla entities use 10,000, except skulking uses 2,000. Does not limit the '''total''' population, but it will prevent new settlements upon reaching the number.&lt;br /&gt;
[MAX_POP_NUMBER:10000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50, but all the vanilla entities use 120.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:120]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of civilizations of this entity type to spawn at world generation, which picks entities in some sequential order from the raws, looping through the list as needed. This is a hard limit, if set to 1, only 1 civilization of this type will be placed. If all entities have reached their limit, world generation will not try to place any more, even if its own [[Advanced_world_generation#Number_of_Civilizations|total limit]] has not been reached, and will continue on. Defaults to 3, but all vanilla entities use 100 (essentially unlimited).&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:100]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting, as well as the value of the [[coin]]. Only effective in Adventurer mode due to lack of [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
* If the entity's main creature has {{token|UTTERANCES|c}}, then this token will be ignored (except when using the naming menu) in favor of procedural [[kobold]]-style [[Kobold language|pseudolanguage]].&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL (doesn't work, see below), HOSPITAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
The entity will always use a word from the selected symbol(s) to generate names from that category.&lt;br /&gt;
* OTHER applies the symbol selection to personal names and site names. REMAINING will apply the symbol selection to all categories that have not already been declared above it.&lt;br /&gt;
* Specific to SELECT_SYMBOL, symbols selected this way will be used as &amp;quot;The X&amp;quot; in &amp;quot;The X of Y&amp;quot; names, and nouns from selected symbols can be used as first [[name]]s.&lt;br /&gt;
* FESTIVAL does not work. The game uses symbol NAME_FESTIVAL hardcoded. You may consider changing that symbol (with SELECT_SYMBOL), but then it's applied for all entities.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| As SELECT_SYMBOL, a word from the subselected symbol(s) will be used in names of that category, in addition to the word from SELECT_SYMBOL (if specified). Used in vanilla to put violent names in sieges and battles.&lt;br /&gt;
* Words chosen with SUBSELECT_SYMBOL will appear as either adjectives or &amp;quot;of Y&amp;quot; in &amp;quot;The X of Y&amp;quot; names.&lt;br /&gt;
* CULL_SYMBOL does not affect subselected symbols.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[Language#language_SYM.txt|symbol]]&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
Can be specified multiple times, and will pick randomly from the assigned types. Additional instances of each type will weight the random choice, but unlike {{token|CREATURE|e}}, will not make the entity more likely to spawn.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding [[Sphere#WATER|WATER]], for example, means civs of this entity will never get [[Sphere#FIRE|FIRE]] as a religious sphere. Note that the [[Sphere#DEATH|DEATH]] sphere favours the appearance of necromancers (and therefore, towers) &amp;quot;in&amp;quot; the entity.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres. Default is 256, minimum is 0, maximum is 25600.&lt;br /&gt;
* Presently, this doesn't cause them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
* [[Sphere#PLANTS|PLANTS]] and [[Sphere#ANIMALS|ANIMALS]] affect the prevalence of depicting {{token|VEGETATION}} and {{token|NATURAL}} creatures, respectively, in a similar fashion to {{token|ART_FACET_MODIFIER|e}}. &lt;br /&gt;
* [[Sphere#WAR|WAR]] modifies the effective [[item value]] of [[weapon]]s and [[armor]] to [[trader]]s of this entity. The multiplier is SPHERE_ALIGNMENT/256, though this only applies to equipment the entity's main creature can properly wield.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc.). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}} See also: [[variable positions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. See also: [[variable positions]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[Personality value|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:&lt;br /&gt;
* 15+ KNOWLEDGE for libraries&lt;br /&gt;
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds&lt;br /&gt;
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])&lt;br /&gt;
&lt;br /&gt;
If the positions of an entity are variable (and include the CUSTOM_OFFICIAL_1), then CUNNING &amp;gt; 10 is needed for the CUSTOM_OFFICIAL_1 to have the espionage responsibility.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. Also causes this civ to be hostile to any entity without this token.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Merchants will engage in cross-civ trading and form companies.&lt;br /&gt;
&lt;br /&gt;
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGE_SKILLED_MINERS}}{{v|53.01}}&lt;br /&gt;
|&lt;br /&gt;
| Improves the skill of [[miner]] invaders by a factor of 5. Used for [[dwarves]] in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.  Prevents the civ from engaging in diplomacy or ending up at war.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation, spawning a civilization of {{token|EVIL}} creatures lead by a unique [[demon]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL}}{{version|51.01-beta26}}&lt;br /&gt;
|&lt;br /&gt;
| Builds [[mysterious dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| Used after a ranged weapon type.&lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool – for that, the item itself needs to be a weapon with {{token|SKILL|wp|MINING}}.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.{{cite forum|179547}}&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) will be included in the initial usable creature list, which then gets pared down or otherwise considered. Without this, only common domestic and equipment creatures are added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures will be included in the initial usable creature list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, {{token|EVIL|c}} creatures are skipped, otherwise, evil creatures with {{token|SLOW_LEARNER|c}} or ''without'' {{token|CAN_LEARN|c}} will be included in the initial usable creature list, even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, {{token|GOOD|c}} creatures are skipped, otherwise, good creatures ''without'' {{token|CAN_LEARN|c}} will be included in the initial usable creature list, even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye ({{token|LYE_MAKER|ut}}), charcoal ({{token|WOOD_BURNER|ut}}), and potash ({{token|POTASH_MAKER|ut}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|MOUNT|c}}. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with {{token|MOUNT|c}} and {{token|PET|c}} will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|PACK_ANIMAL.|c}} Additionally, all available (see above) creatures with {{token|PACK_ANIMAL|c}} and {{token|PET|c}} will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|PET|c}}. Additionally, all available (see above) creatures with {{token|PET|c}} will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|WAGON_PULLER|c}}. Additionally, all available (see above) creatures with {{token|WAGON_PULLER|c}} and {{token|PET|c}} will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of river products in the goods available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of ocean products (including [[amber]] and [[coral]]) in the goods available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}} on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}} on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}}. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civilization members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the {{token|FURNACE_OPERATOR|ut}} job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with {{token|DIVINE|im}} for clothing. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with {{token|DIVINE|im}} for crafts.{{verify}} Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with {{token|DIVINE|im}} for weapons. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with {{token|DIVINE|im}} for armor. Used for generated divine entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[Entity examples]]''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Entities}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sailfin_molly&amp;diff=314110</id>
		<title>Sailfin molly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sailfin_molly&amp;diff=314110"/>
		<updated>2026-01-14T03:44:17Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=sailfin_molly_sprite.png&lt;br /&gt;
|portrait=sailfin_molly_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Sailfin mollies''' are a type of aquatic [[vermin]] found in and around [[temperate]] [[river]]s and [[lake]]s year-round, and are a ready source of [[food]] when [[fish cleaning|cleaned]] at a [[fishery]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] sailfin mollies for their ''wide dorsal fins''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Poecilia latipinna.jpg|thumb|center|300px|Admired for its ''wide dorsal fins''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Peregrine_falcon&amp;diff=313894</id>
		<title>Peregrine falcon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Peregrine_falcon&amp;diff=313894"/>
		<updated>2026-01-11T00:42:08Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=peregrine_falcon_sprites.png&lt;br /&gt;
|portrait=peregrine_falcon_portrait_anim.gif&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Peregrine falcons''' are small [[Creature|birds]] who can be found in almost every [[biome]], excluding [[ocean]]s, [[glacier]]s, and [[tropical]] rain [[forest]]s. They spawn one at a time and occasionally dive down from the sky to kill [[vermin]] on the ground, being harmless to a [[dwarf]] and benign to other creatures. Females are known as ''peregrine falcons'', while males are known as ''tiercel peregrines'' (tiercel meaning third, referring to the males being about 1/3rd smaller than the females, which is reflected in-game as a smaller body size for males) and their young are called ''peregrine falcon chicks''. All peregrine falcons are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Peregrine falcons can be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value [[pet]]s. They can be put into [[nest box]]es in order to be part of a fort's [[egg production]], but hatching them for [[meat]] is worthless – peregrine falcons are too small to produce anything but a [[skull]]. While they are the fastest birds in real life, reaching dive speeds of 200+ mph (320 km/h), ''Dwarf Fortress'' does not handle [[gait]]s faster than 87 km/h, instead using this as maximum flight speed, which nonetheless makes them the fastest fliers in the game. Note that trained peregrine falcons will no longer display their dive-hunting behavior, but when tamed they may hunt vermin, reflecting their real-life use in falconry.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] peregrine falcons for their ''ability to dive through the air''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Falco peregrinus good - Christopher Watson.jpg|thumb|center|400px|Admired for its ''ability to dive through the air''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Peregrine falcon]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=313384</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=313384"/>
		<updated>2026-01-05T20:56:11Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Secrets */ Repeated commas are unnecessary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:book_sprite_preview.png|132px|right]]&lt;br /&gt;
A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' [[File:Book anim.gif]]/{{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' [[File:Scroll sprite anim.gif]]/{{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' [[File:quire_sprite.png]]/{{Tile|≡|7:1}} prior to being bound. Original written works are treated as [[artifact]]s, are recorded in [[legends mode]], and appear in the {{menu icon|O}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title. Copies of written works are not [[artifact]]s and are not recorded in [[legends mode]].&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|k}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&lt;br /&gt;
&lt;br /&gt;
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[chest]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical forms ==&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s, such as gems and ivory, can be added on unwritten scrolls. Codices (save for those that are untitled) cannot be normally decorated, nor can book bindings or scroll rollers.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Reading ===&lt;br /&gt;
Written books can be read - readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader.  Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{Adv menu icon|I}} then selecting them from their inventory. Characters must possess at least novice-level [[Reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of {{token|NATURAL_SKILL}} to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own works:&lt;br /&gt;
* They cannot be in a site where fast travel and waiting is disabled (such as a player fortress, dark pits, cave, or lair.)&lt;br /&gt;
* They need at least novice [[Reader]] from character creation, [[Writer]] is '''not''' required&lt;br /&gt;
* They need an unwritten [[quire]] or [[scroll]] in a grasp, or on the same tile and not in a container, like your backpack&lt;br /&gt;
* Press {{Adv menu icon|P}}, choose {{dftext|Write something down}}, a quire/scroll, and a written work type&lt;br /&gt;
* Available types depend on the character's skills: for example, the [[Poet]] skill is needed to write poetry, or [[Dancer]] for choreography.&lt;br /&gt;
** Some known works can be copied and are listed by their title for the general types: for prose options; a random known subject will be used, for performance works (poetry, music, dance) a new work will be randomly created.&lt;br /&gt;
&lt;br /&gt;
Writing will switch to the travel screen (unloading the area) and take some in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused. Finishing will train the used skills and add the work to your knowledge. Skills used vary by the written work type, but usually just [[Wordsmith]] and Writer.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
=== Art ===&lt;br /&gt;
Art books describe poems, choreographies, and musical compositions, and are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably, dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. &lt;br /&gt;
&lt;br /&gt;
'''A book will state it &amp;quot;concerns the secrets of life and death&amp;quot;. If it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret in particular, and, as such, cannot train necromancers.'''&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. &lt;br /&gt;
&lt;br /&gt;
'''Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book.''' &lt;br /&gt;
&lt;br /&gt;
Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary forms ==&lt;br /&gt;
The content of a book is written in one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals are most commonly written by scholars as the culmination of research - other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || Writes down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like Musical Composition form writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs, functioning similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like Musical Composition for songs. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
Books are named from the two [[Speech file|text set]] files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'&lt;br /&gt;
*text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
*text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
&lt;br /&gt;
''Note: text_book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;``[ANY_PRONOUN]``&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So ``[NAME] Is Not [NAME]`` will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{token|NAME|ts}} and {{token|NO_ART_NAME|ts}} are not handled separately in this case. ``[NO_ART_NAME] Inside [NAME]`` will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so ``[ADJ] [ADJ] [ADJ] [NOUN]`` will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
----&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
&lt;br /&gt;
{{token|NAME|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours''&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|NO_ART_NAME|ts}} (no article name)&lt;br /&gt;
&lt;br /&gt;
''Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours''&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|NOUN|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: Despair, Roots, Scrolls, Wheel-and-axles''&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ADJ|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: Boyish, Inky, Angry, Bronzed''&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ANY_AGE|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Age Of Legends, The Age Of Hill Titan and Dragon''&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ANY_PRONOUN|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: He, She, We, They''&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|PHRASE|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns''&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
----&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
&lt;br /&gt;
``The [ADJ] [NO_ART_NAME]``&lt;br /&gt;
&lt;br /&gt;
``[NAME], [ADJ] [NOUN]``&lt;br /&gt;
&lt;br /&gt;
``[PHRASE], [ADJ] [NO_ART_NAME]``&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
``My Mother Always Said, [PHRASE].``&lt;br /&gt;
&lt;br /&gt;
``[NAME], And Its Utmost Importance.``&lt;br /&gt;
&lt;br /&gt;
``[NO_ART_NAME], Do You Love Me?``&lt;br /&gt;
&lt;br /&gt;
``I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].``&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations, using the [[Language_SYM.txt/Flowery|flowery]] symbol from the in-game [[language]]s.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[text_book_instruction.txt]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|title=Tool raws|{{raw|v50:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}&lt;br /&gt;
&lt;br /&gt;
{{raw|v50:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}{{Category|Scholarship}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Window&amp;diff=313328</id>
		<title>Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Window&amp;diff=313328"/>
		<updated>2026-01-03T10:24:11Z</updated>

		<summary type="html">&lt;p&gt;Cali: Original reporter of this bug realized it was caused by a DFHack feature instead of vanilla DF [https://www.reddit.com/r/dwarffortress/comments/1q1w5je/rectificationfurther_testing_about_my_last_post/]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:window_preview.png|right]]A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[zone|room]]. A window is not considered [[support]] for the purposes of preventing [[cave-in]]s or allowing [[door]]s to be built, but it will block the flow of [[water]]. [[Glass]] windows can be made of any type of glass at a [[glass furnace]], from the same input materials as glass, and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a [[gem]] window can be directly constructed (on-site, not in a workshop, from three [[jeweler's workshop|cut gems]] of any type (including cut glass and cut [[stone]]{{cite talk|v0.34:Window#&amp;quot;Gem&amp;quot; Windows}}), but can't be made from large gems. If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;br /&gt;
&lt;br /&gt;
[[dwarf|Dwarves]] can get a happy [[thought]] from passing by a window, and an even happier thought if it's built of a material they like.&lt;br /&gt;
&lt;br /&gt;
[[tile attributes|Light]] from a window built into a [[cliff]] face will not illuminate a room and will not prevent [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and (if civilian) will cancel jobs and run away from hostile creatures standing on the other side of them.  Animals can also see through windows, detecting thieves or ambushes on the other side.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may [[demand]] a window, no matter how far underground his rooms are. A noble's [[mandate]] to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A [[glass]] window's [[value]] multiplier is 25, the same as a [[statue]]. This makes glass windows a good choice for raising the value of a [[zone]]. Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for [[decoration|decorations]], even if your [[gem cutter]] and [[gem setter]] are only [[skill|dabbling]].&lt;br /&gt;
&lt;br /&gt;
Both glass windows and gem windows can be wrecked by [[building destroyer]]s. Gem windows will be toppled rather than destroyed, leaving behind the gems they were made from.&lt;br /&gt;
&lt;br /&gt;
Glass windows are used to make [[display case]]s.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}	&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chickenpox4dinner&amp;diff=313286</id>
		<title>User talk:Chickenpox4dinner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chickenpox4dinner&amp;diff=313286"/>
		<updated>2026-01-01T06:09:03Z</updated>

		<summary type="html">&lt;p&gt;Cali: Created page with &amp;quot;==Wikipedia links== Greetings, Chickenpox4dinner, I just wanted to let you know that on stone articles like Alabaster and Quartzite, Wikipedia is already linked at the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wikipedia links==&lt;br /&gt;
Greetings, Chickenpox4dinner, I just wanted to let you know that on stone articles like [[Alabaster]] and [[Quartzite]], Wikipedia is already linked at the bottom of the sidebar template on the right side of the page, so I removed the additional links that you added. Welcome to the wiki, and I hope you stay and continue to find ways to contribute. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 06:09, 1 January 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quartzite&amp;diff=313285</id>
		<title>Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quartzite&amp;diff=313285"/>
		<updated>2026-01-01T05:48:58Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* In real life */ Wikipedia is already linked at the bottom of the sidebar on the right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{layerlookup/0&lt;br /&gt;
|graphic=quartzite_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of [[metamorphic]], [[magma-safe]] [[stone]], which forms entire layers. &lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
Quartzite is created from tectonically compressed quartz [[sandstone]]. The rock is naturally white/gray; coloration can be red-hued from [[hematite]] inclusions.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite_Mine_in_Kakwa_Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile&amp;diff=312680</id>
		<title>Saltwater crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile&amp;diff=312680"/>
		<updated>2025-12-22T08:05:01Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=saltwater_crocodile_sprites.png&lt;br /&gt;
|portrait=saltwater_crocodile_portrait_anim.gif&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=0-2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=0-2&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skull=0-1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|fat=0-28&lt;br /&gt;
|scale=0-1&lt;br /&gt;
|meat=0-33&lt;br /&gt;
|bone=0-34&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Saltwater crocodiles''' are large and aggressive exotic [[Creature|reptiles]]. Found in many [[wetland]] [[biome]]s (including freshwater biomes, despite their name), these creatures have a considerable [[pet]] value and are [[Animal trainer|trainable]]. Though wild saltwater crocodiles generally do not wade far from the [[water]]'s edge, they can be a major hazard to any [[dwarf]] whose job takes him near water. Fortunately, they are hard to provoke and most of the time will not chase your dwarves far.&lt;br /&gt;
&lt;br /&gt;
Saltwater crocodiles have the greatest [[egg]]-laying potential of any animal in the game, with 20-70 eggs per clutch. This makes them ideal animals to use for [[egg production]]. Considering the value of a single crocodile and the benefits of having 100+ tamed crocs watching over your [[dwarves]], a breeding pair can be quite valuable. Taking two years to reach full size, they could power a valuable [[meat industry]] for a patient player. Tame saltwater crocodiles are also excellent animals to put into your [[moat]], as they are amphibious, aggressive towards enemies when trained and most [[goblin]]s do not know how to swim, giving a serious edge to your reptilian guards. They will also NOT attack your dwarves. Putting wild crocodiles into your moat or putting any crocodile into your [[magma]] moat is of course a recipe for [[fun]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] saltwater crocodiles for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:SaltwaterCrocodile('Maximo').jpg|thumb|400px|center|Admired for its ''strength'']]&lt;br /&gt;
[[File:Plastron en peau de crocodile-Nord Cameroun.jpg|thumb|300px|center|Crocodile leather armor]]&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>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bugbat&amp;diff=312573</id>
		<title>Bugbat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bugbat&amp;diff=312573"/>
		<updated>2025-12-21T06:38:24Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bugbat_sprites.png&lt;br /&gt;
|portrait=bugbat_portrait.png&lt;br /&gt;
|bone=8-12&lt;br /&gt;
|meat=10-13&lt;br /&gt;
|fat=10-13&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bugbats''' are small, flying [[creature]]s who inhabit the second and third layers of the [[caverns]], appearing in swarms ranging from 5-15 individuals. Only half the size of a [[kobold]], these weird-looking critters will spend their time flying through the underground, fleeing from [[Dwarf|dwarves]] who approach them; they are benign and will rarely fight back if confronted. All bugbats are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Bugbats can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value [[pet]]s, reaching their full adult size at 2 years of age, and should be [[butcher]]ed by then for a maximum amount of returns.. They are prolific breeders and appear in large numbers, meaning it's easy to set up a bugbat farm relatively quickly. &lt;br /&gt;
&lt;br /&gt;
Unlike most creatures, they can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bugbats for their ''freakish insect heads''.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:bugbat_preview.jpg|''Art by Quinmael''.&lt;br /&gt;
File:Notebook_01_Bugbat.jpg|Initially described as being the &amp;quot;size of a fruit [[bat]]&amp;quot;, though it is much larger in-game.&amp;lt;br&amp;gt;''Concept art by Bay 12 Games.'' [https://bay12games.com/dwarves/notebook/notebook_01.jpg]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=312235</id>
		<title>Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=312235"/>
		<updated>2025-12-14T21:55:13Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|1:00, 2 Februaru 2023 (UTC)}}&lt;br /&gt;
[[File:vermin_sprites_preview.png|right]]'''Vermin''' includes small land [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. Vermin are hard to see, but can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. Unlike other non-vermin creatures, they cannot be selected and have their attributes viewed.&lt;br /&gt;
&lt;br /&gt;
The main distinctions between vermin and creatures are that vermin:&lt;br /&gt;
# Cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;&lt;br /&gt;
# Do not usually provide [[meat]] or [[bone]]s - exceptions are the [[creepy crawler]], which can be butchered, and the [[purring maggot]], which can be milked;&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].  Some types of vermin are inexhaustible and will always be able to spawn, regardless of how many are killed or captured;&lt;br /&gt;
# Are sometimes &amp;quot;[[hateable]]&amp;quot;, meaning dwarves can have an anti-[[preference]], which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
{{catbox}}&lt;br /&gt;
Vermin can be problematic, as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.&lt;br /&gt;
&lt;br /&gt;
Some vermin can be captured in [[animal trap]]s, but those with the {{token|VERMIN_NOTRAP|c}} token can only be caught with a &amp;quot;Capture a Live Land Animal&amp;quot; job, while those with the {{token|VERMIN_SOIL|c}} token will be ignored for that job. Once caught, some can be trained as [[pet]]s. A few particular captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop. Vermin don't die of old age at all - if you capture one, it should last forever. &lt;br /&gt;
&lt;br /&gt;
Captured vermin can be assigned to built cages, but not to pastures.&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites of some flying vermin, such as the [[acorn fly]], [[fly]], [[blood gnat]], [[honey bee]], [[mosquito]] and [[pixie|pixies]], will resemble multiple bugs of that type in a single tile; they can be seen in amounts of one, three, five and nine; depending on how large the swarm is. Dwarves will eat vermin if no other [[food]] source is available, resulting in an unhappy [[thought]]. Most vermin cannot be spawned in the [[object testing arena]], as those are not able to engage in combat anyway.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], you can reveal the location of previously-hidden, nearby vermin by pressing {{Adv menu icon|L}}. Your character can also pick up vermin if they are on the same tile. Attempting to ''eat'' any collected vermin, however, will make a unique message appear: {{DFtext|No. That's disgusting.|2:0}}, unless the character is actually starving. In [[Dwarf fortress mode|fortress mode]], meat products from vermin can be obtained via trading, such as &amp;quot;prepared mosquito brain&amp;quot; or &amp;quot;prepared louse heart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vermin can be used as thrown weapons or ammunition, with rather devastating results. A thrown [[Fluffy wambler]] was used to decapitate a [[bronze colossus]], and a [[hamster]] launched from a [[ballista]] matches, if not exceeds, the power of the ballista's steel bolts.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
*'''Graphic:''' The sprite assigned to the creature; seen only in the [[premium version#Premium_version_.282020.E2.80.93Present.29|premium version]]s.&lt;br /&gt;
*'''Tile:''' The symbol assigned to the vermin, how you will see it without a graphic set.&lt;br /&gt;
*'''Name:''' The name of the vermin as it shows up in-game.&lt;br /&gt;
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.&lt;br /&gt;
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.&lt;br /&gt;
*'''Food Source:''' If &amp;quot;Yes&amp;quot; then the vermin can be turned into food when processed in a [[fishery]].&lt;br /&gt;
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]], to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.&lt;br /&gt;
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]], during [[trading]].&lt;br /&gt;
*'''Biome:''' Where the vermin can be found.&lt;br /&gt;
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].&lt;br /&gt;
&lt;br /&gt;
==Vermin==&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:acorn_fly_sprite_anim.gif]]|name=Acorn fly|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=0|biome=Any pool|note=Savage, no trap, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anchovy|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ant|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Banded knifefish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=0|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat ray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Black bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:blood_gnat_sprite_anim.gif]]|name=Blood gnat|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=Hateable, no trap, evil, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue jay|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brook lamprey|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate saltwater, brackish and freshwater lakes, tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown recluse spider|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bumblebee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bushtit|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cap hopper|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cardinal|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave fish|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=0|biome=Subterranean water|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave lobster|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=0|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave spider|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=0|biome=Subterranean water and chasm|note=Hateable, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave swallow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chameleon|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Char|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chipmunk|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clown loach|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clownfish|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cockatiel|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creepy crawler|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, attracted to rot, butcherable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Demon rat|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, eater 3}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fairy|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=No trap, good, [[fanciful]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire snake|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flounder|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fluffy wambler|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:fly_sprite_anim.gif]]|name=Fly|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Glasseye|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guppy|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hagfish|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hake|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Herring|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:honey_bee_sprite_anim.gif]]|name=Honey bee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]], no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Knuckle worm|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large roach|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, eater 2, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lungfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mackerel|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moghopper|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:mosquito_sprite_anim.gif]]|name=Mosquito|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mussel|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Olm|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oyster|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Perch|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Phantom spider|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=0|biome=Temperate and tropical forests|note=Evil, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pixie_sprite_anim.gif]]|name=Pixie|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=No trap, good, [[fanciful]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Purring maggot|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rainbow trout|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:red-winged_blackbird_sprite.png]]|name=Red-winged blackbird|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sailfin molly|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Salmon|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea nettle jellyfish|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Seahorse|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shad|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sole|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted ratfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Steelhead trout|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Termite|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thornback ray|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-legged rhino lizard|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-spotted puffer|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yellow bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' All vermin with 0 value in the above table don't have the [PET_VALUE:#] tag.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bomik&lt;br /&gt;
| elvish  = nirica&lt;br /&gt;
| goblin  = otod&lt;br /&gt;
| human   = strilu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
{{Category|Vermin|0}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alabaster&amp;diff=311970</id>
		<title>Alabaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alabaster&amp;diff=311970"/>
		<updated>2025-12-06T01:55:15Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* In real life */ Wikipedia is already linked at the bottom of the sidebar on the right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=alabaster_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Alabaster''' is a fine-grained variety of [[gypsum]]. It is found within gypsum in small [[cluster]]s, and can likewise be used to make [[plaster]]. There is no in-game difference between the two materials, except in coloration.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
&lt;br /&gt;
Alabaster typically refers to two varieties of stone: the fine-grained varietal of gypsum, as in Dwarf Fortress; and fine-grained [[calcite]].&lt;br /&gt;
&lt;br /&gt;
[[File:Three alabaster granary vases. 5th Dynasty. From Qau (Tjebu, Qaw El Kebir, Antaeopolis), Egypt. The Petrie Museum of Egyptian Archaeology, London.jpg|center|thumb|290px|Three pots of &amp;quot;Egyptian alabaster&amp;quot;, actually [[calcite]]]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chameleon_man&amp;diff=310577</id>
		<title>Chameleon man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chameleon_man&amp;diff=310577"/>
		<updated>2025-08-24T18:34:25Z</updated>

		<summary type="html">&lt;p&gt;Cali: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=chameleon_man_sprite.png&lt;br /&gt;
|portrait=chameleon_man_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Chameleon men''' are [[animal people]] variants of the common [[chameleon]] who can be found in [[savage]] [[tropical]] and [[desert]] regions, spawning in groups of 1-5 individuals, and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] chameleon men for their ''ability to change color'' and their ''eyes''.&lt;br /&gt;
&lt;br /&gt;
[[File:chamelon_man.jpg|thumb|270px|center|Can blend into any environment.&amp;lt;br /&amp;gt;''&amp;lt;small&amp;gt;Art by Dean Spencer&amp;lt;/small&amp;gt;'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, chameleon men will occasionally set up shops inside [[Dungeon_(zone)|dungeons]], and will go berserk if their trade goods get stolen. Despite their harmless appearance, said chameleon men will always be legendary fighters when provoked.&lt;br /&gt;
&amp;lt;!-- Reference: Something that has probably actually happened, since chameleons have a clutch size of 40-50. --&amp;gt;Instances were reported when a chameleon woman would join a fort as a monster slayer, eventually claim a nest box, and lay up to 50 eggs at a time, that dwarves would cook and eat.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pike_(weapon)&amp;diff=310312</id>
		<title>Pike (weapon)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pike_(weapon)&amp;diff=310312"/>
		<updated>2025-07-21T22:02:49Z</updated>

		<summary type="html">&lt;p&gt;Cali: Removed duplicate words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
:''For the fish, see [[Pike (fish)]].''&lt;br /&gt;
&lt;br /&gt;
[[File:pike_weapon_sprite_preview.png|right]]A '''pike''' is a piercing [[weapon]] that is essentially a very long [[spear]]. Pikes are twice the size of standard [[spear]]s, with a 20% increase in penetration (which, theoretically, should prove useful when fighting [[forgotten beast|large monsters]]). Attack range is not currently modeled, so pikes are neither granted the initial attack nor rendered useless as enemies advance to close combat range.&lt;br /&gt;
&lt;br /&gt;
Pikes use and train the [[Pikeman]] / Pikedwarf skill. As foreign weapons, dwarves cannot [[forge]] pikes, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. &lt;br /&gt;
&lt;br /&gt;
[[Weapon#Size|Due to the size of pikes]], most dwarves are unable to equip them. With height and broadness modifiers, some dwarves ''should'' be able to use a pike, and a select few might manage to do so one-handed. Unfortunately, due to a [[#Bugs|bug]], pikes cannot currently be equipped by any dwarves.&lt;br /&gt;
&lt;br /&gt;
If in Adventurer Mode, if your character passes the one-handed check for being capable of single-handing a multi-grasp weapon, the pike seems to actually be the most effective all-around weapon in the game, capable of fighting and damaging any threat from armored soldiers to megabeasts, provided the weapon's material is sufficient. The only drawbacks are that it lacks the quick, easy decapitation of an edged weapon and thus may not as reliably be able to instantly kill in a single attack as them, and like spears they are prone to getting stuck in an enemy, necessitating a turn to wrestle it out or move one space in any direction to automatically pull it out.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In fortress mode, one-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers, so dwarves cannot equip pikes.{{Bug|0005812}} See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=310229</id>
		<title>Lua script examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=310229"/>
		<updated>2025-07-07T22:22:38Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Making your own RCP */ Whether &amp;quot;a&amp;quot; or &amp;quot;an&amp;quot; is used is based on the initial sound of a word, not the initial letter. So, similar to &amp;quot;a European&amp;quot; or &amp;quot;a unicorn&amp;quot;, this would be &amp;quot;a eurypterid&amp;quot; because they all have an initial consonant &amp;quot;y&amp;quot; sound.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modding}}&lt;br /&gt;
{{Main|Lua scripting}}&lt;br /&gt;
Snippets of vanilla generation can be found in [[:Category:Lua script pages]], and all vanilla scripts can be found in ``data/vanilla/vanilla_procedural/scripts/``.&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;!--Needs a special line break--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Helper functions==&lt;br /&gt;
&lt;br /&gt;
===Search by reaction class===&lt;br /&gt;
This script returns a table of all inorganic materials with a given {{token|REACTION_CLASS|md}}. The ``mat`` table also has ``reaction_product_class``, which includes both {{token|MATERIAL_REACTION_PRODUCT|md}} and {{token|ITEM_REACTION_PRODUCT|md}} IDs.&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=get_all_by_reaction_class()&lt;br /&gt;
|script=&lt;br /&gt;
function get_all_by_reaction_class(rc)&lt;br /&gt;
    local valid={}&lt;br /&gt;
    for i,inorg in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        for _,class in inorg.mat.reaction_class do&lt;br /&gt;
            if class==rc then&lt;br /&gt;
                valid[#valid+1]=inorg&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return valid&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
===Identity language===&lt;br /&gt;
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like: &amp;quot;Abbey abbeyabbeys the abbey of abbeys&amp;quot; - i.e. it's the &amp;quot;English&amp;quot; language you might see occasionally. It is present in ``vanilla_procedural`` and can be used for {{Token|TRANSLATION|entity}} by default.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_IDENTITY&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_IDENTITY=function()&lt;br /&gt;
    -- just to demonstrate the absolute most basic method of generating one of these&lt;br /&gt;
    -- also so that you can just mod stuff to use GEN_IDENTITY&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local unempty = function(str1, str2) &lt;br /&gt;
        return str1=='' and str2 or str1&lt;br /&gt;
    end&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        local str=''&lt;br /&gt;
        str=unempty(str,v.NOUN_SING)&lt;br /&gt;
        str=unempty(str,v.ADJ)&lt;br /&gt;
        str=unempty(str,v.VERB_FIRST_PRES)&lt;br /&gt;
        str=unempty(str,string.lower(v.token))&lt;br /&gt;
        tbl[v.token]=str&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
===Kobold language===&lt;br /&gt;
This generates a language made of {{token|UTTERANCES}}. This is essentially a proper translation based on the [[kobold language]]. Note that the hardcoded ``utterance()`` function generates words independently of any existing words in the language, so you may get duplicate words. &lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_KOBOLD&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_KOBOLD=function()&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        tbl[v.token]=utterance()&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Generators==&lt;br /&gt;
&lt;br /&gt;
===Non-random generated material===&lt;br /&gt;
&lt;br /&gt;
Here's an example of an object registered through the ``do_once`` table. There are no random elements, it is equivalent (save for being {{token|GENERATED|mat}}) to an object defined through [[Material definition token]]s and registered through the ``raws.register_inorganics()`` function. It also prints itself to the lualog for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Single material&lt;br /&gt;
|script=do_once.cobalt = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	&lt;br /&gt;
	-- basic inorganic definition&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[INORGANIC:COBALT]&amp;quot;&lt;br /&gt;
	-- add [GENERATED] to save properly&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:COBALT]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
&lt;br /&gt;
	-- show in lualog&lt;br /&gt;
	print_table(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can register multiple objects at the same time. This script takes a table of color tokens, and makes a metal named after each of them, with a corresponding cheaty adventure reaction.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Chromatic metals&lt;br /&gt;
|script=do_once.chromatic_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
			&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
			&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
			&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
			&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
			&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
			&amp;quot;JADE&amp;quot;,&lt;br /&gt;
			&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
			&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
			&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
			&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
			&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- make a metal for each color token&lt;br /&gt;
	for k,v in pairs(color_tokens) do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- look up the metal's color in the world table&lt;br /&gt;
		-- using string.lower(v) would result in &amp;quot;moss_green&amp;quot;&lt;br /&gt;
		local metalname = world.descriptor.color[v].name&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- appearance&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Random generation===&lt;br /&gt;
&lt;br /&gt;
Here's an example of various DF-specific randomizers in use:&lt;br /&gt;
* ``trandom()`` is used to determine how many metals generate this way.&lt;br /&gt;
* ``utterance()`` generates utterances from the [[Kobold language]], e.g. &amp;quot;gorsnus&amp;quot;, &amp;quot;stogodilmus&amp;quot;, &amp;quot;gaylgis&amp;quot;&lt;br /&gt;
* ``pick_random_no_replace()`` determines the color from the table, but removes the rolled value so there's no repeats.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Kobold metals&lt;br /&gt;
|script=do_once.kobold_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- trandom() is expressed as (1dN)-1 because it uses C++ math that starts at 0&lt;br /&gt;
	local max_loops = trandom(10)+1&lt;br /&gt;
&lt;br /&gt;
	-- create 1-10 metals&lt;br /&gt;
	for i = 1,max_loops do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- this is the kobold name function&lt;br /&gt;
		local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		-- no_replace removes the value from the table&lt;br /&gt;
		-- we don't need a fallback because there's more values than metals&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random_no_replace(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end		&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New divine metals===&lt;br /&gt;
&lt;br /&gt;
Many of the tables used by vanilla procedural objects are global, and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Laughing metal&lt;br /&gt;
|script=&lt;br /&gt;
metal_by_sphere.CHILDREN={&lt;br /&gt;
    name=&amp;quot;laughing metal&amp;quot;,&lt;br /&gt;
    col=&amp;quot;7:0:1&amp;quot;,&lt;br /&gt;
    color=&amp;quot;WHITE&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also add alternatives to the default divine metal function, such as one based on the aforementioned kobold metals.&lt;br /&gt;
Vanilla divine metal uses ``metal_by_sphere`` to determine its properties, and is thus valid only if the input sphere has an entry in that table.&lt;br /&gt;
Note that even if the weights are nominally the same; because it is valid for all input spheres, it will outnumber instances of the more limited vanilla material.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Divine kobold metal&lt;br /&gt;
|script=materials.divine.metal.kobold = function(sphere)&lt;br /&gt;
	if not foo then&lt;br /&gt;
		log(#metal_by_sphere)&lt;br /&gt;
		log(#world.spheres)&lt;br /&gt;
		foo = true&lt;br /&gt;
	end&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	--generation function handles ID, registration, generated info&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	--add_generated_info(lines)&lt;br /&gt;
	local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	--allow for duplicate colors&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--add a block of tokens&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
    [MATERIAL_VALUE:200]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	]])&lt;br /&gt;
	--sends this to get registered&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Remove default functions===&lt;br /&gt;
&lt;br /&gt;
Just as easily as new functions and table entries can be added, default entries can be overwritten so that they cannot generate. This snippet removes the default forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
See [[Lua functions#Generation Tables]] for a list of the tables the default functions are stored in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; &amp;gt;&lt;br /&gt;
creatures.fb.default=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic generated creature===&lt;br /&gt;
&lt;br /&gt;
This is essentially the simplest possible creature. It has no extraordinary options (beyond an [[Sphere|association]] with animals and creation), and each world generates one species from this function. It doesn't have any biome tokens or likewise, so it can only be spawned in the arena, but it is still functional.&lt;br /&gt;
&lt;br /&gt;
A sample output would be &amp;quot;A quadruped composed of flame. It has two narrow tails and it has a regal bearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.basic_creature&lt;br /&gt;
|script=do_once.basic_creature = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;BASIC_PROCEDURAL_CREATURE&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			CREATION=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
		[CASTE_NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
	]])&lt;br /&gt;
	--adds some common tokens depending on the options&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--handles sphere options: fills out [SPHERE] tokens from options.spheres, and so on&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--choose a creature profile to base on&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	--set [BODY_SIZE] and some relevant tokens&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	--add the tile from the creature profile&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--the Big Function determining tweaks, body, appearance, description...&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Making your own RCP===&lt;br /&gt;
&lt;br /&gt;
You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures. &lt;br /&gt;
&lt;br /&gt;
This script generates a single creature based on a [[Wikipedia:Eurypterid|eurypterid]]. It has a unique RCP, set in the function itself.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.local_rcp&lt;br /&gt;
|script=do_once.local_rcp = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;LOCAL_RCP&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			WATER=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	--habitat&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BIOME:ANY_OCEAN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LARGE_ROAMING]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[AQUATIC][UNDERSWIM]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--define a local creature profile&lt;br /&gt;
	local rcp={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
	}&lt;br /&gt;
	local name_str = rcp.name_string..&amp;quot;:&amp;quot;..rcp.name_string..&amp;quot;s:&amp;quot;..rcp.name_string..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Adding a eurypterid profile to ``random_creature_profiles`` allows any creature to access it, if their profile is determined randomly.&lt;br /&gt;
&lt;br /&gt;
This script gives it proper flippers in its body base function. It's also associated with water-based random creatures, so it can potentially generate as an aquatic [[forgotten beast]] species.&lt;br /&gt;
&lt;br /&gt;
Other feature variants stored in tables, like materials, attacks, or descriptions, can be added in this way.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Global RCP&lt;br /&gt;
|script=&lt;br /&gt;
random_creature_types.EURYPTERID={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION_FLIPPERS&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body_base_fun.SCORPION_FLIPPERS=function(rcp,options)&lt;br /&gt;
		options.pcg_layering_base=&amp;quot;BEAST_SCORPION&amp;quot;&lt;br /&gt;
		options.walk_var=&amp;quot;STANDARD_WALKING_GAITS&amp;quot;&lt;br /&gt;
		options.walk_speed=900&lt;br /&gt;
		return {&amp;quot;RCP_CEPHALOTHORAX&amp;quot;,&amp;quot;RCP_ABDOMEN&amp;quot;,&amp;quot;RCP_FIRST_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_SECOND_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_THIRD_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_PINCERS&amp;quot;,&amp;quot;RCP_FRONT_FLIPPER&amp;quot;}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
water_based_random_creature.EURYPTERID=true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Werebugs===&lt;br /&gt;
&lt;br /&gt;
You can make a custom function to determine what RCPs are available to a given creature.&lt;br /&gt;
&lt;br /&gt;
These scripts are for an arthropoid version of a [[werebeast]].&lt;br /&gt;
* ``arthropod_rcp`` is a list of RCP keys which fit this theme (plus a few worms on there for fun), which the creature function rolls on to pick its form.&lt;br /&gt;
* ``is_bloodsucking_by_key``, along with ``rcp.must_suck_blood_through_proboscis`` and ``rcp.must_suck_blood_through_mouth`` are checked to assign {{token|BLOODSUCKER}} to it, which allows certain creature types to exhibit vampiric behavior if their berserk rampage wasn't enough [[fun]].&lt;br /&gt;
&lt;br /&gt;
Otherwise, the function should work the same as vanilla werebeasts, generating an associated [[Interaction token|major curse]] in the same way and becoming &amp;quot;twisted into humanoid form&amp;quot; (at the expense of their additional limbs).&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=arthropod_rcp&lt;br /&gt;
|script=local arthropod_rcp = {&lt;br /&gt;
	&amp;quot;ARACHNID_MITE&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SCORPION&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SPIDER&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TARANTULA&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TICK&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_CRAB&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_LOBSTER&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_SHRIMP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANTLION&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_APHID&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BEE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BUTTERFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CADDISFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CATERPILLAR&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CICADA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_COCKROACH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CRICKET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DAMSELFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DARKLING_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DRAGONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_EARWIG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FIREFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLEA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_GRASSHOPPER&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_HORNET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LACEWING&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LADYBUG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LOUSE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAGGOT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MANTIS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAYFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOSQUITO&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOTH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SILVERFISH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCARAB_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCORPIONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SNAKEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_STONEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_TERMITE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_THRIPS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WASP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WEEVIL&amp;quot;,&lt;br /&gt;
	&amp;quot;NEMATODE&amp;quot;,&lt;br /&gt;
	&amp;quot;LEECH&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=is_bloodsucking_by_key&lt;br /&gt;
|script=local is_bloodsucking_by_key = {&lt;br /&gt;
	ARACHNID_MITE=true,&lt;br /&gt;
	ARACHNID_TICK=true,&lt;br /&gt;
	INSECT_EARWIG=true,--some are parasitic&lt;br /&gt;
	INSECT_FLEA=true,&lt;br /&gt;
	INSECT_LOUSE=true,&lt;br /&gt;
	INSECT_MAGGOT=true,&lt;br /&gt;
	INSECT_THRIPS=true,--no bloodsucking reported, but does bite humans&lt;br /&gt;
	NEMATODE=true,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.night_creature.werebeast.werebug&lt;br /&gt;
|script=creatures.night_creature.werebeast.werebug=function(tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		spheres={&lt;br /&gt;
			CHAOS=true,&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			NIGHT=true,&lt;br /&gt;
			MOON=true&lt;br /&gt;
		},&lt;br /&gt;
		always_glowing_eyes=true,&lt;br /&gt;
		use_werebeast_pcg=true, --use them if werebug sprites somehow exist&lt;br /&gt;
		animal_coloring_allowed=true,&lt;br /&gt;
		no_tweak=true,&lt;br /&gt;
		material_weakness=true,&lt;br /&gt;
		prioritize_bite=true,&lt;br /&gt;
		force_ichor=true,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	options.night_creature_agile_pref=true&lt;br /&gt;
	night_creature_universals(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NIGHT_CREATURE_HUNTER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_LEARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_SPEAK]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NO_GENDER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BONECARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CRAZED]&amp;quot;&lt;br /&gt;
	if options.night_creature_strength_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=1000&lt;br /&gt;
	elseif options.night_creature_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=800;&lt;br /&gt;
	elseif options.night_creature_strength_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=850;&lt;br /&gt;
	end&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:BASHFUL:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:FRIENDLINESS:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:DISDAIN_ADVICE:100:100:100]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CHEER_PROPENSITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:GRATITUDE:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:TRUST:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:ALTRUISM:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CRUELTY:100:100:100]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:WRESTLING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:BITE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:GRASP_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:STANCE_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:MELEE_COMBAT:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:DODGING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SNEAK:20]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[DIFFICULTY:3]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LAIR:SIMPLE_BURROW:50]&amp;quot;&lt;br /&gt;
	-- pick a random bug RCP, there's no overlap with the mammal/reptile standard werebeasts&lt;br /&gt;
	finalize_random_creature_types() -- good practice to run before rolling on it&lt;br /&gt;
	local rcp_key = pick_random_no_replace(arthropod_rcp)&lt;br /&gt;
	local rcp=random_creature_types[rcp_key]&lt;br /&gt;
&lt;br /&gt;
	local custom_desc_str = &amp;quot;it is crazed for blood and flesh&amp;quot;&lt;br /&gt;
	-- make them also vampires if they suck blood&lt;br /&gt;
	if rcp.must_suck_blood_through_proboscis or rcp.must_suck_blood_through_mouth or is_bloodsucking_by_key[rcp_key] then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[BLOODSUCKER]&amp;quot;&lt;br /&gt;
		custom_desc_str = &amp;quot;it is crazed for warm blood&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	-- This sort of process should be fully generalized&lt;br /&gt;
	-- to all creatures you want to have bespoke associated interactions&lt;br /&gt;
	-- for example, you can have a blessing that allows a sort of&lt;br /&gt;
	-- uncrazed transformation into some sort of bespoke&lt;br /&gt;
	-- generated thing--at least, hopefully it's robust enough for that&lt;br /&gt;
	local choice=generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)&lt;br /&gt;
	map_merge(options,choice.options)&lt;br /&gt;
	local werebeast_choice_raws=choice.interaction or choice.raws&lt;br /&gt;
	raws.register_interactions(werebeast_choice_raws)&lt;br /&gt;
	add_body_size(lines,math.max(rcp.min_size,80000+trandom(11)*1000),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:165]&amp;quot; --Ñ&lt;br /&gt;
	options.forced_color={&lt;br /&gt;
		f=6,&lt;br /&gt;
		b=0,&lt;br /&gt;
		br=1&lt;br /&gt;
	}&lt;br /&gt;
	options.custom_desc_func=function(options)&lt;br /&gt;
		return custom_desc_str&lt;br /&gt;
	end&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	-- remove second words like &amp;quot; beetle&amp;quot;, etc from the end&lt;br /&gt;
	local short_name = rcp.name_string:gsub(&amp;quot;%s(%w+)$&amp;quot;,&amp;quot;&amp;quot;)&lt;br /&gt;
	local name_str=&amp;quot;were&amp;quot;..short_name..&amp;quot;:were&amp;quot;..short_name..&amp;quot;s:were&amp;quot;..short_name..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New forgotten beasts===&lt;br /&gt;
You can add new types of forgotten beasts (or more appropriately, {{token|FEATURE_BEAST}}s). These generate as alternatives when populating the caverns with unique monsters. There are a number of options to interact with shared generation functions.&lt;br /&gt;
&lt;br /&gt;
Unbidden spirits only appear in dry cave layers, and like &amp;quot;spirit&amp;quot; [[demon]]s, are malevolent floating beings made of gas or dust.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Unbidden spirit&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.unbidden=function(layer_type,tok)&lt;br /&gt;
    if layer_type==0 then return nil end -- land only&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        always_make_uniform=true,&lt;br /&gt;
        always_insubstantial=true,&lt;br /&gt;
        intangible_flier=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    -- Weight is a float; all vanilla objects have weight 1&lt;br /&gt;
    return {creature=tbl,weight=0.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Construct creature|Elementals]] are defined by the material they're made of, using a table of options to set the right properties. In a dry chasm layer, they'll roll on the ``fb_elements`` table, while in a water layer, they'll be a water elemental. Should they ever carry a [[syndrome]], they would inflict [[Wikipedia:Dyscrasia|dyskrasia]].&lt;br /&gt;
&lt;br /&gt;
The most important feature is setting ``options.sphere_rcm`` to a key in ``random_creature_materials``, so fire elementals are made of &amp;quot;FLAME&amp;quot; and earth elementals are made of &amp;quot;ANY_MINERAL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Elemental&lt;br /&gt;
|script=&lt;br /&gt;
fb_elements = {&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;fire&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;FLAME&amp;quot;,&lt;br /&gt;
		spheres={ FIRE=true },&lt;br /&gt;
		options={ fire_immune=true }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;earth&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;ANY_MINERAL&amp;quot;,&lt;br /&gt;
		rcp_options={ always_flightless=true },&lt;br /&gt;
		spheres={&lt;br /&gt;
			EARTH=true,&lt;br /&gt;
			MINERALS=true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;air&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;STEAM&amp;quot;,&lt;br /&gt;
		spheres={&lt;br /&gt;
			WIND=true,&lt;br /&gt;
			SKY=true&lt;br /&gt;
		},&lt;br /&gt;
		options={&lt;br /&gt;
			always_insubstantial=true,&lt;br /&gt;
			intangible_flier=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
creatures.fb.elemental=function(layer_type,tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		strong_attack_tweak=true,&lt;br /&gt;
		always_make_uniform=true, --irrelevant due to sphere_rcm&lt;br /&gt;
		spheres={},&lt;br /&gt;
		sickness_name=&amp;quot;dyskrasia&amp;quot;,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[FEATURE_BEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
		[NO_GENDER]&lt;br /&gt;
		[NO_EAT][NO_DRINK]&lt;br /&gt;
		[DIFFICULTY:10]&lt;br /&gt;
		&lt;br /&gt;
		[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
		[NATURAL_SKILL:BITE:6]&lt;br /&gt;
		[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
		[LARGE_PREDATOR]&lt;br /&gt;
	]])&lt;br /&gt;
	&lt;br /&gt;
	-- Create a water elemental in water layers, otherwise use another type&lt;br /&gt;
	local water_elemental = {&lt;br /&gt;
		name=&amp;quot;water&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;WATER&amp;quot;,&lt;br /&gt;
		spheres={WATER=true},&lt;br /&gt;
		options={do_water=true}&lt;br /&gt;
	}&lt;br /&gt;
	local my_element = layer_type==1 and pick_random(fb_elements) or water_elemental&lt;br /&gt;
	&lt;br /&gt;
	-- Assign propertes from chosen element&lt;br /&gt;
	map_merge(options.spheres,my_element.spheres)&lt;br /&gt;
	if my_element.options then map_merge(options,my_element.options) end&lt;br /&gt;
	&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	lines[#lines+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Set custom material&lt;br /&gt;
	options.sphere_rcm=my_element.rcm&lt;br /&gt;
	-- Build body&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	-- Set more options on the RCP&lt;br /&gt;
	if my_element.rcp_options then map_merge(rcp.options,my_element.rcp_options) end&lt;br /&gt;
	add_body_size(lines,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:'E']&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Generate name&lt;br /&gt;
	local element_name = my_element.name or &amp;quot;glitchstuff&amp;quot;&lt;br /&gt;
	local name_str = element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot;-elemental]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	return {raws=lines,weight=1.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tweaking creatures===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Consolidate the creature patching stuff in a single header--&amp;gt;&lt;br /&gt;
This function is run in ``build_body_from_rcp()`` right before tweaks are determined. If a generated creature's size is greater than 500,000 Γ (about as much as an [[elephant]]), this patch adds {{token|POWER}} and the like to make forgotten beasts, titans, etc capable of impersonating [[Deity|deities]] and ruling [[civilization]]s.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=btc1_tweaks.titan_worship&lt;br /&gt;
|script=&lt;br /&gt;
-- make all large creatures into powers&lt;br /&gt;
btc1_tweaks.titan_worship=function(lines,options,add_to_body,add_to_body_unique,add_tweak_candidate)&lt;br /&gt;
	if options.body_size&amp;gt;=500000 then -- described as &amp;quot;very large&amp;quot;, graphics size cutoff&lt;br /&gt;
		options.can_learn=true -- for flavor text&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[INTELLIGENT]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SUPERNATURAL]&amp;quot; -- knows secrets according to their spheres&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[POWER]&amp;quot; -- impersonates deities&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SPREAD_EVIL_SPHERES_IF_RULER]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Adamantine alloys===&lt;br /&gt;
&lt;br /&gt;
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Adamantine alloys&lt;br /&gt;
|script=&lt;br /&gt;
preprocess.adamantine_alloys=function()&lt;br /&gt;
    if not random_object_parameters.main_world_randoms then return end&lt;br /&gt;
    local l=get_debug_logger(2)&lt;br /&gt;
    local lines={}&lt;br /&gt;
    local reaction_lines={}&lt;br /&gt;
    local reaction_names={}&lt;br /&gt;
    local adamantine=world.inorganic.inorganic.ADAMANTINE&lt;br /&gt;
    if not adamantine then return end&lt;br /&gt;
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]&lt;br /&gt;
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit&lt;br /&gt;
    l(&amp;quot;Starting&amp;quot;)&lt;br /&gt;
    local done_category=false&lt;br /&gt;
    for k,v in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then&lt;br /&gt;
            l(v.token)&lt;br /&gt;
            local token=&amp;quot;GEN_ADAMANTINE_&amp;quot;..v.token&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[INORGANIC:&amp;quot;..token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(lines)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
            for kk,vv in pairs(v.material.adj) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_ADJ:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot; --&amp;quot;adamantine molten steel&amp;quot;? it's fine&lt;br /&gt;
            end&lt;br /&gt;
            for kk,vv in pairs(v.material.name) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_NAME:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            l(2)&lt;br /&gt;
            local mat_values={}&lt;br /&gt;
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property&lt;br /&gt;
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)&lt;br /&gt;
            local wafers=1&lt;br /&gt;
            local bars=1&lt;br /&gt;
            if worst &amp;lt; 2000000 then&lt;br /&gt;
                local ratio = (2000000-3*worst)/1000000&lt;br /&gt;
                local best_diff=1&lt;br /&gt;
                for i=1,10 do&lt;br /&gt;
                    local wafer_amt=i*ratio&lt;br /&gt;
                    if wafer_amt&amp;gt;1 and wafer_amt&amp;lt;20 and math.ceil(wafer_amt)-wafer_amt&amp;lt;best_diff then&lt;br /&gt;
                        best_diff=math.ceil(wafer_amt)-wafer_amt&lt;br /&gt;
                        wafers=math.ceil(wafer_amt)&lt;br /&gt;
                        bars=i&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway&lt;br /&gt;
            local solid_cl=nil&lt;br /&gt;
            for kk,vv in pairs(v.material.color_pattern) do&lt;br /&gt;
                -- time to get silly&lt;br /&gt;
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]&lt;br /&gt;
                local wanted_color={&lt;br /&gt;
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,&lt;br /&gt;
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,&lt;br /&gt;
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,&lt;br /&gt;
                }&lt;br /&gt;
                local best_total_diff=1000000000&lt;br /&gt;
                local best_clp=nil&lt;br /&gt;
                for _,clp in ipairs(world.descriptor.color_pattern) do&lt;br /&gt;
                    if clp.pattern==&amp;quot;MONOTONE&amp;quot; then&lt;br /&gt;
                        local cl=world.descriptor.color[clp.color[1]]&lt;br /&gt;
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)&lt;br /&gt;
                        if diff&amp;lt;best_total_diff then&lt;br /&gt;
                            best_clp=clp&lt;br /&gt;
                            best_total_diff=diff&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_COLOR:&amp;quot;..kk..&amp;quot;:&amp;quot;..best_clp.token..&amp;quot;]&amp;quot;&lt;br /&gt;
                if kk==&amp;quot;SOLID&amp;quot; then solid_cl=world.descriptor.color[best_clp.color[1]] end&lt;br /&gt;
            end&lt;br /&gt;
            local color_str=solid_cl.col_f..&amp;quot;:0:&amp;quot;..solid_cl.col_br&lt;br /&gt;
            l(color_str)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[DISPLAY_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BUILD_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
            if v.material.flags.ITEMS_DIGGER then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_DIGGER]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value(str)&lt;br /&gt;
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)&lt;br /&gt;
                l(str,mat_values[str])&lt;br /&gt;
                return mat_values[str]&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value_nested(str1,str2)&lt;br /&gt;
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)&lt;br /&gt;
                l(str1..str2,mat_values[str1..str2])&lt;br /&gt;
                return mat_values[str1..str2]&lt;br /&gt;
            end&lt;br /&gt;
            if new_value_nested(&amp;quot;fracture&amp;quot;,&amp;quot;SHEAR&amp;quot;)&amp;gt;170000 or new_value_nested(&amp;quot;yield&amp;quot;,&amp;quot;IMPACT&amp;quot;)&amp;gt;245000 then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_WEAPON][ITEMS_AMMO]&amp;quot;&lt;br /&gt;
                if new_value(&amp;quot;solid_density&amp;quot;)&amp;lt;10000 then&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MATERIAL_VALUE:&amp;quot;..new_value(&amp;quot;base_value&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPEC_HEAT:&amp;quot;..new_value(&amp;quot;temp_spec_heat&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MELTING_POINT:&amp;quot;..new_value(&amp;quot;temp_melting_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BOILING_POINT:&amp;quot;..new_value(&amp;quot;temp_boiling_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SOLID_DENSITY:&amp;quot;..new_value(&amp;quot;solid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[LIQUID_DENSITY:&amp;quot;..new_value(&amp;quot;liquid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MOLAR_MASS:&amp;quot;..new_value(&amp;quot;molar_mass&amp;quot;)..&amp;quot;]&amp;quot; -- i don't think this is actually correct&lt;br /&gt;
            for _,thing in ipairs({&amp;quot;yield&amp;quot;,&amp;quot;fracture&amp;quot;}) do&lt;br /&gt;
                for force,_ in pairs(v.material[thing]) do&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_&amp;quot;..string.upper(thing)..&amp;quot;:&amp;quot;..new_value_nested(thing,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            for _,force in ipairs(&amp;quot;IMPACT&amp;quot;,&amp;quot;COMPRESSIVE&amp;quot;,&amp;quot;TENSILE&amp;quot;,&amp;quot;TORSION&amp;quot;,&amp;quot;SHEAR&amp;quot;,&amp;quot;BENDING&amp;quot;) do&lt;br /&gt;
                local modulus = v.yield[force] / v.elasticity[force]&lt;br /&gt;
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom&lt;br /&gt;
                local strain_at_yield = math.floor(new_value_nested(&amp;quot;yield&amp;quot;,force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_YIELD:&amp;quot;..new_value_nested(&amp;quot;yield&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_FRACTURE:&amp;quot;..new_value_nested(&amp;quot;fracture&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_STRAIN_AT_YIELD:&amp;quot;..strain_at_yield..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MAX_EDGE:&amp;quot;..new_value(&amp;quot;max_edge&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            local reaction_token=token..&amp;quot;_MAKING&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REACTION:&amp;quot;..reaction_token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(reaction_lines)&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[NAME:make adamantine &amp;quot;..v.material.name.SOLID..&amp;quot; (use bars)]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[BUILDING:SMELTER:NONE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:A:&amp;quot;..tostring(150*wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:B:&amp;quot;..tostring(150*bars)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..v.token..&amp;quot;]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[PRODUCT:100:&amp;quot;..tostring(bars+wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..token..&amp;quot;][PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FORTRESS_MODE_ENABLED]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY:ADAMANTINE_ALLOYS]&amp;quot;&lt;br /&gt;
            if not done_category then&lt;br /&gt;
                done_category=true&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_NAME:Adamantine alloys]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_KEY:CUSTOM_SHIFT_A]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FUEL]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[SKILL:SMELT]&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local entity_lines={}&lt;br /&gt;
    raws.register_inorganics(lines)&lt;br /&gt;
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this&lt;br /&gt;
    raws.register_reactions(reaction_lines)&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Examples]]&lt;br /&gt;
[[Category:Lua|S]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=310163</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=310163"/>
		<updated>2025-07-03T19:47:36Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Growing relationships */ Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:love_preview.png|right]][[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]], and pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationships are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.    &lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s, while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. Dwarves in a network of friends and family are happier than otherwise, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they appear on the screen (and thus, their importance):&lt;br /&gt;
* Kin relationships&lt;br /&gt;
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more [[Marriage|often?]]).&lt;br /&gt;
**'''Lover''' - Lovers are basically dwarven pairs; unmarried, but getting there. Dwarves may have multiple lovers. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
**'''Child''' - Any [[child]]ren that the dwarven parents have are the objects of their attention - this includes grown adults, minors, and babies.  Children are described by their sex and birth order.  The relationship is described as eldest son, second eldest son, eldest daughter, and so on.  The child might not necessarily be in the fortress. Even if born as twins, one will be older and one will be younger. &lt;br /&gt;
**'''Parent''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
**'''Grandparent''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;. (In listing order, may be mixed with siblings)&lt;br /&gt;
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.  The relationships are described as older brother, younger brother, older sister, and younger sister (creatures with one or more genderless castes, such as [[Ant man]], also may have older/younger sibling). If dwarves share only one parent, they are described as above, but with half- (half-brother, half-sister etc). Even if born as twins, one will count as older than another. &lt;br /&gt;
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.&lt;br /&gt;
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live in the same fortress.&lt;br /&gt;
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins, much like some of the above categories, often don't live in the fortress. &lt;br /&gt;
* Spiritual relationships&lt;br /&gt;
**'''Deity''' - Ye olde dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf.  A dwarf can worship multiple gods, and on rare occasions will not worship any (atheism). Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshippers of their deities, making this relationship an important sign of a [[vampire]]. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.&lt;br /&gt;
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is, for now, only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
**'''Force''' - An [[elf]] may worship a [[force|force of nature]], which works the same as worship of a deity.&lt;br /&gt;
* Professional relationships&lt;br /&gt;
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.&lt;br /&gt;
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have masters that don't live in the fortress.&lt;br /&gt;
**'''Former Master''' - A creature can have more than one former master.&lt;br /&gt;
**'''Former Apprentice''' - A creature that once learned from this one.&lt;br /&gt;
* Animal relationships&lt;br /&gt;
**'''[[Pet]]''' - The dwarf's [[animal]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets. In [[Legends mode]] pets have a link to their '''owner''', but if certain viewing utilities are used, the relationship list of the pet will have no link to the owner (&amp;quot;Thoughts and preferences&amp;quot; will still have the name of the owner).&lt;br /&gt;
**'''Bonded animal''' - [[Animal trainer]]s typically form bonds with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.&lt;br /&gt;
* Non-kin personal relationships&lt;br /&gt;
**'''Kindred spirit''' - A step above close friend, a step below lover.&lt;br /&gt;
**'''Companion''' - may be found on adventurers, if you retired them in your retired fortress and then unretire that fortress.&lt;br /&gt;
**'''Close friend''' - A close friend, yet neither a kindred spirit nor a lover.&lt;br /&gt;
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes, it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}&lt;br /&gt;
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that have had at least 30 conversations with each other, but aren't friends. At [[embark]], the seven starting dwarves will each be either long-term acquaintances or friends with each other.{{verify}}&lt;br /&gt;
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Types of friendships==&lt;br /&gt;
&lt;br /&gt;
In world generation, characters make friendships due to worldgen events, and those friendships may carry over to fortress mode when some of them [[migrate]]. Those are:&lt;br /&gt;
&lt;br /&gt;
* Childhood friendships&lt;br /&gt;
* Bonding over [[scholar]]ly interests &lt;br /&gt;
* Bonding over art at performances&lt;br /&gt;
* Friends from athletic competitions&lt;br /&gt;
* War buddies&lt;br /&gt;
&lt;br /&gt;
==Types of grudges==&lt;br /&gt;
&lt;br /&gt;
Like friendships, grudges can also happen during worldgen, and usually pave the way to more general corruption from [[villain]]s. These can spawn from:&lt;br /&gt;
&lt;br /&gt;
* Business rivalries&lt;br /&gt;
* Sport competitions&lt;br /&gt;
* Abusive rulers&lt;br /&gt;
* Religious grievances...Sometimes very specific grudges can happen, such as a [[mummy]] forming one against a [[tomb]] thief.&lt;br /&gt;
&lt;br /&gt;
==Relationship variables==&lt;br /&gt;
&lt;br /&gt;
On top of the existing relationships, there are variables that govern the attitude between two characters. This usually comes up during corruption attempts by [[villain]]s in worldgen (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and is especially relevant during interrogations in both fortress and adventure mode. Those variables are:&lt;br /&gt;
&lt;br /&gt;
* Loyalty&lt;br /&gt;
* Trust/distrust&lt;br /&gt;
* Fear&lt;br /&gt;
* Love/hate&lt;br /&gt;
* Respect&lt;br /&gt;
&lt;br /&gt;
==Night troll relationships==&lt;br /&gt;
&lt;br /&gt;
After abducting someone, a [[night troll]] makes its victim into a '''prisoner''' and becomes an '''imprisoner'''; that relationship may be seen in legends mode, and (if using DFHack) in the thoughts and preferences screen. Then the prisoner and imprisoner become just ordinary spouses, if during worldgen, otherwise (at least in fortmode) the night troll can't convert the prisoner into a proper spouse caste and so the prisoner is stuck forever.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Growing relationships==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats' and the 'socialize' activity.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to their new friend. Lovers who continue to have enough opportunities to chat and are willing to commit as per their [[orientation]] preferences will eventually get married.&lt;br /&gt;
&lt;br /&gt;
[[Social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play no roles in relationships.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other - for example, Urist can treat Bomrek as a long-term acquainted buddy, while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
# Relations are formed the first time a unit is idle or socializing next to another unit*&lt;br /&gt;
# When a relationship rank hits 15, a friendship or grudge is formed, depending on compatibility.&lt;br /&gt;
# When the rank is around 40, if the units are friends and are romantically inclined, they become lovers. A range of 31-42 has been observed, probably influenced by one or more personality traits.&lt;br /&gt;
# When the rank hits 50, and the units are lovers, they can get married.&lt;br /&gt;
# Talking to grudges can really spike a unit's stress level (700+ per day), depending on personality.&lt;br /&gt;
# Socializing units can increase rank with busy adjacent units if they don't move (tested with pumpstacks, libraries, and temples).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;* - It doesn't look like units begin socializing with same-tile or diagonally adjacent units. Only N,S,E,W adjacent units can start socialization, but, once started, socializing dwarves will include same-tile and diagonal neighbors.&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Relationship]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=309763</id>
		<title>Mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=309763"/>
		<updated>2025-06-13T19:01:36Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 309760 by Ziusudra (talk) &amp;quot;Steam Workshop&amp;quot; is a proper noun which is an exception mentioned in Rule N&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For/see|information on making mods|[[Modding]]}}&lt;br /&gt;
&lt;br /&gt;
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.&lt;br /&gt;
&lt;br /&gt;
== Downloading mods ==&lt;br /&gt;
&lt;br /&gt;
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself. &lt;br /&gt;
&lt;br /&gt;
Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)&lt;br /&gt;
&lt;br /&gt;
== Enabling/installing mods ==&lt;br /&gt;
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] &lt;br /&gt;
&lt;br /&gt;
Mods are enabled per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.&lt;br /&gt;
&lt;br /&gt;
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;&amp;quot;&amp;gt;&lt;br /&gt;
* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/vanilla&amp;lt;/code&amp;gt;. Be aware, this method has the disadvantage of being a permanent change for all worlds, and may break your game. &lt;br /&gt;
&lt;br /&gt;
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/installed_mods&amp;lt;/code&amp;gt; folder. That is the version that the game actually uses. Installed mods will now show in the main menu-&amp;gt;mods screen as 'installed'.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Updating/missing mods ==&lt;br /&gt;
[[File:mod_version_v50_prompt.png|thumb|possible update message]]&lt;br /&gt;
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.&lt;br /&gt;
&lt;br /&gt;
If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods, either by manually downloading them again, or in the case of Steam Workshop, making sure you are subscribed and if you are, by unsubscribing and subscribing again.&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{main|Modding}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)&lt;br /&gt;
&lt;br /&gt;
=== Mod format===&lt;br /&gt;
&lt;br /&gt;
Mods contain an [[info.txt file]] and either an &amp;quot;objects&amp;quot; folder or a &amp;quot;graphics&amp;quot; folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] info.txt&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] preview.png&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] objects&lt;br /&gt;
  └ [[File:Folder.svg|20px|link=]] graphics&lt;br /&gt;
&lt;br /&gt;
=== Mod info ===&lt;br /&gt;
{{main|Mod info token}}&lt;br /&gt;
&lt;br /&gt;
Each mod must have an &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:wiki_example]&lt;br /&gt;
[NAME:Wiki Example Mod]&lt;br /&gt;
[NUMERIC_VERSION:5001]&lt;br /&gt;
[DISPLAYED_VERSION:50.01]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]&lt;br /&gt;
[AUTHOR:Dwarf Fortress Wiki]&lt;br /&gt;
[DESCRIPTION:This is an example mod. This text shows up in-game.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_TITLE:Wiki Example Mod]&lt;br /&gt;
[STEAM_DESCRIPTION:This text shows up on Steam Workshop.]&lt;br /&gt;
[STEAM_TAG:mod] &lt;br /&gt;
[STEAM_KEY_VALUE_TAG:test:stuff]&lt;br /&gt;
[STEAM_METADATA:metadata test]&lt;br /&gt;
[STEAM_CHANGELOG:Made some changes. Shown in 'Change Notes' tab.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_FILE_ID:#########]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only &amp;lt;code&amp;gt;ID&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt; are required to appear in the in-game mod menu.&lt;br /&gt;
&lt;br /&gt;
STEAM tags are only used by Steam. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_FILE_ID&amp;lt;/code&amp;gt; used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time, and required if you wish to update an existing Steam Workshop mod. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_TAG&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;STEAM_KEY_VALUE_TAG&amp;lt;/code&amp;gt; are used by Steam's search engine for categorization. You can use as many entries as you want, use a separate tag for each one.&lt;br /&gt;
* You can also create a thumbnail for your mod, by creating an image called &amp;lt;code&amp;gt;preview.png&amp;lt;/code&amp;gt; in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to Steam Workshop. The image should be less than 1MB in size.&lt;br /&gt;
&lt;br /&gt;
=== Objects and graphics folder ===&lt;br /&gt;
&lt;br /&gt;
A mod folder can contain an &amp;lt;code&amp;gt;objects&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; folder. These are where all the [[raw file]]s or [[graphics]] for the mod go (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See [[modding]] for more information.&lt;br /&gt;
&lt;br /&gt;
The graphics filenames are not important; furthermore, they can be arbitrarily nested into other sub-folders to help you organize your mod content.&lt;br /&gt;
&lt;br /&gt;
== Publishing mods ==&lt;br /&gt;
&lt;br /&gt;
There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ the Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].&lt;br /&gt;
&lt;br /&gt;
=== Publishing on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
To upload a mod to Steam Workshop, you need to add STEAM tags to the &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; file (see above.) Afterward, you put the unzipped mod folder in the &amp;quot;&amp;lt;code&amp;gt;mods/mod_upload&amp;lt;/code&amp;gt;&amp;quot; folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.&lt;br /&gt;
&lt;br /&gt;
Once the upload process is completed successfully, you'll find a &amp;lt;code&amp;gt;[STEAM_FILE_ID:#########]&amp;lt;/code&amp;gt; appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.&lt;br /&gt;
&lt;br /&gt;
=== Publishing on DFFD ===&lt;br /&gt;
&lt;br /&gt;
In addition to Steam Workshop, it is recommended you upload your mod to DFFD. This allows people who play ''[[Classic|Dwarf Fortress Classic]]'', or ''[[Premium]]'' via Itch.io, to also download and play your mod. To publish/upload a file to DFFD you first need to create an account.&lt;br /&gt;
&lt;br /&gt;
For legal reasons, mods that contain graphics derived from the ''Premium'' graphics should not be uploaded outside Steam Workshop. For this reason, you might want to separate your mod into two parts: the first without graphics, which is uploaded to both DFFD and Steam Workshop, and the second with ''only'' the graphics, uploaded only to Workshop. Of course, this is not an issue if your graphics are not based off the ''Premium'' ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=309650</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=309650"/>
		<updated>2025-06-05T16:49:40Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Toys */ Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:finished_goods_preview.png|right]]'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable  for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''' and '''totems''', some of which have several subtypes.  &lt;br /&gt;
&lt;br /&gt;
Finished good types with several subtypes may have generic workshop orders to produce random subtype items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly, instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others, like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (crafts and goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{{main|Clothing}}&lt;br /&gt;
All clothing is stored in finished goods piles. Dwarves will replace their worn-out clothing automatically. Clothes can also be exported, but they are not especially valuable, unless they're made of exotic materials, like [[giant cave spider]] [[silk]].&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
{{imagefix|[[File:figurine_sprite.png|left]]|11}} Crafts include all '''[[jewelry]]''' (specifically '''amulets''', '''bracelets''', '''crowns''', '''earrings''' and '''rings'''), '''[[figurine]]s''', and '''[[scepter]]s'''. If producing a specific subtype (e.g. &amp;quot;craft ring&amp;quot; or &amp;quot;craft scepter&amp;quot;), one item is produced from one resource material. If the general, non-specific work order is chosen, to &amp;quot;make crafts&amp;quot;, one resource is consumed, however this produces one to three random items (two on average). In this case, all subtypes that can be produced from the chosen material have an identical % chance to be produced. &lt;br /&gt;
&lt;br /&gt;
Jewelry items (including amulets) can be claimed and worn by dwarves, similar to any piece of clothing. [[Figurine]]s may be claimed and carried as personal items, and [[scepter]]s can be assigned (via the [[Noble]]s screen) as a token of office.  No hand-held craft item interferes with [[labor]].&lt;br /&gt;
&lt;br /&gt;
Some subtypes of crafts can reference [[historical figure]]s and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly. They may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
===Flasks===&lt;br /&gt;
{{main|Flask}}&lt;br /&gt;
Metal flasks are made at a [[metalsmith's forge]]. Leather flasks are called '''waterskins''', and are made in a [[leather works]]. Glass flasks are called '''vials''', and are made in a [[glass furnace]]. Flasks will be used by soldiers and hunters, allowing them to transport water or booze for drinking.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
[[File:goblet_sprite.png]] / {{Tile|¶|7:1}} Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio. Metal goblets are made at a [[metalsmith's forge]]. Glass goblets are made at a [[glass furnace]]. Rock mugs and wooden cups are made at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. If a dwarf is unable to use their arms, they will stall on picking up a goblet rather than drinking straight from the barrel{{bug|9440}}. Goblets can also be used to transport liquids in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
[[File:instrument_sprite.png]] / {{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can also be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
[[File:toys_sprites.png]] / {{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes''' created at a craftsdwarf's workshop. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[File:skull_sprite.png]] / {{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
[[File:large_rock_gem_sprite.png]] / {{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered to be cut from most materials, with gems and glass being two notable exceptions. For [[gem]] or [[glass]] large gems, a gem cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick, evenly-structured glass pieces. Large gems currently have no use beyond trade- they can be put in animal traps as bait, but do not function.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods - on occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts. (Adamantine crafts can be created at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, earrings and bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Prior to v50, crafts and large gems were produced randomly by cutting jobs at a [[jeweler's workshop]], with the [[gem cutting]] labor. Raw glass possibly has a 33% chance to be cut into a large gem or a craft (with 11 crafts for every 16 large gems). Raw gems have a 5% chance to be cut into a large gem or a craft (with 1 craft for every 8 large gems).&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: the fact that boats cannot be built in Dwarf Fortress because of cave-ins --&amp;gt;&lt;br /&gt;
The existence of toy boats indicates that the dwarf civilization does have the concept of using specialized vehicles to travel on water. However, due to the nature of [[Physics |Urist's principle]], there is some difficulty in scaling them up to a usable level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Nintendo &amp;quot;GameCube&amp;quot; video game console --&amp;gt;&lt;br /&gt;
Some dwarven children insist on calling puzzleboxes &amp;quot;game cubes&amp;quot;. Scholars have yet to determine why.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=309044</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=309044"/>
		<updated>2025-04-19T01:45:36Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* &amp;quot;Best&amp;quot; skills */ Removed vandalism and fixed original typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a &amp;quot;moody&amp;quot; dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While what is considered &amp;quot;best&amp;quot; is very subjective, the moodable skills can be broken down into tiers of relative utility, based on the potential artifacts created and the needs and goals of a fortress.&lt;br /&gt;
&lt;br /&gt;
Note that, in addition to an artifact, the mood will raise the dwarf to Legendary in the chosen skill (except for possessed moods); often, this is (from a practical standpoint) more valuable than the artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] – One of the &amp;quot;best&amp;quot; skills for strange moods. While a moody dwarf might create a questionable lead spear or lightweight aluminum mace, odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And, with a little manipulation, you can at least make sure the item ''is'' steel, although they could still produce a non-dwarf weapon.&lt;br /&gt;
* [[Mechanic]] - A close second for reliability and usefulness – a mechanism's [[quality]] directly impacts a trap's chance to hit its target, and an artifact lever or trap will make a room's value skyrocket (even if unlinked!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] – Similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it). However, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. Additionally, boots and gauntlets are created individually, rather than in pair. Good luck.&lt;br /&gt;
* [[Furniture]]-making skills ([[Mason]], [[Miner]], [[Carpenter]], [[Blacksmith]], [[Glassmaker]]) – Artifact furniture is unbreakable by building destroyers and provides otherwise-impossible fortress defense options. For example, a dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. Similar to mechanisms, it can provide a huge boost to a room's value, and placing an artifact item where all can pass by to admire it will be good for general morale. Note that Miners are treated the same as Masons, both of whom will produce rock furniture (which is a remnant of when Masons performed the work of a Stone Carver). Also note that Stone Carvers only produce crafts while moody. Carpenters and Blacksmiths can also produce [[bucket]]s, which can be used in various work stations or a [[well]]. Glassmakers can also produce trap components, which would rate them higher on the list were it not for their chance to produce &amp;lt;s&amp;gt;useless&amp;lt;/s&amp;gt; pretty crafts - don't forget about [[display furniture]]!&lt;br /&gt;
&lt;br /&gt;
The remaining skills are quite odds-against. Chances are, they will produce items only useful to display or wear, and there's little chance of creating a truly useful and valuable item.&lt;br /&gt;
* [[Bowyer]] – While moody Bowyers can create artifact wood/bone [[crossbow]]s of great accuracy, they also have an equal chance to produce a [[blowgun]] or [[bow]]. Also, wooden crossbows make for poor melee weapons, should it come to that, so the skill falls well below the metal equivalent.&lt;br /&gt;
* [[Metal crafter]], [[Gem cutter]], [[Gem setter]] – Metal Crafters can produce [[chain]]s, which can be used in the creation of a [[well]]. Gem Cutters and Setters can produce furniture made solely of gems, which is otherwise impossible. However, each of these skills will most likely create a [[craft]] (Gem cutters and setters, notably, have a 50% chance to create a perfect gem instead of anything else).&lt;br /&gt;
* Other Armor-creators ([[Leatherworker]], [[Tanner]], [[Bone carver]]) – Shields can be made by Leatherworkers or Tanners, and all listed skills can create artifact leather/bone armor pieces, which could be better-suited for Marksdwarves (who ''usually'' avoid close-combat). Leatherworkers can also create normal clothing, mentioned next.&lt;br /&gt;
* [[Clothier]], [[Weaver]] – While these dwarves can create an artifact [[rope]], which is useful for a [[well]], they are more likely to create clothing, which can only be worn by a single dwarf. [[Adamantine]] clothing, however, is extraordinarily useful (especially [[cloak]]s). These garments provide meaningful protection, and (unlike normal Adamantine clothing) is rendered immune to wear due to its status as an artifact.&lt;br /&gt;
* Craft-producers ([[Engraver]], [[Stone crafter]], [[Stone carver]], [[Stonecutter]], [[Wood crafter]]) – These skills lack any redeeming potential artifacts which the other craft-producing skills possess (notably, [[Metal crafter]], [[Glassmaker]], [[Bone carver]], [[Gem cutter]], and [[Gem setter]]) and only produce [[craft]]s – surprisingly valuable trinkets in the form of amulets, totems, rings, figuringes, or (at best) crowns, which at least ''sound'' impressive.&lt;br /&gt;
:* [[Peasant]]s, defined here as having no moodable skill, always produce from the crafts list. Therefore, it's always a good idea to have every newly-arrived &amp;quot;peasant&amp;quot; (looking at you, Urist McPotashmaker) craft at least one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
A fell mood &amp;quot;reagent&amp;quot; is not merely limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[pond turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of ''valuable'' materials, instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Macabre&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; broods &amp;quot;Yes. I need &amp;lt;demand&amp;gt;.&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| colspan=2 | rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| colspan=2 | rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| colspan=2 | wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| colspan=2 | metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| colspan=3 | cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| colspan=3 | rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| colspan=2 | raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| colspan=2 | raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| colspan=2 | raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| colspan=2 | bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| colspan=3 | shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| colspan=2 | tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| colspan=2 | plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| colspan=2 | silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| colspan=2 | yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| colspan=2 | body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]]. Moody dwarves demanding rock blocks will also accept [[ceramic]] bricks and blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers or divine metals if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as the 'Goblinite' technique) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select 1-3 vermin remains, stacks of bones, or skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat, and then wandering off to make a highest-quality craftsdwarfship gabbro scepter, decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not. Children who enter strange moods will usually attempt to create an artifact appropriate for a bone carver, wood crafter, or stonecrafter. They will also gain experience if they complete the artifact, just like an adult dwarf would--unless the mood is a possessed mood, in which case (''as extensively noted above'') they do not. &lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine. The workshop a moody dwarf claims, and thus the resulting artifact they create, will always be based off their highest &amp;lt;u&amp;gt;moodable&amp;lt;/u&amp;gt; skill, not necessarily the highest skill that determines their profession.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves currently under strange moods do not require food, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=4| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making, while entries with &amp;quot;each&amp;quot; are distinct (e.g. an Armorsmith has 11 item choices, and one of those can turn out to be either a Shield or a Buckler). This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* [https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=308921</id>
		<title>Dwarf Fortress Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=308921"/>
		<updated>2025-04-02T07:51:03Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 308919 by Rinku6 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.&lt;br /&gt;
{{Archive|&lt;br /&gt;
#[[Dwarf_Fortress_Wiki_talk:Community_Portal/archive1|Archive 1]]&lt;br /&gt;
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== Is this the page to discuss ? ==&lt;br /&gt;
can not edit the centralized discussion page.&lt;br /&gt;
Can a dog see globin thieves through glass ? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Raven|Raven]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I'd post that at [[Talk:Goblin]], or maybe [[Talk:Thief]] &amp;amp;mdash; this page is intended for more wiki-related discussions. The Centralized discussion page seems to have been  protected due to vandalism in the past, but it might be safe to unprotect now (I'll look into it). &amp;lt;br&amp;gt; Anyway, from what I remember, most animals only spot goblins in adjacent tiles &amp;amp;mdash; placing glass between the dog and the goblin would increase the distance to at least two tiles, where most animals wouldn't be able to spot the goblin (which I agree is unfortunate :( ). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:56, 28 July 2013 (UTC)&lt;br /&gt;
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== Thoughts on {{rule|i}} - Diagrams ==&lt;br /&gt;
Isn't [[Template:RT]] really more complexity than we need? How about this?&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left&amp;quot;&amp;gt;&lt;br /&gt;
╔═══╗&lt;br /&gt;
║+++║&lt;br /&gt;
║+++┼&lt;br /&gt;
║+++║&lt;br /&gt;
╚═══╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;{{-}}&lt;br /&gt;
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Save the complex templates for when you actually need color&lt;br /&gt;
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You can even drop the complexity further for a nice typewriter character set&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left&amp;quot;&amp;gt;&lt;br /&gt;
#####&lt;br /&gt;
#...#&lt;br /&gt;
#...+&lt;br /&gt;
#...#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;{{-}}&lt;br /&gt;
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(I picked this particular size because it makes &amp;lt;span style=&amp;quot;font:bold 20px/1 'Courier New'&amp;quot;&amp;gt;░░░▒▒▒▓▓▓&amp;lt;/span&amp;gt; look right in them, which makes it seem that it's the size the font is designed for. I picked this _font_ because it provides all of the CP437 characters. The actual style tag you see above could be moved to a template so it would look like &amp;lt;code&amp;gt;&amp;amp;lt;pre &amp;lt;nowiki&amp;gt;{{TD}}&amp;lt;/nowiki&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
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[[User:Random832|Random832]] 20:28, 30 December 2008 (EST)&lt;br /&gt;
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== Mod content in regular articles ==&lt;br /&gt;
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&amp;quot;All mod content, it has been stated, should not appear in the regular articles.&amp;quot; --[[User:Zchris13]], at [[Talk:Sand]]&amp;lt;br&amp;gt;&lt;br /&gt;
If I recall correctly, one guy stated that yesterday. Personally, I find it rather counter-DF:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;In Dwarf Fortress, modding almost ''is'' vanilla.&amp;quot; --[[User:Savok]], at the [http://www.bay12games.com/forum/index.php forums]&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions? Beliefs? Comments? Thoughts? Please, answer this, The Community! --[[User:Savok|Savok]] 11:24, 8 March 2009 (EDT)&lt;br /&gt;
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:I'm probably the one who you're thinking of who stated it ;)&lt;br /&gt;
:#I don't think that modding is ''ever'' vanilla, no matter what the game, how mod-friendly the game is, or how many mods exist.  Saying that it's incredibly common does not change the definition of the term &amp;quot;unmodded&amp;quot;.&lt;br /&gt;
:#I think that modding information would be better served by putting it in one place.  It's easier to figure out modding and/or find the information you need if it's all on one page (or a small number of pages).  And if the information is there, why would you ''also'' put it on ''every single other article in the wiki''?&lt;br /&gt;
:#Whenever the ways something can be modded changes, every single article about that something would have to be changed.  If a new way to mod metals, for example, was added, then every single metal article would have to be changed to reflect this.&lt;br /&gt;
:#tl;dr version: I think it would be horrifically redundant even by typical wiki standards and would never be maintained anyways (seriously, there are still pages that haven't been updated since the 2D version).  And that's even before you think about whether it ''should'' be done at all.&lt;br /&gt;
:--[[User:LegacyCWAL|LegacyCWAL]] 13:10, 8 March 2009 (EDT)&amp;lt;!-- reformatted by Savok to use a numbered list instead of a manually created numbered list. This note may be removed by Legacy now or by anyone after a few months--&amp;gt;&lt;br /&gt;
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::Sorry, couldn't find it in all of yesterday's edits.&lt;br /&gt;
::#Yeah, I shouldn't go changing my definitions of words. What I mean is &amp;quot;modding is normal.&amp;quot;&lt;br /&gt;
::#I agree partially, but, since light modding is normal and mainstream, it should go in normal and mainstream articles.&lt;br /&gt;
::#No, every article that mentioned metal-modding. And I don't think that there are too many non-modding articles that do.&lt;br /&gt;
::#TL/DR: I think that a little mentioning of modding (for example, stating in [[Sand]] that you can mod any soil into sand (although that's a bit obvious)) is fine, although I fully agree that all possible topic-related modding should not be mentioned.&lt;br /&gt;
::--[[User:Savok|Savok]] 18:45, 8 March 2009 (EDT)&lt;br /&gt;
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:::I think I can live with that ;).  Also, I appreciate the reformatting: I couldn't find the instructions on how to make such a list, though odds are it's right in front of me =( --[[User:LegacyCWAL|LegacyCWAL]] 19:41, 8 March 2009 (EDT)&lt;br /&gt;
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== Heading gripe ==&lt;br /&gt;
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I'd like to add to H that one shouldn't use heading sections of one = because it results in bad html coding and a title the size of the page name. It's also general practice on [http://en.wikipedia.org/wiki/Help:Section#Creation_and_numbering_of_sections wikipedia]. Anyways, I thought I'd post something here before I go ahead and change it so I can at least pretend to have discussed it before hand. --[[User:Mikaka|Mikaka]] 05:39, 4 June 2009 (UTC)&lt;br /&gt;
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== Modding content ==&lt;br /&gt;
Is this, [[New_Plants]], really how we do it? Frankly, i found it a bit confusing at first. At least it should get a better header. --[[User:Confused|Confused]] 00:37, 8 August 2009 (UTC)&lt;br /&gt;
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== JavaScript seems disabled ==&lt;br /&gt;
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The collapsible box doesn't seems collapsible anymore. I don't see the [show]/[hide] anymore either, since the wiki broke. Am I the only one with this trouble ? --[[User:Karl|Karl]] 01:02, 22 August 2009 (UTC)&lt;br /&gt;
:Apparently it's fixed now, at least for me. I have found that my browser cache can screw with these things on other wikis so no reason why it wouldn't happen here. Javascript becomes disabled on client web browsers far more often than it does on web hosts/sites which previously allowed it. (Possibly belatedly I know.)&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]] 03:43, 10 September 2009 (UTC)&lt;br /&gt;
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== Do we detail pointlessly? ==&lt;br /&gt;
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As everyone knows, the wiki spoils everything about Dwarf Fortress. We have a spoiler-warning system, but it's quite disused. I think one guy said that it's pointless, because we need to put it on every page, because every page is a spoiler. We have a tendency to detail everything, much of which isn't helpful to newbies but ruins a little the delight a newbie can take in DF that no longer exists for us veterans.&lt;br /&gt;
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For example, to quote the page [[woodcutter]], &amp;quot;Woodcutters are working outdoors where they are in constant danger of being [[ambush]]ed by invaders or attacked by wild animals (unless, of course, you are the proud owner of an [[Tower-cap#Underground_tree_farm|underground tree farm]]), but they are also one of the few civilian professions which carry [[weapons]] with them. Thus, it can be helpful to teach them how to use their axes to defend themselves (and others) properly by making them spend a few months as [[axedwarf]]s in your [[military]].&amp;quot;&lt;br /&gt;
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Here, all that really should be noted is that woodcutting skill does not help in combat. Yes, another problem with the wiki as it is is that we often assume that newbies know a lot of stuff they don't, making even DFwiki have a steep learning curve - a bit ironic. Regardless, pointless detail such as in the above article not only does not help but hurts, making the wiki dry and boring.&lt;br /&gt;
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I propose that we write into our little [[Dwarf Fortress Wiki:Community Portal|constitution]] a guideline to avoid such detail in addition to removing large amounts from the wiki, fixing the pages. Of course, this is a major undertaking, not to just be done. What do y'all think? Agree? Argue? Please do comment. --[[User:Savok|Savok]] 02:36, 10 September 2009 (UTC)&lt;br /&gt;
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:Wikis attract wikignomes who like to tinker and add information to articles until they are &amp;quot;complete&amp;quot;. Attempting to define how much information can be added before an article is &amp;quot;over-complete&amp;quot; is pretty difficult.&lt;br /&gt;
:Is there a policy that this wiki must not spoil the game for new players?&lt;br /&gt;
:There are a lot of different reasons people read this wiki - it isn't just a hosted version of the wonderful instruction manual that is included with the game. Would [[computing]] be possible without collaboration (between players), which is nothing but spoiling?&lt;br /&gt;
:The answers would lie in either seperate articles, or some kind of template which hides information regarded as a spoiler. &lt;br /&gt;
:There is this option:&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Basic intrduction&lt;br /&gt;
|-&lt;br /&gt;
|Woodcutters cut down trees.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Minor spoiler&lt;br /&gt;
|-&lt;br /&gt;
| They are one of a few civilian trades which involves carrying a weapon. In hostile areas you might want to consider training woodcutters as Axedwarves.&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;collapsible&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Major spoiler&lt;br /&gt;
|-&lt;br /&gt;
|Another option on some maps is establishing an underground tree farm.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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:However that requires some knowledge of either wikimarkup or html - tbh I just cookbooked it and it took me a fair bit of messing around before I got it right the first time.&lt;br /&gt;
:Another option is, linked articles, where you go from '''Woodcutter (base)''' to '''Woodcutter (minor spoiler)''' to '''Woodcutter (major spoiler)''' - it would be easy enough to include (base) in (minor spoiler) and (minor spoiler) in (major spoiler).&lt;br /&gt;
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:I think &amp;quot;enough&amp;quot; readers ''want'' the major spoilers that taking them out would &amp;quot;degrade&amp;quot; this wiki.&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]] 03:36, 10 September 2009 (UTC)&lt;br /&gt;
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::I just re-read [[woodcutter]] in full. IMO the article builds nicely from the basic &amp;quot;how to cut trees&amp;quot; to more advanced gameplay strategy, such as &amp;quot;enable woodcutting on every outdoor worker so they all carry weapons&amp;quot;. Personally I don't see that as being a good value strategy, for the work involved in equipping that many dwarves with axes you could have a fairly useful (specialised) millitary - but it isn't the first thing a spoiler-adverse reader stumbles over. If it was the first thing in the article it would be a far greater problem.&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]] 03:41, 10 September 2009 (UTC)&lt;br /&gt;
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:I'm going to agree with Garrie on this. Counting me, there's at least one person who would not have stuck with DF if he hadn't had access to a thorough DF reference library such as this. When a new player comes to this wiki, odds are they're looking to have ''something'' spoiled.&lt;br /&gt;
:One vote for 'Not Too Spoiled' --[[User:Njero|Njero]] 03:45, 10 September 2009 (UTC)&lt;br /&gt;
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:Sorry to have apparently been totally unclear... I don't want to take spoilers out! I think that there are a lot of things, like the example from woodcutter, that a player can figure out on his &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt;own, which can be a lot more fun than being told all the fine details of fortress 1337. I do think it would be good to separate the spoilers more in some cases, but that's a totally different topic.&lt;br /&gt;
:For another example, I think we can agree that it is pointless to have a page telling how to dig a 1-tile channel pit and designate it as a Quantum Dump, given that you know how a Quantum Dump works. We used to have (still have? not sure) one of those. --[[User:Savok|Savok]] 03:59, 10 September 2009 (UTC)&lt;br /&gt;
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::I think your quantum dump page has been reincarnated at [[dwarven physics]]?&lt;br /&gt;
::OK I think I see these points: &lt;br /&gt;
::# there is no clear guideline how much spoiling &amp;quot;is alowed&amp;quot;&lt;br /&gt;
::# there is no clear guideline on how specific an article can get (scope vs depth)&lt;br /&gt;
::# there is no clear guideline on when a &amp;quot;spoiler alert&amp;quot; should be given.&lt;br /&gt;
::I think that guidelines are good, in general. The rules are a bit flexible as most of us expect given this is a game-wiki not an encyclopedia. I know you do a lot more admin-editing than anyone else put together so you (Savok) probably have a better 1,000 ft view of the size of this problem than everyone else. Having said that... I would err greatly on allowing pages which are &amp;quot;game-world correct&amp;quot; to remain, allowing pages which don't have (dreadful) spoilers in the lead section to not have &amp;quot;ugly&amp;quot; spoiler warnings, and if we can have articles on [[computing]] and [[Glowing pit]] then pretty much there is no aspect of the game which is off-limits to being exposed by spoilers.&lt;br /&gt;
::I'm also agreeing with Njero, that if I hadn't found this wiki as quickly as I did, with detailed (and spoilerific) content of things from &amp;quot;how to dig&amp;quot; to &amp;quot;how to fight&amp;quot; and &amp;quot;what's hard to fight&amp;quot;... I would probably have deleted the game within 2 days of downloading it. Some of us don't find the forum that helpful!&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]] 05:51, 10 September 2009 (UTC)&lt;br /&gt;
:::+1 what GI said. I read the wiki before starting - I, personally, hate the whole &amp;quot;trial and errour&amp;quot; thing from scratch, especially in a game where the wrong little mistake can mean GAME OVER.  I'm average-bright, and I still found that a lot of the &amp;quot;detail&amp;quot; was lost on me, at least until I had experienced it (or nearly so.)  HFS? Still haven't breached one yet (slow computer, and in no rush) - so I can parrot a lot about that, but really have no personal feel for it and still look forward to that experience (even if now I won't walk in blind to that particular practical joke).  If I'd wanted a surprise, I'd have not read those articles (and would be someone else).  &lt;br /&gt;
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:::That said, I '''''do''''' find that many mid-experience and advanced articles do repeat basic concepts too much - the &amp;quot;how to dig a channel&amp;quot; for a quantum dump example, above. And over-link, etc.  However, if a newb were to stumble on that page, altho' they aren't ready for the advanced stuff, they may wonder what the basic stuff is - and follow those links.  So... I don't think it's over-detailed for anyone except those who know the game (i.e. &amp;quot;us&amp;quot;).  For the newb, stumbling about on the wiki, they either ''want'' to read about it, or ''need'' to, or both.  Less detail is fewer links, and less overall usefulness to the (self-filtering) target audience.--[[User:Albedo|Albedo]] 19:53, 10 September 2009 (UTC)&lt;br /&gt;
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:We do not detail pointlessly. More spoiler warnings? Why not. The collapsibles might be a nice solution in many places. But no limits to the completeness of the wiki please. It's hard to figure out quite a bit of the more complex, and interesting, stuff like machinery on your own and quite a bit is counterintuitive too, like how levers work. It may be really neat if you think up using channels as moats yourself, but it still took me several tries to get a nice and working setup. Oh and bridges.. I still made so many mistakes ''after'' reading up on things. And as far as strategy goes, I have my own opinion on quite a few things said in the wiki, as do others, and often it's just those views that are put in the articles. Like I think its's fine to have your woodcutter ''not'' trained because an axe as such is a fine defense already. And knowing that, on some maps, with some effort, you can have an UG tree farm improves the fun (no, not [[fun]], '''fun'''). It's still hard and rewarding to actually ''do'' it.&lt;br /&gt;
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:Information may be a bit (over-!)redundant here and there, yes, but I am confident this will clear out on itself by and by when articles are better organized to be read &amp;quot;in a row&amp;quot;. Lastly, what we write here, especially the strategy bits, will be found just as readily in the forums.  --[[User:Birthright|Birthright]] 19:22, 12 September 2009 (UTC)&lt;br /&gt;
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 &amp;quot;Woodcutters are working outdoors where they are in constant danger of being ambushed by invaders or attacked by wild animals&amp;quot;&lt;br /&gt;
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You want to delete that? Savok, You are a cruel man.&lt;br /&gt;
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 &amp;quot;(unless, of course, you are the proud owner of an underground tree farm),&amp;quot;&lt;br /&gt;
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I'd really like to know how the first player figured tower caps out on his own. Mayor kudos to him, if, but i rather suspect toady dropped a hint. So do we.&lt;br /&gt;
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 &amp;quot;but they are also one of the few civilian professions which carry weapons with them.&amp;quot;&lt;br /&gt;
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Well, it should be obvious that the axe still works as weapon, too...hm...but it isn't. So we say it.&lt;br /&gt;
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 Thus, it can be helpful to teach them how to use their axes to defend themselves (and others)&amp;lt;br&amp;gt; properly by making them spend a few months as axedwarfs in your military.&amp;quot;&lt;br /&gt;
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Okay this part could be reworded like you suggest: Woodcutting does not improve goblincutting. But wouldn't the information be the same? --[[User:Höhlenschreck|Höhlenschreck]] 21:07, 12 September 2009 (UTC)&lt;br /&gt;
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I know I'm a little late to this discussion; but as an honest to goodness newbie I've found the wiki invaluable as is.  I've been playing DF for probably 3 weeks now.  I attempted to dive right in and just play without reading the wiki or anything, just the actual in-game help.  What a mistake that was!  I couldn't even figure out how to turn down the volume on the in game music at first!  (partly because on a lap top without a num-pad the numbers for up-down selection were less then intuitive).  So far I've found most articles have just about the right amount of depth; although some could use some clarification).  With the help of the wiki I discovered how many mistakes I really made on my first embark and how lucky I am to still have that fort nearly 7 dwarf years later.  I almost had a lot of [[fun]] with lava; but a quick trip to the wiki made me realize all I needed was a constructed wall or door.  That really saved my bacon.  --[[User:Kelsa|Kelsa]] 05:38, 11 October 2009 (UTC)&lt;br /&gt;
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== A for Anonymity? ==&lt;br /&gt;
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On at least [[Talk:Fortress_defense#Use_of_User_Names_in_Defense_Designs|one page]], the concept of &amp;quot;non-ownership&amp;quot; of wiki contributions has been agreed upon, that designs should not have User's names attached, and phrases like ''&amp;quot;I like to...&amp;quot;'' be changed to ''&amp;quot;Some users like to...&amp;quot;'' .  Currently, the letter &amp;quot;[[Dwarf_Fortress_Wiki:Community_Portal#A|A&amp;quot;]] is for &amp;quot;Alphabet&amp;quot; - hardly enlightening.  I wouldn't mind seeing this slot used for a more formalized policy in this direction, to avoid repeating [[Talk:Bedroom_design#Personalisation?|this discussion]]. (Or is the alphabet thing now sacrosanct as is?)&amp;lt;br /&amp;gt;&lt;br /&gt;
The applications of such &amp;quot;catch-all&amp;quot; pages are endless, especially as mod's become more and more prevalent both in-game and on this site.--[[User:Albedo|Albedo]] 19:42, 10 September 2009 (UTC)&lt;br /&gt;
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:Eh. For some things, we obviously want to give credit - [[tilesets]], for example. Personally, I would say that [[:File:Housing by Marble Dice.png|this bedroom design]] probably should be credited to Marble Dice. I don't think a policy that putting data here automatically makes ownership of it go to the wiki (and the wiki will make it anonymous) is a very useful one... --[[User:Savok|Savok]] 20:34, 10 September 2009 (UTC)&lt;br /&gt;
::Not so much ownership - ''certainly'' not a release of rights to intellectual property in ''any'' legal sense - but more a de-emphasis of personal credit over contribution for contribution's sake.  My name would be all over these pages, as would many others' - that would get old fast, and (possibly) encourage competition and possessiveness, rather than collaboration and contribution. But, as you say... eh.  Just thought I'd ask.--[[User:Albedo|Albedo]] 21:15, 10 September 2009 (UTC)&lt;br /&gt;
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:The thing that strikes me here is, it looks to me as though some of the designs (the fractals etc) have not been put here by the person who designed them. They were designed, discussed on a forum, then someone else thought they looked good and put them here.&lt;br /&gt;
:Even if that isn't right - the rest of the [[bedroom]] article reads as though that is how it happened. Until you get to the final entry - which in the original form looked very &amp;quot;owned&amp;quot;.&lt;br /&gt;
:If you want to own something put it in user space. If you put it in article space expect it to get edited.&lt;br /&gt;
:I think that is the rule that needs to exist &amp;quot;somewhere&amp;quot;, by nature wiki contributions aren't anonymous. &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]] 00:08, 11 September 2009 (UTC)&lt;br /&gt;
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== Category titles (capitalization) ==&lt;br /&gt;
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Reviving [http://dwarf.lendemaindeveille.com/index.php/Dwarf_Fortress_Wiki_talk:Community_Portal/archive1#Category_tags this] section from the archive, you'll see that our [[Special:Categories|categories]] page (also, Category:Templates) has so many capitalization inconsistencies it'll make your head spin.  I propose Category:Formatting Templates as preferable to Category:Formatting templates though the existence of both shows that this needs to be addressed.&amp;lt;BR&amp;gt;&lt;br /&gt;
Also, how do you wikilink to those catagory pages?  Is it possible?--[[User:Rowenlemmings|Rowenlemmings]] 21:01, 13 September 2009 (UTC)&lt;br /&gt;
:First I agree there should be a rule for naming categories, and as per &amp;quot;the&amp;quot; wiki, it should be &amp;quot;first letter of first word only capitalised unless there's a really good reason&amp;quot; (eg: &amp;lt;nowiki&amp;gt;[[Category:Toady One]]&amp;lt;/nowiki&amp;gt; where the name of the category is a proper noun / &amp;quot;real name&amp;quot; ).&lt;br /&gt;
:&amp;lt;s&amp;gt;Secondly - Categories are &amp;quot;just&amp;quot; normal article pages with some magic behind them, link to them the same as any article. &amp;lt;/s&amp;gt; oops I'm wrong let me check that.&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]] 03:26, 19 September 2009 (UTC)&lt;br /&gt;
::To link to a category page put a colon ''':'''in front of the word Category in the &amp;lt;nowiki&amp;gt;[[ ]]&amp;lt;/nowiki&amp;gt; eg &amp;lt;nowiki&amp;gt;[[:Category:Wiki]]&amp;lt;/nowiki&amp;gt; -&amp;gt; [[:Category:Wiki]]&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]] 03:34, 19 September 2009 (UTC)&lt;br /&gt;
:::Ah hah, mystery solved.--[[User:Rowenlemmings|''Rowen'']]&amp;lt;sup&amp;gt;[[User Talk:Rowenlemmings|(talk)]]&amp;lt;/sup&amp;gt; 02:00, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::While this is all well and good for new categories, renaming existing categories is much more difficult than renaming pages. With a page we can simply redirect, but to rename a category we need to go through each page in it and change the tag. This is a lot of work for relatively little gain. [[User:VengefulDonut|VengefulDonut]] 13:44, 22 September 2009 (UTC)&lt;br /&gt;
:::Is there anyone around that can &amp;quot;borrow&amp;quot; a bot from &amp;quot;the other wiki&amp;quot; to do this kind of stuff? From my understanding a bot that&lt;br /&gt;
:::#scrapes '''Bad Category Name''' for the list of articles&lt;br /&gt;
:::#scrapes '''Bad Category Name''' for any actual content&lt;br /&gt;
:::#loads each article in turn&lt;br /&gt;
::::#searches for '''Bad Category Name'''&lt;br /&gt;
::::#replaces '''Bad Category Name''' with '''Good Category Name'''&lt;br /&gt;
::::#saves the article&lt;br /&gt;
:::#Writes the content from '''Bad Category Name''' to '''Good Category Name'''&lt;br /&gt;
:::is relatively straight forward (as bots go).&lt;br /&gt;
:::I don't know anything about actually using bots but I know what they can do.&lt;br /&gt;
:::How big is this wiki without the media part anyway? I thought the other thing about wikis is it is &amp;quot;relatively easy&amp;quot; to d/l the whole thing as a flat file, make this kind of edit with a text editor, and write it back up. After checking to see if anyone has edited any of the pages of course ;) &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]] 13:43, 26 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bottom or Top==&lt;br /&gt;
Not a big thing, but it seems we should have a rule whether new edits/sections in any non-article space should go at top or bottom of the page. Might also be added to the newbie welcome template. --[[User:Höhlenschreck|Höhlenschreck]] 21:49, 18 September 2009 (UTC)&lt;br /&gt;
:Dunno if a rule is needed, most ppl quickly work out that the default action of the &amp;quot;+&amp;quot; magic button is to add a new section &amp;lt;b&amp;gt;at the bottom of the page&amp;lt;/b&amp;gt; so this is how you &amp;quot;should&amp;quot; do it manually.&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]] 03:22, 19 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: [[:Category:Best of DF Wiki]] ==&lt;br /&gt;
&lt;br /&gt;
[[User:BaronW|BaronW's dwarven calculator]] blew my mind and made me crave some way of recognizing and celebrating it. I propose the creation of a wiki category that would consist entirely of abnormally excellent material to wow the reader and shock the house. This category would be managed by way of nomination and [[:Category talk:Best of DF Wiki|discussion]] rather than ad hoc addition, and a link to it would be added to the [[Main Page]] to encourage newbies to visit and marvel (I guess under &amp;quot;Wiki articles by category&amp;quot;). Think of it as a collective favorites list.&lt;br /&gt;
&lt;br /&gt;
My nominations for initial inclusion:&lt;br /&gt;
* [[User:BaronW|BaronW]]'s calculator, of course&lt;br /&gt;
* [[:File:DF_Cheese.jpg]]&lt;br /&gt;
* [[:File:SquirrSurvCathedralAir1.PNG]]&lt;br /&gt;
* [[User:Vattic/Orcsicle maker Explained|Vattic/Orcsicle maker Explained]]&lt;br /&gt;
* [[Morul]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Feedback on the general concept?&lt;br /&gt;
# Comments on these nominations?&lt;br /&gt;
# Your own nominations?&lt;br /&gt;
--[[User:HebaruSan|HebaruSan]] 02:30, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not sure where to put this ==&lt;br /&gt;
Does anyone else share my feeling the contributions of [[User:Raneman]] ([[Special:Contributions/Raneman]]) are, um, somewhere between odd, not getting the wiki and plain offensive? --[[Special:Contributions/92.202.17.169|92.202.17.169]] 14:36, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best God EVER! ==&lt;br /&gt;
&lt;br /&gt;
I opened up an old copy of the *.040.* DF (with a popular mod package - inobtanium, molybdenum, a billion kinds of XXXmen, if it matters), named a Town Clerk, and noticed something odd about his personal life.  In bright cyan, it says, ''&amp;quot;She is a worshipper of Liceva Wildspew the Piss of Seducers.&amp;quot;''  '''Honest.''' (Liceva Theyisethawasa, with an umlaut y)  Now what she does in her personal life isn't the town's business, but it seemed funny enough for gossip. ;)&lt;br /&gt;
&lt;br /&gt;
I mention this here because I didn't quickly find a page explaining what the worship is all about, or whether it actually matters for game play.  Though maybe I'll figure it out when she acquires a lover. ;) [[User:Dorf and Dumb|Dorf and Dumb]] 00:23, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Use of Redirect to Temporarily Point to 40d Pages? ==&lt;br /&gt;
&lt;br /&gt;
I'm new here, but I've noticed that there are still some relevant topics that do no yet have DF2010 pages, yet do have pages for older versions. Would it be appropriate to temporarily have some sort of redirect page to point to the related 40d page (with a warning about it likely containing outdated information)? That is, until an updated 2010 page is created? -- [[User:Thundercraft|Thundercraft]] 23:21, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: Add entity raws to civilized creature pages ==&lt;br /&gt;
&lt;br /&gt;
We already have the creature raws on each page. Why not add the entity raws for the applicable creatures, namely &amp;lt;s&amp;gt;Dwarfs&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; [http://valarguild.org/varda/Tolkien/encyc/articles/d/dwarves/dwarfpluralof.htm Dwarrows], Elves, Humans, Goblins, Kobolds. All animal people civs use the same raws, so for them it may be better to create a seperate [[Animal Peoples]] page. [[User:Monkeyfetus|Monkeyfetus]] 21:18, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wikis in other languages  ==&lt;br /&gt;
&lt;br /&gt;
Who should I ask about adding another Dwarf Fortress wiki (written in other language)?&lt;br /&gt;
&lt;br /&gt;
Thank you in advance.&lt;br /&gt;
--[[User:Marzecki|Marzecki]] ([[User talk:Marzecki|talk]]) 02:10, 30 August 2013 (UTC)&lt;br /&gt;
:As long as you have a site for it, it's fairly easy. I don't know if it's possible to host other-language wikis on this site, but they can easily be linked to from here when they're online ([[User:Briess]] can add an entry for it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:15, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for your response. --[[User:Marzecki|Marzecki]] ([[User talk:Marzecki|talk]]) 14:15, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lies and jumping thru hoops! ==&lt;br /&gt;
&lt;br /&gt;
Yes, I'm angry. &lt;br /&gt;
&lt;br /&gt;
Just wasted 30 minutes I could have spent playing, trying to first fix a minor page error, that I could have fixed on most other wikis in seconds, and then spent the rest of the time trying to find some way to contact a human being on this wiki. The lie, was in stating on the create account page, that giving an email was optional, but then not allowing me to actually DO anything here because I haven't validated something that was supposed to be optional in the first place. If the addy is required, then don't tell people its optional. I have no issue with using my addy, just with the lie. I did in fact give my addy, but haven't gotten around to validating it yet.&lt;br /&gt;
&lt;br /&gt;
For the record, the page I was trying to fix is http://dwarffortresswiki.org/index.php/Masterwork:Temple_of_Armok. on that page, it refers to a Guardian of Armok twice, and both have red links to pages that do not exist. A Google search revealed the page DOES exist here, though it has a minor typing error in the name. The name of the page is &amp;quot;Guardian of armok&amp;quot;. It SHOULD be &amp;quot;Guardian of Armok&amp;quot;, with the god's name capitalized. The red links point to the correct place, its the page that is in the wrong place, because of a typo.&lt;br /&gt;
&lt;br /&gt;
Also, for whatever  its worth, I am a retired political activist, that ran a website that included, among a lot of other features, a sizable wiki. And--of course--I am a DF player. That means three things, first,, I talk a lot, second, I know my way around wikis, tho I am far from an expert on them, and third, I know a fair bit about DF and the Masterwork mod. Given those three things, I could be a help here, if this post doesn't get me banned. On the other hand, the way I feel right now after all the guff I just went thru, I will not be the least bit surprized or upset if I do get banned. I would just spend my the time I might have spent on this wike actually playing the game instead.&lt;br /&gt;
&lt;br /&gt;
Rick R&lt;br /&gt;
&lt;br /&gt;
== Mobile web mode ==&lt;br /&gt;
&lt;br /&gt;
I realize few of the wiki users consult this wiki in mobile phones, but I, for one, am one. Either way,  I'm here to humbly suggest to anyone responsible to this wiki to try and improve the mobile experience of this web. I know its not a fair comparison, but if you access the wikipedia with your cell phone and then access this wiki, you will see what I'm talking about. I know it's a minor thing, but for me is really the only thing here that annoys me a little.&lt;br /&gt;
&lt;br /&gt;
:Agreed. We could use the same extension WMF wikis use (I think it's MobileFrontend). I'll see if I can get it working when I get a chance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:41, 3 February 2014 (UTC)&lt;br /&gt;
:Not sure if it'll work on this wiki, since the extension only officially supports Mediawiki 1.22, which we don't use yet. If not, I might be able to pull together some custom CSS for mobile devices. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:49, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rule I - Tilesets ==&lt;br /&gt;
&lt;br /&gt;
Back [http://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki_talk:Community_Portal/archive1#I when this was first discussed],  a number of users seemed to be in favor of allowing all screenshots that clearly represented the subject matter, not just those using the default tilesets. Unfortunately, that suggestion seems to have been lost in the shuffle, and today we still insist that &amp;quot;screenshots should use the default tilesets for clarity&amp;quot;. I think that when users volunteer their time to upload screenshots we should thank them for their effort, not slap on a giant noticebox chastising them for using the wrong tileset. Practically speaking, no one is going to go to the trouble of recreating a detailed screenshot using a different tileset, so the noticeboxes just sit around indefinitely, cluttering up images without improving anything. I would like to see the &amp;quot;default tileset&amp;quot; stipulation dropped entirely from Rule I. Thoughts?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:20, 28 April 2014 (UTC)&lt;br /&gt;
:Changed.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Direct links from search don't save version setting ==&lt;br /&gt;
&lt;br /&gt;
If you search for the exact page title, you always get taken to the DF2014 namespace, regardless of what version you're currently viewing and the exact result doesn't even show up in the search result (making it seem like there's no results, unless you actually hit the search button). However, if you search for a redirected page name, it retains the correct version and also shows up in the results.&lt;br /&gt;
&lt;br /&gt;
A -3 [[thought]] for people that aren't using the latest version yet. [[Special:Contributions/137.147.3.135|137.147.3.135]] 12:50, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The search has ''never'' defaulted to the current namespace - redirects from the main namespace are supposed to go to the current version's namespace ({{DF:Current}}). Any that go to v0.34 pages are incorrect. Suggestions not showing up is a separate issue, which I'll look into fixing. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:31, 31 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What it has or hasn't done previously doesn't matter, what I'm saying is the current functionality is annoying if you're not using the latest version. If links on the page all stay in the same namespace, searches from the page should too. Redirects already do this, which makes me purposely try to use a redirected search term instead of a direct one so I get to the page I actually want straight away. [[Special:Contributions/137.147.3.135|137.147.3.135]] 10:53, 31 July 2014 (UTC)&lt;br /&gt;
::Actually it seems redirects always take me to the v0.34 namespace ([[dorm]], for instance), it just happens that it was the one I was using, so it seemed like it was retaining the setting. [[Special:Contributions/137.147.3.135|137.147.3.135]] 10:57, 31 July 2014 (UTC)&lt;br /&gt;
:::That's a cache problem - they ''should'' redirect to the DF2014 namespace. I'll see what I can do about allowing the default namespace to be changed, at least from the search - the easiest way to solve this would be to include results from versioned namespaces in the search results, if Mediawiki supports this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:28, 2 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Priority update ==&lt;br /&gt;
&lt;br /&gt;
I have had difficulty figuring out how the new priority system works, and part of that is that the wiki doesn't appear to have any information on it. I'd like to propose the creation of [[DF2014:Priority]] (or any more appropriately-titled page), or perhaps rework the pages on designations and other priority-related topics to include an explanation.&lt;br /&gt;
&lt;br /&gt;
It should especially be mentioned that &amp;quot;1&amp;quot; is the highest priority for designations. I had been playing under the assumption that &amp;quot;7&amp;quot; was, and my dwarves were never getting anything done that I marked as important.&lt;br /&gt;
&lt;br /&gt;
[[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 17:58, 30 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd say that should be added to the [[designation]] page, since that numeric priority system only applies to designations. That page currently points to [[Designations menu]], but feel free to change that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:03, 30 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=308920</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=308920"/>
		<updated>2025-04-02T07:50:35Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 308918 by Rinku6 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
&lt;br /&gt;
There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
&lt;br /&gt;
This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weird redirect behaviour ==&lt;br /&gt;
&lt;br /&gt;
[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 organization ==&lt;br /&gt;
&lt;br /&gt;
Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
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: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
&lt;br /&gt;
I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* &amp;lt;s&amp;gt;Raws are missing on all pages that use them.&amp;lt;/s&amp;gt;&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. &amp;lt;s&amp;gt;I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere.&amp;lt;/s&amp;gt; &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
** Update 2: Raws have been added for all pages! They were copied from the &amp;quot;DF2014&amp;quot; pages and had &amp;quot;DF2014&amp;quot; replaced with &amp;quot;v50&amp;quot;, which appears to have worked from a spot-check, but let me know if you find any problems. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:57, 4 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
:::::They're already marked as unknown. Really the only issue I know of with the template is that it doesn't show up with some of the newer skins we added, and that can be fixed by getting rid of the absolute positioning. As for the script, it can be found at https://github.com/DF-Wiki/QualityRatings, and the issue is really only with the configuration system not recognizing the main namespace as valid. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:29, 3 January 2023 (UTC)&lt;br /&gt;
::::::Great, I started having a crack at fixing the template with different themes. Is the preference to get some CSS going and then include it in the global stylesheet (i.e different styles per theme) or to try and get a &amp;quot;one size fits all&amp;quot; fix? &amp;amp;mdash;[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 08:14, 3 January 2023 (UTC)&lt;br /&gt;
:::::::I would rather avoid custom site-wide CSS if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:29, 4 January 2023 (UTC)&lt;br /&gt;
::::::::I appreciate that, I think it's the simplest solution to add a few lines to common.css though. Unless there is a way to attach CSS specifically to a template, I saw a few extensions that allowed that but I'm not sure if any are present in the wiki at the moment. Regardless there already exists a class `div.topicon` that is specifically for the quality ratings, is there an issue with expanding this class to accommodate the themes? The list of themes where the quality rating display is broken/invisible: Citizen, MinervaNeue, MonoBook. &amp;amp;mdash;[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 21:48, 4 January 2023 (UTC)&lt;br /&gt;
:::::::::What do you think of moving the template out of the topicon entirely and just placing it in a div? It would take up a (hopefully) small amount of vertical space in the article. [[User:Lethosor/Sandbox/Quality_test]] is an example. Unfortunately it isn't possible to prevent other templates from displaying above the quality this way ([https://dwarffortresswiki.org/index.php?title=User:Lethosor/Sandbox/Quality_test&amp;amp;oldid=283883]). So maybe we do need some custom CSS after all if we want that. I'm open to trying out whatever you propose. I'm a bit worried about future-proofing against skins we add later (particularly a mobile skin) but at least MediaWiki supports skin-specific global CSS as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:33, 5 January 2023 (UTC)&lt;br /&gt;
::::::::::I would rather we avoid taking any more vertical space in the article. The growing block pyramid at the top, starting with version template, is annoying. If you end up placing it inside the article space please use a slim box 100% wide that would include both.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:19, 5 January 2023 (UTC)&lt;br /&gt;
:::::::::::Agreed with you Jan, however I see that as two different tasks (ArticleVersion template changes, getting quality back on pages). I made a test adjustment to the quality and it takes up a negligable amount of extra space. See [[User:Vallode/sandbox#Page_quality]] for the example, we'd be able to completely remove &amp;quot;topicon&amp;quot; (unless it is used somewhere else?) and then potentially move on to making the ArticleVersion template into a slim version on the left-hand-side instead of a large box? Let me know what you think. --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 17:35, 5 January 2023 (UTC)&lt;br /&gt;
:::::::::::: Sorry, I just noticed this, I hope you weren't waiting on me. I haven't looked into how it works. All I can say that it would be nice if it shows on main, it is annoying that it shows on discussion and history. And otherwise I think that those negligible spaces adds up when you have multiple notice, redirection etc templates and would prefer if you can [https://ibb.co/X7X7SjL condense all of it] somehow. I also had [https://dwarffortresswiki.org/index.php/User:Jan/sandbox#Misc_variants couple of ideas] on that front, but as dev designer you probably can come up with something more refined if this is direction you choose. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:50, 10 January 2023 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
:::Unfortunately, only showing info to logged-in users is difficult with how MediaWiki caching works. In terms of reducing warnings, there is a discussion [[Template_talk:ArticleVersion#.22Note_that_some_content_may_still_need_to_be_updated..22|here]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:43, 4 January 2023 (UTC)&lt;br /&gt;
:::As for [[Engraving]] specifically, the {{tl|old}} banner was actually present on [[DF2014:Engraving]] as well and got carried over with the migration. I removed it, and agree that it was redundant. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:46, 4 January 2023 (UTC)&lt;br /&gt;
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Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
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Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5×5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3×3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1×1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1×3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about combining shortcut keys and the new menu icons: &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:white; font-size: large; text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui b.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;b&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui bo.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;o&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui bol.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;l&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:Ui boll.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:3px;&amp;quot;&amp;gt;l&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 02:24, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I worry that this is difficult to read (I read it as &amp;quot;boil&amp;quot; at first). I would rather use something like {{tl|k}} with a known background. What about something like this? &amp;lt;span style=&amp;quot;position: relative;&amp;quot;&amp;gt;[[File:Ui boll.png]]&amp;lt;div style=&amp;quot;position: absolute; bottom:-14px; right:0px;&amp;quot;&amp;gt;{{k|l}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;or, alternatively, using flexbox without any overlap: &amp;lt;span style=&amp;quot;display: inline-flex;&amp;quot;&amp;gt;[[File:Ui boll.png]]&amp;lt;span style=&amp;quot;align-self: flex-end;&amp;quot;&amp;gt;{{k|l}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:37, 3 January 2023 (UTC)&lt;br /&gt;
:: Same, but that is the best I came up with. We can use the key or maybe someone can help improve the design. Also 'l' is hard to read even with {{t|key}}.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:05, 3 January 2023 (UTC)&lt;br /&gt;
:: I added a {{t|Menu icon}} to start things so others can have a go with it. Also any thoughts on the icon naming convention (their shortcut sequence), is there easier/better way? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:36, 3 January 2023 (UTC)&lt;br /&gt;
::[[User:BarelyCreative]] updated the template: {{Menu icon|b|o|l|y}}. I think it looks good, thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:40, 3 January 2023 (UTC)&lt;br /&gt;
:::I like that, yeah. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:29, 4 January 2023 (UTC)&lt;br /&gt;
::::There were some places where it didn't make sense so display every icon all the time (like step-by-step guides), so I changed it slightly to allow display of fewer icons using &amp;quot;num&amp;quot; and counting from the end: &amp;lt;nowiki&amp;gt;{{Menu icon|b|o|l|y|sep=-;|num=2}}&amp;lt;/nowiki&amp;gt; {{Menu icon|b|o|l|y|sep=-|num=2}} [[User:BarelyCreative|BarelyCreative]] ([[User talk:BarelyCreative|talk]]) 09:05, 4 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 19:41, 2 January 2023 (UTC)&lt;br /&gt;
::: It won't solve paste-from-clipboard, but this would be great for making uploading sprites much easier (auto-cutup spritesheet, rename, bulk upload). Could you add this, Lethosor? [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 21:47, 6 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Standards for adding graphical version screenshots and images====&lt;br /&gt;
&lt;br /&gt;
Hello, new user looking into adding imagery from the new version. Is there a standard for quality of new screenshots or images? I noticed that at a certain zoom level (2 zooms in from the furthest zoomed-out view), the graphics appear crisp and 1:1 pixel scaled, and I would propose that all images be taken at this scale whenever possible. If they need to be displayed larger, they should be nearest neighbor scaled in a photo editing program at 100% increments (Microsoft Paint will do this if you first select the image rather than directly scaling the whole canvas).  I would also propose that images should be cropped to conform to the 32x32 pixel grid when possible, though this could be problematic with so many new graphical elements exceeding the bounds of their tiles.  I would say the best practice for capturing artwork for items, furniture etc. ought to be done in a 3x3 open area to avoid shadows from nearby walls, or else extracted from the raw files (if this doesn't run afoul of being able to re-create the graphical version using those assets).&lt;br /&gt;
&lt;br /&gt;
I know that perfect is the enemy of good, and any documentation is better than none, but just thought I'd ask about this, and see if/where something like this ought to be posted. [[User:Unclesporky|Unclesporky]] ([[User talk:Unclesporky|talk]]) 13:58, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It has been stated in [[Template:V50 workshop]] that &amp;lt;q&amp;gt;screenshots should be at the &amp;quot;native&amp;quot; resolution&amp;lt;/q&amp;gt; but someone could edit the [[Screenshot]] page for best practice for the steam version. Or post some examples in [[Talk:Screenshot]] to find out what is best? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 14:21, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Although I haven't added any explanation about best practices, I added a slightly more user-friendly, (Windows) alternative screenshot capturing method to the page. It might be a more helpful/relevant method for use with any best-practices explanations.&lt;br /&gt;
&lt;br /&gt;
::I agree that there needs to at least be some elaboration on the reference to a &amp;quot;native&amp;quot; resolution for screenshots, as it seems irrelevant and misleading with the new display settings and menu in the steam version. Unfortunately, having only just come back to DF after years away, I don't feel confident that I can do this myself, competently. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 11:32, 7 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All of your suggestions seem perfectly sensible to me (assuming that the pixel perfect zoom level is consistent for every user). I don't see why you couldn't take the initiative and pretty much cut and paste your comment here, with some minor tweaks for readability, to a new section on the [[screenshot]] page with a relevant title. Get the ball rolling, it doesn't need to be exhaustively comprehensive to start with. Once the edit is there, it will encourage other wiki editors to make any additions or changes over time. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 11:42, 7 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
====How would I/should I go about putting creature sprites on their pages?====&lt;br /&gt;
&lt;br /&gt;
Howdy. New player and wiki user here. I wanted to try and help update the wiki to the Steam release of DF, so I figured I'd chip in by putting each creature's sprites on their respective page, since I'll often look up a creature I have yet to see in game only to be met by a blue J, or whatever. I found all of the game's creature sprites in C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_creatures_graphics\graphics\images, so I figured I could just chop those up in Photoshop and stick them on here no problem, but the programming syntax/whatever it is on this site is incredibly confusing, I don't know how I'd actually go about doing it. I figured I'd just find the spot on the page where the little letter is and replace that with the image code, but it seems the pages are built using heavily nested templates that I can't even begin to understand. Any help?--[[User:Treese|Treese]] ([[User talk:Treese|talk]]) 03:07, 5 January 2023 (UTC)&lt;br /&gt;
:Based on [[User:Zippy|Zippy]]'s work at {{tl|Creaturelookup_b}}, I added an &amp;quot;image&amp;quot; parameter to {{tl|creaturelookup/0}}, which is what creature pages should all be using. See [[Dwarf]] and [[Cow]] for examples. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:37, 5 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
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:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
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:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
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:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
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::::: It won't work for every case; but strategic use of when, and on what pages to use either a redirect, or the &amp;quot;removed feature&amp;quot; template, should be able to correctly organize references for cases like this. I did it for the recently added &amp;quot;Places&amp;quot; page. With just a redirect from the &amp;quot;building list&amp;quot; page for the current version, The Places page's version template links to a non-existent v0.47 page. With [[Template:Removed_feature]] added to [[Building list]] the [[Places]] 0.47 version template link links to the old [[DF2014:Building list]] page via an automatically created [[DF2014:Places]] page with a redirect to the old Building list page.  - A tweaked version of the removed feature template, doing something very similar with automated page redirects, might be a solution for the specific examples you have given for much older versions. (Template:Evolved_feature)? [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 12:08, 7 March 2023 (UTC)&lt;br /&gt;
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:::::: I may have been overthinking the &amp;quot;Evolved_feature&amp;quot; template idea, or maybe not, if it means manually correcting hundreds of redirects to old pages. Regardless of that, I will just manually edit the specific pages mentioned above to work as intended, especially as [[v0.31:Clothes maker]] did exactly that, and is why the chain in versioned page redirects for &amp;quot;clothes maker&amp;quot; was broken from there to the current version. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 12:36, 7 March 2023 (UTC)&lt;br /&gt;
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:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
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:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
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Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
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I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
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As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
::Thanks! In general, I would like to delegate the switching responsibility to the template (like how {{tl|creaturelookup/0}} works), but in cases where the parameters diverge significantly like with workshops, it could make sense to make an entirely new template. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:40, 3 January 2023 (UTC)&lt;br /&gt;
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==== Irrelevant/outdated Pages (migrated?) from much older versions ====&lt;br /&gt;
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I was just doing a simple edit to [[cave river]] so it redirected to a more relevant page, but this was such a seemingly innocuous page that raised some rather mind-boggling questions for me. Primarily, why does it even exist when it has not been referenced by any wiki pages post 40d, and even then [[40d:Cave river]] was already an outdated redirect. Before changing the redirect, it was redirecting to [[23a:Cave_river]] which lead to a circular v50 link on that page, back to itself, also implying that it might be some old feature reintroduced in v50.&lt;br /&gt;
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I also added a &amp;quot;removed feature&amp;quot; tag to the page, so it would at least be marked as an obsolete feature, and though mostly irrelevant, due to the redirect, it adds a reference to &amp;quot;see... previous versions&amp;quot;. If [[template:av]] is added it only shows v50 and dead v0.47 link; despite showing links, dead or not, to all versions, on the v23a page - when, in this case, it would be more relevant the other way around.&lt;br /&gt;
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Though the wiki wizardry is a bit beyond me, I assume, for v50, this page was created automatically due to some page migration script, even though there are no pages for the three previous versions. Going by this precedent, shouldn't this page just be deleted? If not, considering it is hard to see why anyone would be searching for &amp;quot;Cave river&amp;quot; in the first place, unless they thought it was a feature for some reason, perhaps this page shouldn't redirect at all, and instead be presented as an &amp;quot;obsolete feature&amp;quot; entry with some relevant information and links.&lt;br /&gt;
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If the above assumption is correct, it seems like there might be a lot of other possibly redundant and needlessly irrelevant, strangely redirected, or misleading pages for the current version lurking out there; in which case, this might be an issue worthy of further review and added somewhere onto a figurative or literal v50 housekeeping list. (Which this entry here may count as). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 13:41, 7 March 2023 (UTC)&lt;br /&gt;
:The last time [[cave river]] was edited before your edit was in 2011: https://dwarffortresswiki.org/index.php?title=Cave_river&amp;amp;action=history &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:34, 8 March 2023 (UTC)&lt;br /&gt;
::Yeah, this was primarily why I was wondering why it was even created as a page again for v50. It is hard to imagine why someone would be searching for such an esoteric feature, that hasn't been in the game for well over 10 years, and wasn't even referenced on the wiki for the versions between now and then. I only knew it existed due to Danny's comment four down from the top of [[Dwarf_Fortress_Wiki_talk:Versions#Removed_features_.26_concepts|this talk]] category [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:57, 8 March 2023 (UTC)&lt;br /&gt;
:::It '''wasn't''' &amp;quot;created as a page again for v50&amp;quot; - from the edit history, it had existed for over 11 years as a redirect to the 23a page before v50 came out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 8 March 2023 (UTC)&lt;br /&gt;
::::Thanks for the clarification, the version template shows the page as not existing for the intermediary wiki version pages, so that's where the confusion started. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:43, 8 March 2023 (UTC)&lt;br /&gt;
Given the above conclusion, and lot of needless waffle on my part, I thought I may as well give an example of where this confusion arose, regarding the [[Template:ArticleVersion|version template]] links.&lt;br /&gt;
&amp;lt;br&amp;gt; - Although I was mistaken in thinking the [[cave river]] page migration was a mistake, it was suggested that I make a clearer comment and example about what was confusing to me. This is not intended as criticism, but I thought it might be a useful example, and information, for people who are more knowledgable about the wiki's history, page migration and how the version template works, and for this discussion page in general: &lt;br /&gt;
#If you got to [[23a:Cave river]] you can see that it lists red links for [[cave river]] pages for: [[DF2014:Cave_river|v0.47]] · [[v0.34:Cave_river|v0.34]] · [[v0.31:Cave_river|v0.31]].&lt;br /&gt;
#Before I added a redirect to [[Cavern#Geography]] the v50 [[cave river]] page also showed the red link for [[DF2014:Cave_river|v0.47]], in the version template.&lt;br /&gt;
#If you look at the [https://dwarffortresswiki.org/index.php?title=23a:Cave_river&amp;amp;action=history 23a:Cave river history] page it shows the last user edit was in 2021.&lt;br /&gt;
#From the [[23a:Cave river]] page, if you click the next (and last non-red before v50) [[40d:Cave river|v0.28]] it takes you to [[40d:Underground river]] via a [[40d:Cave river]] page redirect. The [https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;amp;action=history 40d:Underground river history] page shows the last minor edit in 2021, and previous edit in 2014.&lt;br /&gt;
#This page's version template now shows red links for all future versions.&lt;br /&gt;
#If we backtrack to get back on the trail, the [https://dwarffortresswiki.org/index.php?title=40d:Cave_river&amp;amp;action=history 40d:Cave River history] page shows the last edit in 2010.&lt;br /&gt;
#Prior to my redirect edit on 7 March 2023‎, the current version (v50.07) [https://dwarffortresswiki.org/index.php?title=Cave_river&amp;amp;action=history cave river history] page shows the last edit 2011, redirecting it to [[23a:cave river]] which (see #3) has a [https://dwarffortresswiki.org/index.php?title=Cave_river&amp;amp;action=history history showing] twelve edits up to 2021.&lt;br /&gt;
Hopefully you can see why I thought this might not be a unique occurrence with page migration, and potentially misleading or confusing. I did my best to balance clarity and brevity, hope this is relevant or of interest. If I have misunderstood something obvious again, please let me know, as I don't want to clutter up this talk page with (even more) needless verbiage. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:48, 10 March 2023 (UTC)&lt;br /&gt;
:Just adding a note with a link to the [[Dwarf_Fortress_Wiki_talk:Versions#v50_migration|v50 migration]] discussion here, for anyone reading, as there is already some related discussions about version template linking. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 16:52, 12 March 2023 (UTC)&lt;br /&gt;
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=== creature infobox prototype (moved) ===&lt;br /&gt;
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Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]] ([[User talk:UristTheSeventh|talk]])&lt;br /&gt;
::@Zippy, I am a bit perplexed about the purple cows. Why do we need a zombified version of creatures on every page?&lt;br /&gt;
::@UristTheSeventh, we can use all the help. Maybe post an example, so that we can have something to compare and contrast.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:49, 3 January 2023 (UTC)&lt;br /&gt;
:::@Jan Here are the examples: &lt;br /&gt;
:::[[File:Creature template.png]] [[File:Armadillo.png]] [[File:Seagull.png]] &lt;br /&gt;
:::It'll need to be wider or arranged differently for different creatures with more that two sprites or for multi-tile creatures. I can also do an aquatic and air themed template for swimming and flying creatures. ~~[[User:UristTheSeventh|UristTheSeventh]] ([[User talk:UristTheSeventh|talk]])&lt;br /&gt;
::::Looks nice, like the metal template. There are several people working on updating the graphics you should talk more among yourselves. Best I can offer is that I width wise I am hoping to go up to 200px for infoboxes.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:13, 5 January 2023 (UTC)&lt;br /&gt;
:::: We don't exactly ''need'' a zombie sprite on each page. I added it because it was... there. I was also hoping to get some opinions on it anyway since that infobox is a visual prototype, and not a final choice. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:28, 6 January 2023 (UTC)&lt;br /&gt;
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===Furniture Infobox===&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{v50_furniture|name=Bed&lt;br /&gt;
|graphic=[[File:bed_sprite_prototype.png]]&lt;br /&gt;
|tile=Θ|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Bedroom]]&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Dormitory]]&lt;br /&gt;
|value=10}}&lt;br /&gt;
I made a v50 furniture template prototype. I tested this on Firefox, Chrome and Microsoft Edge/Internet Explorer and it looks fine on all of them. I hope this is good enough to be the official thing, unless I'm missing something. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:28, 6 January 2023 (UTC)&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
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At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
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=== Any info on fixing &amp;quot;creature description not found?&amp;quot; ===&lt;br /&gt;
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I see this issue on most creature pages, it seems to be due to a lookup that's not currently functioning? Cows interestingly doesn't have this issue but I couldn't figure out how to recreate whatever fix it's editor did. --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 00:22, 3 January 2023 (UTC)&lt;br /&gt;
:That is the missing raws issue described above. Cow was fixed by the addition of [[cow/raw]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:28, 3 January 2023 (UTC)&lt;br /&gt;
::Ah makes sense, not fully used to the language of wikis yet so I read over it while looking. To put this bit of questioning to rest for any future readers, is it correct that it's fine to update any raws manually, though it will be done automatically at some point? --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 07:48, 3 January 2023 (UTC)&lt;br /&gt;
:::Yes. I'm circling back to work on a script right now, so not much point in doing it if you're reading this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:57, 4 January 2023 (UTC)&lt;br /&gt;
:::This should be fixed now. If you continue to see pages with problems, you can try [https://www.mediawiki.org/wiki/Manual:Purge purging the cache]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:59, 4 January 2023 (UTC)&lt;br /&gt;
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=== Adventurer Mode related sections ===&lt;br /&gt;
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The topic has already been discussed [[#Removed features &amp;amp; concepts|above]], but I don't see a clear line on what to do with article sections that mention Adventurer Mode. Like for example in [[Butcher#Adventurer_mode|Butcher]]. &lt;br /&gt;
&lt;br /&gt;
'''a) Truncate''' or '''b) leave in place with a mention''' that the mode is not yet present IG but will be added in a future update?&lt;br /&gt;
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Personally I think option b) is better, because I think it's silly to undo some work just to reintroduce it a few weeks later, with the necessary corrections. Even if a copy/paste of a previous version takes ~15 seconds, considering the number of articles that need to be corrected, it would be a bit of a waste of time.--[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 14:22, 3 January 2023 (UTC)&lt;br /&gt;
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=== New menus/interface changes ===&lt;br /&gt;
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I went down a rabbit hole today after adding a &amp;quot;[[places]]&amp;quot; page and redirecting &amp;quot;building list screen&amp;quot; to that. After updating the &amp;quot;[[Template:V50_menus|Menu Tabs]]&amp;quot; template I realised there is a large ammount of missing or incorrect information after v0.47 page migration. It did lead to getting a clearer picture of what exactly has room for improvement though so I'll just add some notes here for now, so I don't forget, and so anyone else who might feel inspired doesn't have to check every reference one-by-one again.&lt;br /&gt;
&lt;br /&gt;
Missing menu/interface entries:&lt;br /&gt;
:* [[Tasks]]&lt;br /&gt;
:* [[Objects]]&lt;br /&gt;
:* (Justice) - [[Open cases]] • [[Closed cases]] • [[Cold cases]] • [[Convicts]] • [[Intelligence]]&lt;br /&gt;
&lt;br /&gt;
Outdated information/missing new interface info:&lt;br /&gt;
:* (Places) - [[Stockpile|Stockpiles]] • [[Workshops]] • [[Farming|Farm plots]]&lt;br /&gt;
:* (Objects) - [[Artifacts]] • [[Named objects]] • [[Symbols]] • [[Books|Written content]]&lt;br /&gt;
:* [[Justice]] - [[Fortress guard]]&lt;br /&gt;
&lt;br /&gt;
I wasn't sure about the correct use of the &amp;quot;tattered&amp;quot; quality category, but if it counts for all those, shall I just change them to that for easier update tracking in general?&lt;br /&gt;
&lt;br /&gt;
I think a lot of these probably just need their own categories added for menu/interface usage, but a few of the more elaborate ones might benefit from having their own menu/interface specific page perhaps?&lt;br /&gt;
&lt;br /&gt;
Also, apologies if I went a bit far editing a template to such an extreme without checking first, I was a bit worried I might mess something up across multiple pages, but decided to take the '''B'''e bold! guideline at face value. :D [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 13:59, 5 March 2023 (UTC)&lt;br /&gt;
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=== New difficulty settings ===&lt;br /&gt;
Considering that these are shiny new features I find it a bit silly that we still don't have a page detailing what exactly these do. The most I've ever seen is little tidbits here and there discussing animal agitation. Some of them are pretty obvious (like tree-fell counts) but the nitty-gritty is always nice.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, '''Off''' prevents [[sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests]], and agitated wildlife attacks, but still allows [[Intrigue]] and [[HFS]] to occur (likely evil biome zombie shenanigans as well), '''Normal''' is the default experience, and '''Hard''' ensures a nonstop stream of [[Fun]] assaults your fort. [[User:CobaltNinja|CobaltNinja]] ([[User talk:CobaltNinja|talk]]) 13:38, 18 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I would encourage you to add such a page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:17, 19 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The [[difficulty]] page has been created. Thank you for your encouragement! Still needs more info. [[User:CobaltNinja|CobaltNinja]] ([[User talk:CobaltNinja|talk]]) 21:24, 28 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different. &lt;br /&gt;
&lt;br /&gt;
::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
::: I updated the layout, now it should look just like a regular image thumb. I didn't had time to test it, if it doesn't work for you or you don't like it just revert the last change. cheers. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:46, 2 January 2023 (UTC)&lt;br /&gt;
::::I don't know which part of this talk page to put this, but I added the ability to add icons to the v50 workshops template. Leaving the icon part blank will not break the template in any way. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 09:47, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plant Infoboxes ===&lt;br /&gt;
Could someone put the toggle image thing on the plant infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:08, 13 February 2023 (UTC)&lt;br /&gt;
{{clear}}&lt;br /&gt;
: I might give it a try. I actually started making little crop images that show how each plant looks while growing and fully grown with seeds and harvested plant on the side... Can't upload them yet because I just registered but I like helping. [[User:AlfalfaScout|AlfalfaScout]] ([[User talk:AlfalfaScout|talk]]) 00:34, 17 January 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature List Now Supports Graphics!==&lt;br /&gt;
I wasn't easy, but I made new templates so the [[Creature]]s page now supports both graphics sprites ''and'' ASCII tiles. Allow me to show you:&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dwarf_sprite.png]]|name=[[Dwarf]]|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elf_sprite.png]]|name=[[Elf]]|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:human_sprite.png]]|name=[[Human]]|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:goblin_sprite.png]]|name=[[Goblin]]|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:kobold_sprite.png]]|name=[[Kobold]]|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Oh wait, there's a bonus. You can also modify the background color of the box the sprites go in. I added that to make possibly-hard-to-see-otherwise sprites more easy to see - depending on the colors it has. Allow me to demonstrate.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dwarf_sprite.png]]|bgcolor=#829ccc|name=[[Dwarf]]|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elf_sprite.png]]|bgcolor=#c7dfc0|name=[[Elf]]|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:human_sprite.png]]|bgcolor=#c7dfc0|name=[[Human]]|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:goblin_sprite.png]]|bgcolor=#dfc0c0|name=[[Goblin]]|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:kobold_sprite.png]]|bgcolor=#dfc0c0|name=[[Kobold]]|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To change the background color, add &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|bgcolor=COLOR&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; segment after the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|graphic&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; part. You can use color names or HTML hex color codes. I added this to the v50 creatures page, but at this time, I only added the first five creatures I just displayed. It's gonna take a while to find ALL of those creature sprites. I hope a lot of people help out on that one. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:29, 5 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks, looks nice! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:44, 5 January 2023 (UTC)&lt;br /&gt;
:Nice stuff, took the quick liberty to change the padding-left -&amp;gt; text-align to make all the sprites center aligned relative to each other :) Sweet work --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 17:41, 5 January 2023 (UTC)&lt;br /&gt;
:: Good work indeed. One minor issue, is that all the sprites have different sizes, which sometimes create slight variation in table row height. Consider using capping the image size vertically for example &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:dwarf_sprite.png|x32px]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:15, 5 January 2023 (UTC)&lt;br /&gt;
:: Also often in such tables people want to click on the image to go for the specific entry, and often will try to click on the very first thing they see in line the thumb image, but currently that will take them to the file page. Consider adding link parameter for example: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:dwarf_sprite.png|x32px|link=dwarf]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; [[File:dwarf_sprite.png|x32px|link=dwarf]] or no link at all &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:dwarf_sprite.png|x32px|link=]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; [[File:dwarf_sprite.png|x32px|link=]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:24, 5 January 2023 (UTC)&lt;br /&gt;
::: I mean... Yeah, I could do that. I think that lessens the quality of the sprite a bit because it makes edges blurry, but either way is fine. I could have sworn I added a link for all those images the first time. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:23, 6 January 2023 (UTC)&lt;br /&gt;
::::Since we are adding pixel art sprites to the website it might be convincing to add a global class like .sprite or .pixel-image that uses the CSS attribute `image-rendering: pixelated;` in order to prevent blurryness when scaling the image up/down. Just a thought --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:40, 6 January 2023 (UTC)&lt;br /&gt;
:::::Are we able to attach classes directly to images? If so, we can probably attach inline styles directly as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:52, 6 January 2023 (UTC)&lt;br /&gt;
::::::Looks like (without an extension) MediaWiki only supports classes on images: [[File:dwarf_sprite.png|x32px|class=pixelated]] and not styles: [[File:dwarf_sprite.png|x32px|style=&amp;quot;image-rendering: pixelated;&amp;quot;]] it just treats it as alt text it looks like? Wrapping it in a div works and demonstrates the difference: &amp;lt;div style=&amp;quot;image-rendering: pixelated;display:inline;&amp;quot;&amp;gt;[[File:dwarf_sprite.png|64px]]&amp;lt;/div&amp;gt; [[File:dwarf_sprite.png|64px|inline]]. Speaking from experience, however, image-rendering needs a browser specific prefix in certain browsers (safari, for example) in order to work properly. I'm not entirely sure what the best &amp;quot;MediaWiki&amp;quot; practice is for adding something like this but I would assume it's a simple class in common.css for now. --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 17:17, 6 January 2023 (UTC)&lt;br /&gt;
:::::::Ah, yeah, you are correct, I should have checked https://www.mediawiki.org/wiki/Help:Images. I'd be fine adding a class like that to common.css. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:27, 6 January 2023 (UTC)&lt;br /&gt;
::::::::Great, in that case if no one is opposed we can add `.game-sprite` or something like that? See below for the CSS, the order of the attributes is relevant. --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 18:23, 6 January 2023 (UTC)&lt;br /&gt;
&amp;lt;pre&amp;gt;/* Used for pixel-art images from the game so they can be resized and maintain crisp pixel edges. */&lt;br /&gt;
.game-sprite {&lt;br /&gt;
	image-rendering: -webkit-optimize-contrast;&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::::::::So... you guys think each creature page should show the main sprite(s) alone, or should it show the baby versions alongside them? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:37, 8 January 2023 (UTC)&lt;br /&gt;
::::::::::I think adult + baby is sensible, the adult + baby + zombie was not, in retrospect. So yeah adult + baby (if there is one) from now on would be my vote. --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 23:27, 8 January 2023 (UTC)&lt;br /&gt;
{{outdent}}&lt;br /&gt;
Well then, there's a TON of creatures to go - and I mean both the [[creature]]s page and the individual creature pages. I really hope everyone can pull their weight on that those images. The spritesheets are easy to find, and if you know how to read the .txt files near them, finding sprites on certain rows and columns should be a breeze. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 00:47, 9 January 2023 (UTC)&lt;br /&gt;
:Zippy, are you doing all of this by hand? That seems quite tedious. Cutting up the spritesheets can be done automatically. Renaming and updating the table could be done with a script and/or chatgpt. We'd need Lethosor to add the [https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload batch upload extension] though. Maybe some manual work in updating names to match article names rather than raws. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 06:55, 9 January 2023 (UTC)&lt;br /&gt;
{{clear}}&lt;br /&gt;
::So did the graphic people gained insights and reached some sort of consensus? are we using big up scaled images + toggle? multiple images to(adult + baby)? anything else? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:32, 10 January 2023 (UTC)&lt;br /&gt;
:::I noticed that someone blew up the size of the previews in infoboxes. Was that you Jan that did that? Whoever did that enlarged the DFtext tile as well. Don't know if that was intentional or not. I'd prefer if the sprites were either left alone or at double-sized max (or however they look in-game at 1:1 - not zoomed in or out), though that's just me. It looks like maybe they're triple-sized or something.&lt;br /&gt;
&lt;br /&gt;
:::@OddballJoe - It's not all by hand, I have some Photoshop scripts that cut my work time in half, or even by a third. Lethosor said something about us not uploading entire spritesheets. If we did it the entire spritesheet way, one update to the sheet could misalign everything and screw up many pages. For example, let's say Kitfox slipped in an extra couple rows of creatures in an image file, that means the other rows under it would be misaligned and pages would show the wrong creatures. Know what I mean? I'd still prefer if other people jumped in and added sprites, though. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 00:51, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Lethosor introduced the changes, using the image-rendering stuff. I am just waiting for any sort of consensus to do anything, same as with workshops I am not clear on the size people want to go for [[:File:Carpenter%27s_workshop.png|original]] or [[:File:Ashery.png|big]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:17, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: I'm no graphics artist but I'm not sure I understand why global consensus needs to be achieved... We're dealing with pixel art, why wouldn't we just upload the pixel-perfect versions from the spritesheets for all images that we need? The display size can be discussed on the appropriate template pages and adjusted in the templates or css. I also tend to think that if we want to maintain something like 1k images that may change in the future, it'd be worth automating most of the work. Zippy, as far as I can tell the raws give all the coordinates needed to cut out and label each sprite, so I was thinking one script could parse the raws, make and label the cutouts, and upload. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 04:49, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Likewise I think the image names should be standardized so we can just change the creature infobox template to look up the image rather than editing a gazillion pages by hand. Though I suppose at some point the pages will need review to remove the migration banner anyway. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 04:51, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Looks like you answered your own question, standardization. Initially, it is best to try different things and figure out all the odd quirks that doesn't fit. But eventually, it is best if we all work toward the same goal, saving everyone time and making the result more consistent in terms of naming convention, parameter name, resolution, use of scaling (in-game or otherwise), use of sprites or screenshots (like for layered workshops), use of templates, amount of images planned or whatever else was mentioned above. I think that discussion of the desired outcome goes well in hand here. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:38, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Graphics in Skill Infoboxes ===&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 7:0&lt;br /&gt;
| graphic    = [[File:miner_sprite_icon.png]]&lt;br /&gt;
| skill      = Miner&lt;br /&gt;
| profession = Miner&lt;br /&gt;
| job name   = [[Mining]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Dig]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Toughness &lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}I've made yet another visual prototype for skills. In other words, we can put sprites of matching dwarves (and possibly humans, elves, goblins, etc.) at the top of infoboxes. If multiple images are put up there, that can mess up the alignment, but don't worry, Zippy thought of that. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|graphicmargin&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; can added, and a percentage or a &amp;quot;px&amp;quot; number can be placed in that parameter to fix it. If you leave said parameter out, the alignment will default to about 42% from the left. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:06, 7 January 2023 (UTC)&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 7:0&lt;br /&gt;
| graphic    = [[File:miner_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = (OPTIONAL)&lt;br /&gt;
| skill      = Miner&lt;br /&gt;
| profession = Miner&lt;br /&gt;
| job name   = [[Mining]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Dig]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Toughness &lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
::Not sure I understand the alignment issue, can you not put text-align: center on the parent table element instead of messing with explicit margins? As another sidenote, should we continue to be naming all of these templates v50_x, I find that a bit confusing. Why not just edit the main templates with the additional information. Loving all the new templates though nice work Zippy :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:43, 7 January 2023 (UTC)&lt;br /&gt;
:::No, text-align doesn't work with images and divs. That just works for text. When it comes to images, you got to put a little &amp;quot;finesse&amp;quot; on the CSS with those. As for editing the classic templates with the new info, it doesn't always work that way with ''every'' template. Lethosor I think ''did'' update the creature infobox template in the way you mentioned. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:37, 8 January 2023 (UTC)&lt;br /&gt;
:::: You can use something like this to automatically handle that--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:56, 8 January 2023 (UTC)&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:200px; display:flex; background-color:#eaecf0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:miner_sprite_icon.png|center]]&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:200px; display:flex; background-color:#eaecf0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:miner_sprite_icon.png|center]] [[File:miner_sprite_icon.png|center]]&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:200px; display:flex; background-color:#eaecf0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:miner_sprite_icon.png|center]] [[File:miner_sprite_icon.png|center]] [[File:miner_sprite_icon.png|center]]&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:::::Hah I am very familar with the CSS finese :P Can you show me an example of a multi-sprite job infobox? I said what I said because I tested my proposed solution and it worked fine :)&lt;br /&gt;
&lt;br /&gt;
==Adding Vermin list to Creatures page==&lt;br /&gt;
I wanna do that. You guys okay with that? I asked Lethosor, and he said to ask the majority. So uh... here I am... --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:42, 7 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: My main concern is with page size, [[Creature]] is absolutely massive now. In fact, now that I look at it I see a ton of broken images; I'm guessing this is related to some size or timing limit that's being hit when rendering or expanding all the templates. This should definitely be fixed before we make the page even larger.  In fact I'd probably even support splitting it out into more smaller pages for easier browsing. We already have [[Alternate creature sorting]] which can be used as the master sortable list of all creatures including vermin. -[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 22:47, 7 February 2023 (UTC)&lt;br /&gt;
::In my opinion, the page size isn't an issue. The vermin list is large, but not &amp;quot;excruciatingly&amp;quot; large. At the absolute worst, it makes a massive page just a bit bigger, and it isn't going to ease someone's scrolling adventure by all ''that'' much if it's not there. I put the vermin list there, under the aquatic creatures, just to see how people like it. For now... --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:24, 8 February 2023 (UTC)&lt;br /&gt;
::: Unfortunately page size being an issue isn't a matter of opinion: [[Creature]] was, even before your edit, huge and partially broken. Nearly the entire vermin section you added has nothing but broken images (https://imgur.com/a/gpi7guA). We need to fix the situation of broken images before we can consider increasing this page's size further. The other issue with your edit is that we cannot have two vermin tables on different pages; we need a single source of truth to be able to maintain the info (which could be a template transcluded in multiple places). —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:12, 9 February 2023 (UTC)&lt;br /&gt;
:::: Dude dude duuuuuuuuuuuuude. You posted this message at the wooooooorst time. I was posting my thing about tree infoboxes below, which caused a &amp;quot;edit conflict&amp;quot; warning, which erased my entire thing. It's not your fault in the slightest, but that's what happened. That sucked ass. Granted, I should have copy and pasted it. I have no what the sweet sweet shit the broken image thing is about, I've looked at the page on multiple browsers and even PC's and it looks fine. I'll remove the edit, but I can't for the life of me tell you what the image problem is. Try doing a cache refresh or something. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:27, 9 February 2023 (UTC)&lt;br /&gt;
::::: Yeah, that sucks; I think when you get an edit conflict it should still let you copy at that point, but I guess you know for next time. When testing the page, try loading it logged out in a new incognito/private window to avoid local cache effects. Since mediawiki can have weird caching behavior, the wayback machine helps for resolving arguments related to caching: [https://web.archive.org/web/20230209001103/https://dwarffortresswiki.org/index.php/Creature#Vermin this snapshot] from earlier today shows tons of broken images (note that archive.org is having some issues atm so that link might not work until it's up again). —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:50, 9 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Updating Tree Infoboxes==&lt;br /&gt;
Any idea on what that should look like? I have two mockups here:&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;223px&amp;quot; heights=&amp;quot;324px&amp;quot;&amp;gt;&lt;br /&gt;
tree_infobox_example.png|Trunk and tile.&lt;br /&gt;
tree_infobox_example2.png|Trunk, branch, leaves and tile.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Whatever the choice, someone's gonna have to really help me. The amount of images I've added and edits I've made... I'm exhausted... --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:27, 9 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we follow the same &amp;quot;Toggle&amp;quot; format as with creatures for the ASCII? Then there's probably enough room to comfortably include all or most of the tree sprites (trunk, branches of different sizes, growths). While I admire your Herculean efforts, this stuff can be automated as well. I'm working on some code for a separate project for parsing raws and extracting various df sprites, which I'm hoping to share out sometime this month, which could be helpful for this kind of thing. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 20:19, 9 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding Portraits [Solved]==&lt;br /&gt;
[[File:portrait_mockup.png|right]]Does anyone have an idea on how to do this to the creature infobox templates? I can't for the LIFE of me understand how that crap is set up, it is templates with templates within templates, and it's extremely hard to figure out what does what. It's one of those &amp;quot;it's only easy for the person who made it&amp;quot; scenarios. There doesn't seem to be any admins/mods around either. &lt;br /&gt;
&lt;br /&gt;
Edit: I made a mockup of what I'm talking about. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:33, 24 April 2024 (UTC)&lt;br /&gt;
:Nevermind, I figured it out. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:05, 24 April 2024 (UTC)&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=308125</id>
		<title>Monster slayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=308125"/>
		<updated>2025-03-06T21:08:27Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Effectiveness */ Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:monster_slayer_preview.jpg|thumb|250px|right|Down in the caverns, the legends tell.&amp;lt;br&amp;gt;Where terrible beasts dwell.&amp;lt;br&amp;gt;A lonely warrior treads.&amp;lt;br&amp;gt;Although he wears no threads.&amp;lt;br&amp;gt;The beasts fear nothing but.&amp;lt;br&amp;gt;The thunderous claps of his Nut!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by AetherealVanguard. Lyrics by MariusVibius.''&amp;lt;/small&amp;gt;]]'''Monster slayers''' are [[visitor]]s that will visit and [[petition]] to stay in order to slay [[creature]]s in your [[cavern]]s. They begin arriving to your fortress after you have first breached into any cavern layer, regardless of whether the fort has any [[locations]].&lt;br /&gt;
&lt;br /&gt;
Their above-ground counterparts are the [[beast hunter]]s, who are less common. Aside from that difference, they work the same for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
&lt;br /&gt;
Monster slayers arrive with their own [[weapon]]s and [[armor]], as well as some degree of basic [[combat skill]]. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around [[meeting hall]]s or prowling any breached caverns on your map they have access to, searching for cavern creatures to fight. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means.&lt;br /&gt;
&lt;br /&gt;
Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will, occasionally, produce free [[meat]], [[bone]], and [[hide]]s, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of [[troglodyte]]s, while ignoring the other half entirely, or rush headlong into battle with that [[giant cave spider]] you'd been hoping to cage and farm. They are also often poorly suited to a life of combat; some may arrive who hate all things military and panic at the first sign of violence, while others have ineffectual skills - which will inevitably end with them being killed by the monsters they're ''supposed'' to be hunting. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange &amp;quot;accidents&amp;quot; for them if they happen to be carrying interesting equipment. [[Steel]] is steel, after all.&lt;br /&gt;
&lt;br /&gt;
== Monster hunter citizens ==&lt;br /&gt;
There are 2 ways to turn a Monster Slayer/Beast Hunter into a full citizen of your fortress:&lt;br /&gt;
&lt;br /&gt;
==== via Holdings ====&lt;br /&gt;
&lt;br /&gt;
: 1) Accept long-term residency petition from monster hunter&lt;br /&gt;
&lt;br /&gt;
: 2) Send monster hunter to another [[Holding]]&lt;br /&gt;
&lt;br /&gt;
: 3) Eventually the monster hunter returns, under a different profession (perhaps &amp;quot;[[Peasant]]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
: 4) Monster hunter will now apply for citizenship two years after return&lt;br /&gt;
&lt;br /&gt;
==== Removing their &amp;quot;Monster Slayer&amp;quot; Labor Location ====&lt;br /&gt;
After a Monster Slayer has been accepted for long-term residency, it is possible to remove the Labor Location of &amp;quot;Monster Slayer,&amp;quot; effectively turning them into a (for now, non-military) citizen of your fortress. &lt;br /&gt;
&lt;br /&gt;
Navigate to the unit, and in their Labor -&amp;gt; Locations tab click the red &amp;quot;X&amp;quot; next to the &amp;quot;Monster Slayer&amp;quot; entry to remove their designation as a Monster Slayer. Upon unpausing the game, the unit will get a different role based on their highest non-combat skill, or &amp;quot;Peasant&amp;quot; if no other skills. They then become available for labor and hauling jobs, but are not yet assignable to [[Squad]]s. &lt;br /&gt;
&lt;br /&gt;
After they do petition for full citizenship (and you accept), you may then assign them to a squad in a normal military role.* It has been observed that they petition for full citizenship at a faster rate after the Monster Slayer role is removed.&lt;br /&gt;
&lt;br /&gt;
: (* If this takes more than a couple/few seasons, their military skills may become [[Skill#Skill_rust|rust]]y)&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
=== Effectiveness === &lt;br /&gt;
In case of using them for monster slaying note that they will produce plenty of litter (by killing harmless creatures) and by leaving pieces of themselves on encountering actual monsters&amp;lt;!--http://www.bay12forums.com/smf/index.php?topic=176059.msg8118046#msg8118046--&amp;gt;. They are good for filling your tavern/inn with customers, which doesn't have much tangible benefit to you but makes it look busy if you don't regularly get other kinds of visitors.&lt;br /&gt;
&lt;br /&gt;
=== Sealing caverns ===&lt;br /&gt;
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Or with an all-powerful [[drawbridge]]. Alternatively, you may have the opening to the caverns disconnected from your fortress, so that cavern creatures have to path through the surface to reach you, and slayers don't need to step foot into your fortress to reach them. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). They will follow the civil burrow rules. This might also be a possibility to get them out (and pretty much all the others).&lt;br /&gt;
&lt;br /&gt;
=== Healthcare ===&lt;br /&gt;
Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is rumored that, in faraway lands, monster hunters would traditionally wear leather armor and use weapons made from monster parts. Why such hunters choose to use inferior material for their weapon and armor is anyone's guess.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Beast hunter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{V50 misc professions}}&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Monster slayer]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307578</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307578"/>
		<updated>2025-02-19T21:31:23Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Aboveground trees */ Fixed bayberry sprite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:tree_z_levels_v50.gif|thumb|225px|right|Ascending z-levels of a [[pear|pear tree]].]]&lt;br /&gt;
'''Trees''' are multi-[[tile]] [[plant]]s that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[apricot]] tree. ASCII mode.]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system can vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown colour as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one (such as palm trees).&lt;br /&gt;
&lt;br /&gt;
The dug-away roots of a tree can spawn twigs and fruits of the tree around them, if there is space and grass/cave moss there. This means you can, in principle, access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.  There are exceptions to the description above - [[Desert]] [[saguaro]]es don't have any leafy branches or twigs, just a trunk and thick branches. Nor do mushroom cap trees that grow in the caverns underground have branches - instead, they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking - twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles, except trunk tips, are treated as solid barriers that can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing, or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide, in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while, as trees continue to grow, to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress, it makes it easier to route incoming caravans down certain pre-selected well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree (ASCII mode)&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to - any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches - cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.  The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.&lt;br /&gt;
&lt;br /&gt;
Instead of fruit, some trees will produce nuts, which are actually seeds - since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: [[almond]], [[candlenut]], [[chestnut]], [[hazel]], [[macadamia]], [[oak]], [[pecan]], and [[walnut]].&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
[[File:sapling_preview.png|right]]Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; [http://www.bay12games.com/dwarves/dev.html as of yet]; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when the tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield ==&lt;br /&gt;
From the time a sapling appears, it takes about three and a half ''months'' for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with their canopies, so should be cut when wood is needed, or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:abaca_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:abaca_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:abaca_flower.png]] flower&lt;br /&gt;
  |grow3=[[File:abaca_seeds.png]] seeds&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:acacia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:acacia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:acacia_pod.png]] seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:avocado_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:avocado_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:avocado_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} \ [[File:avocado_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:avocado_seeds_sprite.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:banana_trunk_sprite.png]]&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:banana_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} \ [[File:banana_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:banana_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:banana_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bitter_orange_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:bitter_orange_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:bitter_orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:bitter_orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cacao_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cacao_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:cacao_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cacao_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:candlenut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:candlenut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:candlenut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:candlenut_sprite.png]] nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:carambola_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:carambola_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:carambola_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:carambola_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cashew_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cashew_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:cashew_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:cashew_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cashew_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:citron_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:citron_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:citron_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:citron_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:coconut_palm_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:coconut_palm_spathe.png]] spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:palm_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:coffee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:coffee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:coffee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:coffee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:custard_apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:custard_apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:custard_apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:custard_apple_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:date_palm_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:date_palm_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:date_palm_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:date_palm_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:desert_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:desert_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:desert_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:desert_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:durian_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} \ [[File:durian_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:durian_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:durian_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:finger_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:finger_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:finger_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:finger_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:guava_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:guava_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:guava_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:guava_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kapok_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kapok_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} \ [[File:kapok_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kumquat_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kumquat_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:kumquat_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:kumquat_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:lychee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lychee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:lychee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} \ [[File:lychee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lychee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:macadamia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:macadamia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:macadamia_sprite.png]] nut&lt;br /&gt;
  |grow4=[[File:macadamia_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mahogany_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mahogany_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:mahogany_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:mahogany_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mango_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:mango_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} \ [[File:mango_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:mango_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:olive_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:olive_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} \ [[File:olive_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:olive_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:orange_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:orange_leaves.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:papaya_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:papaya_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:papaya_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:papaya_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:papaya_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:paradise_nut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:paradise_nut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:paradise_nut_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:paradise_nut_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:pomelo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:pomelo_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:pomelo_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomelo_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rambutan_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rambutan_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:rambutan_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:rambutan_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:rambutan_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:round_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:round_lime_flowers.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:round_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:round_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]] &lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rubber_leaves.png]] leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:tea_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:tea_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:tea_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:tea_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pomegranate_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:pomegranate_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:pomegranate_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomegranate_seeds2.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mangrove_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:mangrove_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} \ [[File:mangrove_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:cedar_leaves.png]] scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:cedar_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} \ [[File:cedar_pollen_cone.png]] pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:feather_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} \ [[File:feathers_sprite.png]] down&lt;br /&gt;
  |grow2={{tile|%|7:1}} \ [[File:feather_eggs_sprite.png]] egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |graphic=[[File:glumprong_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:highwood_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:highwood_flower.png]] flower&lt;br /&gt;
  |graphic=[[File:highwood_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |graphic=[[File:saguaro_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} \ [[File:saguaro_flower.png]] flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} \ [[File:saguaro_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:willow_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:willow_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:willow_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:willow_fruit.png]] fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}}  \ [[File:alder_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} \ [[File:alder_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:alder_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:alder_cone.png]] cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:almond_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:almond_flower2.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:almond_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:almond_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apple_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apricot_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apricot_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:apricot_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apricot_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:ash_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:ash_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:ash_sprite.png]] fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:birch_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:birch_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:birch_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:birch_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4=[[File:birch_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:cherry_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cherry_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:cherry_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cherry_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:cherry_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:chestnut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:chestnut_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:chestnut_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} \ [[File:chestnut_burr.png]] burr&lt;br /&gt;
  |graphic=[[File:chestnut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}} \ [[File:ginkgo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:ginkgo_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} \ [[File:ginkgo_seeds2.png]] seed&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:hazel_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} \ [[File:hazel_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:hazel_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:maple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:maple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:maple_fruit.png]] fruit&lt;br /&gt;
  |graphic=[[File:maple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:oak_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:oak_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:oak_sprite.png]] acorn&lt;br /&gt;
  |graphic=[[File:oak_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:peach_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:peach_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:peach_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:peach_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pear_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:pear_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:pear_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pear_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pecan_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} \ [[File:pecan_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:pecan_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:persimmon_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:persimmon_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:persimmon_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:persimmon_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:plum_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:plum_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:plum_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:plum_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:sand_pear_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:sand_pear_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:sand_pear_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:sand_pear_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:walnut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:walnut_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} \ [[File:walnut_flower.png]] flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} \ [[File:walnut_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bayberry_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:bayberry_both_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:bayberry_both_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} \ [[File:bayberry_sprite.png]] fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}} \ [[File:larch_needle.png]] needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:larch_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} \ [[File:larch_pollen_cone.png]] pollen cone&lt;br /&gt;
  |graphic=[[File:larch_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:pine_leaves.png]] needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:pine_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} \ [[File:pine_pollen_catkin.png]] pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees' only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |graphic=[[File:fungiwood_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tower-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:black-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:goblin-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:spore_tree_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tunnel_tube_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |graphic=[[File:blood_thorn_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:nether-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down, so the player should check higher z-levels above the wagon once the playing area is generated, and immediately cut down any trees animals are stuck in.&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees| }}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307517</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307517"/>
		<updated>2025-02-19T00:09:37Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Aboveground trees */ Fixed cherry sprites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:tree_z_levels_v50.gif|thumb|225px|right|Ascending z-levels of a [[pear|pear tree]].]]&lt;br /&gt;
'''Trees''' are multi-[[tile]] [[plant]]s that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[apricot]] tree. ASCII mode.]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system can vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown colour as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one (such as palm trees).&lt;br /&gt;
&lt;br /&gt;
The dug-away roots of a tree can spawn twigs and fruits of the tree around them, if there is space and grass/cave moss there. This means you can, in principle, access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.  There are exceptions to the description above - [[Desert]] [[saguaro]]es don't have any leafy branches or twigs, just a trunk and thick branches. Nor do mushroom cap trees that grow in the caverns underground have branches - instead, they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking - twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles, except trunk tips, are treated as solid barriers that can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing, or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide, in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while, as trees continue to grow, to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress, it makes it easier to route incoming caravans down certain pre-selected well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree (ASCII mode)&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to - any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches - cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.  The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.&lt;br /&gt;
&lt;br /&gt;
Instead of fruit, some trees will produce nuts, which are actually seeds - since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: [[almond]], [[candlenut]], [[chestnut]], [[hazel]], [[macadamia]], [[oak]], [[pecan]], and [[walnut]].&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
[[File:sapling_preview.png|right]]Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; [http://www.bay12games.com/dwarves/dev.html as of yet]; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when the tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield ==&lt;br /&gt;
From the time a sapling appears, it takes about three and a half ''months'' for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with their canopies, so should be cut when wood is needed, or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:abaca_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:abaca_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:abaca_flower.png]] flower&lt;br /&gt;
  |grow3=[[File:abaca_seeds.png]] seeds&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:acacia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:acacia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:acacia_pod.png]] seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:avocado_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:avocado_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:avocado_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} \ [[File:avocado_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:avocado_seeds_sprite.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:banana_trunk_sprite.png]]&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:banana_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} \ [[File:banana_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:banana_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:banana_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bitter_orange_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:bitter_orange_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:bitter_orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:bitter_orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cacao_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cacao_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:cacao_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cacao_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:candlenut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:candlenut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:candlenut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:candlenut_sprite.png]] nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:carambola_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:carambola_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:carambola_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:carambola_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cashew_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cashew_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:cashew_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:cashew_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cashew_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:citron_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:citron_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:citron_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:citron_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:coconut_palm_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:coconut_palm_spathe.png]] spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:palm_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:coffee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:coffee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:coffee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:coffee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:custard_apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:custard_apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:custard_apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:custard_apple_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:date_palm_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:date_palm_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:date_palm_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:date_palm_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:desert_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:desert_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:desert_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:desert_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:durian_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} \ [[File:durian_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:durian_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:durian_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:finger_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:finger_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:finger_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:finger_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:guava_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:guava_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:guava_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:guava_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kapok_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kapok_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} \ [[File:kapok_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kumquat_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kumquat_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:kumquat_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:kumquat_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:lychee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lychee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:lychee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} \ [[File:lychee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lychee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:macadamia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:macadamia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:macadamia_sprite.png]] nut&lt;br /&gt;
  |grow4=[[File:macadamia_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mahogany_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mahogany_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:mahogany_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:mahogany_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mango_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:mango_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} \ [[File:mango_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:mango_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:olive_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:olive_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} \ [[File:olive_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:olive_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:orange_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:orange_leaves.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:papaya_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:papaya_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:papaya_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:papaya_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:papaya_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:paradise_nut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:paradise_nut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:paradise_nut_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:paradise_nut_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:pomelo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:pomelo_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:pomelo_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomelo_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rambutan_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rambutan_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:rambutan_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:rambutan_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:rambutan_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:round_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:round_lime_flowers.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:round_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:round_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]] &lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rubber_leaves.png]] leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:tea_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:tea_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:tea_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:tea_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pomegranate_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:pomegranate_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:pomegranate_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomegranate_seeds2.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mangrove_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:mangrove_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} \ [[File:mangrove_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:cedar_leaves.png]] scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:cedar_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} \ [[File:cedar_pollen_cone.png]] pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:feather_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} \ [[File:feathers_sprite.png]] down&lt;br /&gt;
  |grow2={{tile|%|7:1}} \ [[File:feather_eggs_sprite.png]] egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |graphic=[[File:glumprong_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:highwood_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:highwood_flower.png]] flower&lt;br /&gt;
  |graphic=[[File:highwood_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |graphic=[[File:saguaro_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} \ [[File:saguaro_flower.png]] flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} \ [[File:saguaro_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:willow_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:willow_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:willow_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:willow_fruit.png]] fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}}  \ [[File:alder_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} \ [[File:alder_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:alder_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:alder_cone.png]] cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:almond_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:almond_flower2.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:almond_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:almond_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apple_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apricot_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apricot_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:apricot_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apricot_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:ash_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:ash_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:ash_sprite.png]] fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:birch_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:birch_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:birch_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:birch_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4=[[File:birch_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:cherry_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cherry_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:cherry_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cherry_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:cherry_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:chestnut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:chestnut_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:chestnut_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} \ [[File:chestnut_burr.png]] burr&lt;br /&gt;
  |graphic=[[File:chestnut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}} \ [[File:ginkgo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:ginkgo_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} \ [[File:ginkgo_seeds2.png]] seed&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:maple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  |graphic=[[File:oak_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  |graphic=[[File:larch_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees' only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |graphic=[[File:fungiwood_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tower-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:black-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:goblin-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:spore_tree_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tunnel_tube_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |graphic=[[File:blood_thorn_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:nether-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down, so the player should check higher z-levels above the wagon once the playing area is generated, and immediately cut down any trees animals are stuck in.&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees| }}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307391</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=307391"/>
		<updated>2025-02-18T03:06:18Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Aboveground trees */ Fixed citron sprites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:tree_z_levels_v50.gif|thumb|225px|right|Ascending z-levels of a [[pear|pear tree]].]]&lt;br /&gt;
'''Trees''' are multi-[[tile]] [[plant]]s that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[apricot]] tree. ASCII mode.]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system can vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown colour as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one (such as palm trees).&lt;br /&gt;
&lt;br /&gt;
The dug-away roots of a tree can spawn twigs and fruits of the tree around them, if there is space and grass/cave moss there. This means you can, in principle, access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.  There are exceptions to the description above - [[Desert]] [[saguaro]]es don't have any leafy branches or twigs, just a trunk and thick branches. Nor do mushroom cap trees that grow in the caverns underground have branches - instead, they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking - twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles, except trunk tips, are treated as solid barriers that can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing, or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide, in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while, as trees continue to grow, to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress, it makes it easier to route incoming caravans down certain pre-selected well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree (ASCII mode)&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to - any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches - cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.  The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.&lt;br /&gt;
&lt;br /&gt;
Instead of fruit, some trees will produce nuts, which are actually seeds - since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: [[almond]], [[candlenut]], [[chestnut]], [[hazel]], [[macadamia]], [[oak]], [[pecan]], and [[walnut]].&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
[[File:sapling_preview.png|right]]Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; [http://www.bay12games.com/dwarves/dev.html as of yet]; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when the tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield ==&lt;br /&gt;
From the time a sapling appears, it takes about three and a half ''months'' for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with their canopies, so should be cut when wood is needed, or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:abaca_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:abaca_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:abaca_flower.png]] flower&lt;br /&gt;
  |grow3=[[File:abaca_seeds.png]] seeds&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:acacia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:acacia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:acacia_pod.png]] seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:avocado_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:avocado_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:avocado_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} \ [[File:avocado_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:avocado_seeds_sprite.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:banana_trunk_sprite.png]]&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:banana_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} \ [[File:banana_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:banana_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:banana_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bitter_orange_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:bitter_orange_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:bitter_orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:bitter_orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cacao_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cacao_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:cacao_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cacao_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:candlenut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:candlenut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:candlenut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:candlenut_sprite.png]] nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:carambola_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:carambola_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:carambola_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:carambola_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cashew_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cashew_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:cashew_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:cashew_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cashew_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:citron_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:citron_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:citron_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:citron_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:coconut_palm_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:coconut_palm_spathe.png]] spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:palm_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:coffee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:coffee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:coffee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:coffee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:custard_apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:custard_apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:custard_apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:custard_apple_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:date_palm_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:date_palm_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:date_palm_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:date_palm_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:desert_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:desert_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:desert_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:desert_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:durian_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} \ [[File:durian_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:durian_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:durian_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:finger_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:finger_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:finger_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:finger_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:guava_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:guava_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:guava_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:guava_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kapok_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kapok_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} \ [[File:kapok_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kumquat_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kumquat_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:kumquat_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:kumquat_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:lychee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mahogany_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:papaya_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rambutan_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]] &lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:feather_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |graphic=[[File:glumprong_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |graphic=[[File:highwood_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |graphic=[[File:saguaro_trunk_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:almond_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:birch_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:cherry_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  |graphic=[[File:chestnut_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:maple_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  |graphic=[[File:oak_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  |graphic=[[File:larch_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees' only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |graphic=[[File:fungiwood_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tower-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:black-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:goblin-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:spore_tree_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tunnel_tube_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |graphic=[[File:blood_thorn_trunk_sprite.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:nether-cap_trunk_sprite.png]]&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down, so the player should check higher z-levels above the wagon once the playing area is generated, and immediately cut down any trees animals are stuck in.&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees| }}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=306470</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=306470"/>
		<updated>2025-01-26T09:36:22Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 306467 by 182.187.155.7 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Needed page; Invader creature roster ==&lt;br /&gt;
The page would consist of multiple lists; each of them would have all creatures what certain type of [[Siege]] or [[Ambush]] invaders can field. It would include name, picture, probability of such creature being used on siege, combat role (Soldier/Pet/Mount/exc), size and special qualities (flying, aquatic, immune to whatever, exc). Probably something extra on top of this.&lt;br /&gt;
&lt;br /&gt;
The parts would be:&lt;br /&gt;
# Roster of [[goblin]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[sieges]].&lt;br /&gt;
# Roster of [[human]] [[sieges]].&lt;br /&gt;
# Roster of [[dwarf]] [[sieges]].&lt;br /&gt;
# Roster of [[necromancer]] [[sieges]].&lt;br /&gt;
# Roster of [[bandit]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[ambush]].&lt;br /&gt;
# Roster of [[kobold]] [[ambush]].&lt;br /&gt;
# Roster of [[necromancer]] [[ambush]].&lt;br /&gt;
# Roster of [[Subterranean animal peoples|cavemen]] [[ambush]].&lt;br /&gt;
# Roster of [[werewolf]] attacks.&lt;br /&gt;
# Probably something else what i didn't write yet.&lt;br /&gt;
&lt;br /&gt;
Remember what i can't create pages. So to make it, i would need to write idea there. --[[Special:Contributions/109.62.164.162|109.62.164.162]] 16:45, 1 May 2024 (UTC)&lt;br /&gt;
* As far as i understand, animal must have &amp;quot;Mount&amp;quot;, &amp;quot;Exotic Mount&amp;quot;, or &amp;quot;War Animal&amp;quot; with it. Humans don't ride Exotic Mounts, but can field them as war animals (IDK if they even field them at all - probably not). Elves and Goblins ride Exotic Mounts. Elves and Humans use surface animals, Goblins use subterranean animals, enemy Dwarf sieges use both subterranean and surface. [[Special:Contributions/95.71.85.187|95.71.85.187]] 09:47, 11 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wiki tasks ==&lt;br /&gt;
&lt;br /&gt;
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New main page gallery images ==&lt;br /&gt;
&lt;br /&gt;
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migration Progress ==&lt;br /&gt;
&lt;br /&gt;
{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that I already made this update on the [[Known bugs and issues]] page, it just needs to be propagated to the main page (which I can't do because the main page is locked).&lt;br /&gt;
&lt;br /&gt;
== Remove or Replace Blogs ==&lt;br /&gt;
Both entries ([http://dfstories.com/ Dwarf Fortress Stories], [http://www.bravemule.com/ Bravemule]) in the blog section are broken. I think it would make sense to remove the mention of blogs altogether. To my knowledge, there is no DF blog in existence to replace those? [[User:Urist2000|Urist2000]] ([[User talk:Urist2000|talk]]) 22:34, 2 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=306469</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=306469"/>
		<updated>2025-01-26T09:34:46Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 306468 by 182.187.155.7 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Needed page; Invader creature roster ==&lt;br /&gt;
The page would consist of multiple lists; each of them would have all creatures what certain type of [[Siege]] or [[Ambush]] invaders can field. It would include name, picture, probability of such creature being used on siege, combat role (Soldier/Pet/Mount/exc), size and special qualities (flying, aquatic, immune to whatever, exc). Probably something extra on top of this.&lt;br /&gt;
&lt;br /&gt;
The parts would be:&lt;br /&gt;
# Roster of [[goblin]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[sieges]].&lt;br /&gt;
# Roster of [[human]] [[sieges]].&lt;br /&gt;
# Roster of [[dwarf]] [[sieges]].&lt;br /&gt;
# Roster of [[necromancer]] [[sieges]].&lt;br /&gt;
# Roster of [[bandit]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[ambush]].&lt;br /&gt;
# Roster of [[kobold]] [[ambush]].&lt;br /&gt;
# Roster of [[necromancer]] [[ambush]].&lt;br /&gt;
# Roster of [[Subterranean animal peoples|cavemen]] [[ambush]].&lt;br /&gt;
# Roster of [[werewolf]] attacks.&lt;br /&gt;
# Probably something else what i didn't write yet.&lt;br /&gt;
&lt;br /&gt;
Remember what i can't create pages. So to make it, i would need to write idea there. --[[Special:Contributions/109.62.164.162|109.62.164.162]] 16:45, 1 May 2024 (UTC)&lt;br /&gt;
* As far as i understand, animal must have &amp;quot;Mount&amp;quot;, &amp;quot;Exotic Mount&amp;quot;, or &amp;quot;War Animal&amp;quot; with it. Humans don't ride Exotic Mounts, but can field them as war animals (IDK if they even field them at all - probably not). Elves and Goblins ride Exotic Mounts. Elves and Humans use surface animals, Goblins use subterranean animals, enemy Dwarf sieges use both subterranean and surface. [[Special:Contributions/95.71.85.187|95.71.85.187]] 09:47, 11 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wiki tasks ==&lt;br /&gt;
&lt;br /&gt;
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New main page gallery images ==&lt;br /&gt;
&lt;br /&gt;
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migration Progress ==&lt;br /&gt;
&lt;br /&gt;
{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that I already made this update on the [[Known bugs and issues]] page, it just needs to be propagated to the main page (which I can't do because the main page is locked).&lt;br /&gt;
&lt;br /&gt;
== Remove or Replace Blogs ==&lt;br /&gt;
Both entries ([http://dfstories.com/ Dwarf Fortress Stories], [http://www.bravemule.com/ Bravemule]) in the blog section are broken. I think it would make sense to remove the mention of blogs altogether. To my knowledge, there is no DF blog in existence to replace those? [[User:Urist2000|Urist2000]] ([[User talk:Urist2000|talk]]) 22:34, 2 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ATAS: The Ultimate Sports Betting Destination ==&lt;br /&gt;
&lt;br /&gt;
With competitive odds and live updates, [https://atas-play.com/ ATAS] offers an exceptional sports betting platform. Bet on your favorite matches with confidence at ATAS.&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.11&amp;diff=304598</id>
		<title>Release information/50.11</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.11&amp;diff=304598"/>
		<updated>2024-11-28T03:14:10Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 304595 by 172.59.231.161 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:Here's a patch for a linux log crash and tutorial issues, as well as some more minor issues that came up in code analysis.&lt;br /&gt;
&amp;amp;mdash;[[Toady One]], [https://www.bay12games.com/dwarves/ October 3, 2023]&lt;br /&gt;
&lt;br /&gt;
:We have a quick patch update today with fixes for Linux Mode, the tutorial and more. We will be posting a big update this week with a new roadmap for Adventure Mode and updated FAQ so stay tuned for that!&lt;br /&gt;
&amp;amp;mdash;[https://store.steampowered.com/news/app/975370/view/3753244909556346261 Alexandra], October 3, 2023&lt;br /&gt;
&lt;br /&gt;
==Major bug fixes==&lt;br /&gt;
* Fixed crash on linux related to game log threading&lt;br /&gt;
* Fixed broken tutorial on click workshop step&lt;br /&gt;
* Stopped tutorial prompt in tiny worlds where tutorial is invalid&lt;br /&gt;
* Cleaned up a source of squad schedule corruption&lt;br /&gt;
* Made classic graphics setting work properly on restart (hopefully for real this time!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other bug fixes/tweaks==&lt;br /&gt;
* Fixed potential problem with doctors vs. multiple hospitals&lt;br /&gt;
* Ballista arrows etc. that chop down trees now count for treecap diplomacy&lt;br /&gt;
* Image sets with non-uniform types now properly display as having a variety of types&lt;br /&gt;
* Generic improvements now properly display &amp;quot;made a masterful improvement&amp;quot; in histories&lt;br /&gt;
* Allowed single pair dances to generate properly&lt;br /&gt;
* Fixed potential minor oddity involving animal placement&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.09&amp;diff=304392</id>
		<title>Release information/50.09</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.09&amp;diff=304392"/>
		<updated>2024-11-17T03:45:11Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 304390 by 46.232.112.108 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
In this release, we're updating the engine from SDL to SDL2, and there are many optimizations to go along with it.  Aside from the optimizations, SDL2 is also the stepping stone to ports.  We have Linux compiling and playable; it just needs some testing.&lt;br /&gt;
&lt;br /&gt;
Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster!&lt;br /&gt;
&lt;br /&gt;
We also have some new individual tree graphics, and an update to grass ramps as well.&lt;br /&gt;
&lt;br /&gt;
This has been mostly the hard work of Putnam!  Meanwhile I've started up on adventure mode - the long work of updating menus and adding audio has begun!  Hopefully we'll have some progress to show their soon, as we continue updating fortress mode as well.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;amp;mdash;[[Toady One]], [{{forum link/url|181776}} June 28, 2023]&lt;br /&gt;
&lt;br /&gt;
== New stuff ==&lt;br /&gt;
* Updated to SDL2 and made many surrounding changes.  Various performance gains!&lt;br /&gt;
* Experimental multithreading is available from game settings.&lt;br /&gt;
&lt;br /&gt;
== Graphics additions/changes ==&lt;br /&gt;
* Some more trees now have individual graphics (maple, willow, cedar, larch, kapok, papaya, macademia.)&lt;br /&gt;
* Updated some ramp images.&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.13&amp;diff=303995</id>
		<title>Release information/50.13</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.13&amp;diff=303995"/>
		<updated>2024-10-16T22:34:44Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 303994 by 185.80.130.247 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:Apologies for two updates in two days but important things are afoot, and as I mentioned yesterday, Tarn is going to take a little rest for a week or two, so hopefully this will help make that wait more bearable.&lt;br /&gt;
&lt;br /&gt;
:This is version 50.13 updating on the main/default branch, improving Fortress Mode! If you're not seeing it, try closing Steam and re-logging in.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [https://store.steampowered.com/news/app/975370/view/4186734162842117873 Tanya on behalf of Kitfox and Bay 12, April 23, 2024]&lt;br /&gt;
&lt;br /&gt;
== New additions/changes ==&lt;br /&gt;
&lt;br /&gt;
* [[Graphics#Portraits|Portraits]]! Whether they're [[dwarves]], [[elves]], [[human]]s, or [[Animal person|animal people]], they have portraits! Procedurally assembled, in many cases.&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed [[statue]]-related crash&lt;br /&gt;
* Fixed [[syndrome]]-related crash&lt;br /&gt;
* Fixed [[temperature]]-related crash&lt;br /&gt;
* Fixed crash from empty [[kitchen]] menu&lt;br /&gt;
* Fixed multi-kill [[squad]] orders&lt;br /&gt;
* Fixed [[world gen]] crash from the appointing of chefs by [[demon]] rulers that had been influenced by outside reading materials on decorum and leisure time&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* Centered some [[creature]]s that were printing off-center&lt;br /&gt;
* Large [[gem]]s and gem [[crafts]] should be produced properly by [[gem cutting]] [[job]]s again&lt;br /&gt;
* Fixed [[cave adaptation]]&lt;br /&gt;
* Fixed problem with numbers in wild creature clusters&lt;br /&gt;
* {{token|SELECT_GROWTH|p}} and {{token|SELECT_MATERIAL|p}} available in [[plant]] [[modding]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=303606</id>
		<title>Dwarf Fortress Wiki:Real World Information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=303606"/>
		<updated>2024-09-26T01:43:09Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 303605 by 192.126.140.222 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page to discuss whether there is a place or not for real-world information in articles on this wiki.  It's been discussed in different locations such as [http://www.bay12forums.com/smf/index.php?topic=54970.msg1191175 a forum thread] and [[User_talk:Albedo#.22Real_World.22_Flavor_text_in_Stone_Pages|a user talk page]].  The goal is to have the discussion shift here to be more organized.&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
&lt;br /&gt;
I feel that personal information's place in this Wiki should be fairly limited, perhaps with just offsite links to wikipedia.org for the material in question. After all, this is a game wiki. [[User:Dentist|Dentist]] 12:59, 25 May 2010 (UTC)&lt;br /&gt;
: If i can summarize the discussion page: some real world information is fine, but it has to be marked as such and separated from in-game data.&lt;br /&gt;
&lt;br /&gt;
I was looking around for freely-usable pictures of obscure gems and such, so that people could at least look at the gems they find instead of wondering what the hell peridot is.  Provided it's kept short &amp;amp; separate, isn't there a place for stuff like this?  That way, people can learn things without confusing the information with in-game stuff and they won't have to think of everything as &amp;quot;just another rock.&amp;quot;  [[User:Uristocrat|Uristocrat]] 21:49, 17 January 2011 (UTC)&lt;br /&gt;
: We have a lot of existing images already on the wiki.  I don't think there's any way for those to be confused with game data and they probably answer the most likely questions people will have about any given stone (i.e. &amp;quot;what the hell is orthoclase?&amp;quot;) a lot better than most other types of IRL information would, so I'm going to try and link those orphaned images back to the current articles. [[User:Uristocrat|Uristocrat]] 10:20, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
A little late to the party here, but maybe the minecraft wiki could be used as an example here. Maybe not pictures, just a short description of what the real world thing looks like, and it's uses, possibly under a trivia section? [[User:Conqerer2|Conqerer2]] 21:00, 4 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
i don't think it'd be a problem to include a little outbound link to a rock's Real Life article on Wikipedia at the bottom of its Magmawiki page. i'll start doing that from now on.   --[[User:August|August]] 15:03, 28 March 2012 (UTC)&lt;br /&gt;
:Actually, the rock pages already have a link to the Wikipedia article at the bottom of the information template on the right side of the page, so there is no need to add a duplicate Wikipedia link within the article itself. --[[User:Cali|Cali]] 13:38, 29 March 2012 (UTC)&lt;br /&gt;
[[category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Version_history&amp;diff=303367</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Version_history&amp;diff=303367"/>
		<updated>2024-09-03T18:22:01Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 303366 by 169.139.8.156 (talk) Looks like previous edit was the mistake, rather than fixing one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the complete release history of ''Dwarf Fortress'', starting from the very first public release of [[23a:Release information/0.21.93.19a|0.21.93.19a]]. See each release's page for more information.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v50 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.13|50.13]] || 2024-04-23&lt;br /&gt;
| Added portraits for most races, ''Bugfixes''.&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.12|50.12]] || 2024-03-06&lt;br /&gt;
| ''Bugfixes'', improvements to UI and UX. &lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.11|50.11]] || 2023-10-03&lt;br /&gt;
| ''Bugfixes''&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.10|50.10]] || 2023-09-19&lt;br /&gt;
| [[Alerts]] and combat [[reports]] can be viewed. Linux support. Crash logging. In game [[Settings#Announcements|Announcement Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.09|50.09]] || 2023-06-28&lt;br /&gt;
| Updated to SDL2, performance optimization, experimental multithreading (field of view calculations became a separate thread).&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.08|50.08]] || 2023-05-02&lt;br /&gt;
| Re-introduced [[XML dump|XML]] export in [[legends mode]], аdded graphics for many plants and child/baby creatures.&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.07|50.07]] || 2023-02-07&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.06|50.06]] || 2023-02-07&lt;br /&gt;
| Re-introduced [[arena mode]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.05|50.05]] || 2023-01-05&lt;br /&gt;
| ''Bugfixes and optimizations''&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.04|50.04]] || 2022-12-22&lt;br /&gt;
| '''Classic release''': released the free [[Classic]] version on [https://www.bay12games.com/dwarves/ bay12games.com], and enabled classic mode in the Premium version. Added ability to advance time by one frame, and assign everyone to a burrow.&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.03|50.03]] || 2022-12-12&lt;br /&gt;
| ''Premium-only bugfixes''. Improved UX for selecting building materials.&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.02|50.02]] || 2022-12-08&lt;br /&gt;
| ''Premium-only bugfixes''&lt;br /&gt;
|-&lt;br /&gt;
| [[Release information/50.01|50.01]] || 2022-12-06&lt;br /&gt;
| '''Premium release''': launched  the paid [[Premium]] version on Steam and itch.io. Introduced [[graphics]], full [[Mouse control|mouse support]], a new user [[interface]], tutorials, and new [[soundtrack|music]] and sound effects. A number of features from v0.47 were lost in 50.01 (see [[Missing features]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.47 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.47.05|0.47.05]] || 2021-01-28&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.47.04|0.47.04]] || 2020-02-29&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.47.03|0.47.03]] || 2020-02-16&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.47.02|0.47.02]] || 2020-02-06&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.47.01|0.47.01]] || 2020-01-29&lt;br /&gt;
| ''Release'': introduced creation of [[guildhall]]s and [[temple]]s. Introduced [[traitor]]s and [[villain]]s. Many new events in world generation, organizations, sites, pets and mounts in adventure mode, [[Aquifier#Light aquifers|light aquifers]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.44 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.12|0.44.12]] || 2018-06-23&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.11|0.44.11]] || 2018-06-23&lt;br /&gt;
| Civilizations create nearby sites and associate them with your fortress, can request/send workers, long-term memories can lead to personality changes&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.10|0.44.10]] || 2018-05-05&lt;br /&gt;
| Dwarves now have short-term and long-term memories of emotional events, Adventurer mode log improved&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.09|0.44.09]] || 2018-04-01&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.08|0.44.08]] || 2018-03-29&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.07|0.44.07]] || 2018-03-12&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.06|0.44.06]] || 2018-03-09&lt;br /&gt;
| Raids can pillage/raze sites and demand tribute, will gain skills (e.g. military tactics) during missions&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.05|0.44.05]] || 2018-01-14&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.04|0.44.04]] || 2018-01-10&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.03|0.44.03]] || 2017-12-25&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.02|0.44.02]] || 2017-11-23&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.44.01|0.44.01]] || 2017-11-22&lt;br /&gt;
| ''Release''; can now send raids to other sites, build museums using pedestals and display cases, artifacts created during worldgen, civilizations can send spies to gather information on artifacts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.43 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.43.05|0.43.05]] || 2016-06-20&lt;br /&gt;
| '''64-bit support''', bugfixes&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.43.04|0.43.04]] || 2016-06-20&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.43.03|0.43.03]] || 2016-05-22&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.43.02|0.43.02]] || 2016-05-11&lt;br /&gt;
| ''Hotfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.43.01|0.43.01]] || 2016-05-09&lt;br /&gt;
| ''Release''; Adventurers can create sites, make stone axes, fell trees, perform carpentry, and construct buildings; Fortress mode work orders can now specify start conditions, restart frequencies, and how many workshops can be used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.42 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.06|0.42.06]] || 2016-02-10&lt;br /&gt;
| Can specify exact materials for jobs, make specific crafts, apply specific decorations, and even customize the details of art images; Adventurers can now do bone carving, complete with custom images&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.05|0.42.05]] || 2016-01-17&lt;br /&gt;
| Reputations for hunters and protection from bandits&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.04|0.42.04]] || 2015-12-26&lt;br /&gt;
| More varieties of [[animal people]] and giant animals, Vampire purges during worldgen, bugfixes&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.03|0.42.03]] || 2015-12-12&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.02|0.42.02]] || 2015-12-05&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.42.01|0.42.01]] || 2015-12-01&lt;br /&gt;
| ''Release''; introduced taverns, temples, and libraries, added new musical instruments and performance skills, introduced [[need]]s to replace dwarves going On Break, added visitors who can petition for fortress membership, scholars and historians can write books and spread knowledge, and drinking alcohol actually causes inebriation (and eventually fatal alcohol poisoning)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.40 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.24|0.40.24]] || 2015-01-07&lt;br /&gt;
| ''Bugfix''; Misc. bugfixes; allowing 1x1 forts&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.23|0.40.23]] || 2014-12-24&lt;br /&gt;
| ''Bugfix''; Fixed farming job cancellations, armies camping forever, typos, and channeling bug&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.22|0.40.22]] || 2014-12-21&lt;br /&gt;
| ''Bugfix''; Fixed multi-item jobs and toggle marker tweak&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.21|0.40.21]] || 2014-12-19&lt;br /&gt;
| ''Hotfix''; Fixed a crash bug and other issues&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.20|0.40.20]] || 2014-12-18&lt;br /&gt;
| Job priorities rewrite; vein and cluster automining&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.19|0.40.19]] || 2014-11-26&lt;br /&gt;
| [[Gelding]] and related profession/skill/etc&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.18|0.40.18]] || 2014-11-20&lt;br /&gt;
| ''Hotfix''; Fixed a smelting issue on Windows&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.17|0.40.17]] || 2014-11-19&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.16|0.40.16]] || 2014-11-12&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.15|0.40.15]] || 2014-11-05&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.14|0.40.14]] || 2014-10-25&lt;br /&gt;
| Thought/emotion rewrite, stopped site invaders from always winning&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.13|0.40.13]] || 2014-09-17&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.12|0.40.12]] || 2014-09-10&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.11|0.40.11]] || 2014-09-03&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.10|0.40.10]] || 2014-08-24&lt;br /&gt;
| ''Bugfix'';&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.09|0.40.09]] || 2014-08-17&lt;br /&gt;
| ''Bugfix''; Misc. bugfixes&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.08|0.40.08]] || 2014-08-11&lt;br /&gt;
| ''Hotfix''; Fixed a crash bug and issues with constructions &lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.07|0.40.07]] || 2014-08-10&lt;br /&gt;
| ''Bugfix''; AI and invasion fixes&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.06|0.40.06]] || 2014-08-03&lt;br /&gt;
| ''Bugfix''; stack bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.05|0.40.05]] || 2014-07-27&lt;br /&gt;
| ''Bugfix''; fixed large world slowdown, decreased rampant tree growth, many old and new bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.04|0.40.04]] || 2014-07-20&lt;br /&gt;
| ''Bugfix''; several crash fixes, made saplings grow properly.&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.03|0.40.03]] || 2014-07-13&lt;br /&gt;
| ''Bugfix''; broke save game compatibility again due to more save corruption, several crash fixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.02|0.40.02]] || 2014-07-10&lt;br /&gt;
| ''Bugfix''; broke save game compatibility due to save corruption, several crash fixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[DF2014:Release information/0.40.01|0.40.01]] || 2014-07-07&lt;br /&gt;
| ''Release''; Introduced world generation running in the background while fortresses and adventurers progress, un-retiring of fortresses, multiple tile trees, climbing &amp;amp; jumping, and more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.34 ==&lt;br /&gt;
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 2011-01-30, Threetoe announced plans for a series of nine numbered releases (&amp;quot;Short-term Goals&amp;quot; on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned &amp;quot;caravan&amp;quot; development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.11|0.34.11]] || 2012-06-04&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.10|0.34.10]] || 2012-05-21&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.09|0.34.09]] || 2012-05-17&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.08|0.34.08]] || 2012-05-14&lt;br /&gt;
| Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.07|0.34.07]] || 2012-03-30&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.06|0.34.06]] || 2012-03-23&lt;br /&gt;
| Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.05|0.34.05]] || 2012-03-06&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.04|0.34.04]] || 2012-02-29&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.03|0.34.03]] || 2012-02-28&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.02|0.34.02]] || 2012-02-18&lt;br /&gt;
| ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.34:Release information/0.34.01|0.34.01]] || 2012-02-14&lt;br /&gt;
| Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system, many [[Animal sponsorship drive|&amp;quot;sponsorship&amp;quot; creatures]], [[Gem#Gem cuts|gem cuts]], many adventure mode tweaks and minor features&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress v0.31 ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.25|0.31.25]] || 2011-03-28&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.24|0.31.24]] || 2011-03-27&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.23|0.31.23]] || 2011-03-26&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.22|0.31.22]] || 2011-03-24&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.21|0.31.21]] || 2011-03-06&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.20|0.31.20]] || 2011-03-06&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.19|0.31.19]] || 2011-02-16&lt;br /&gt;
| Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.18|0.31.18]] || 2010-11-16&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.17|0.31.17]] || 2010-11-11&lt;br /&gt;
| Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.16|0.31.16]] || 2010-10-04&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.15|0.31.15]] || 2010-10-03&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.14|0.31.14]] || 2010-09-23&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.13|0.31.13]] || 2010-09-15&lt;br /&gt;
| Entity populations, sprawl, river density tweaking, TrueType font support&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.12|0.31.12]] || 2010-07-25&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.11|0.31.11]] || 2010-07-23&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.10|0.31.10]] || 2010-07-11&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.09|0.31.09]] || 2010-07-10&lt;br /&gt;
| Adventure mode knapping and butchery, combat improvements&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.08|0.31.08]] || 2010-06-19&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.07|0.31.07]] || 2010-06-19&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.06|0.31.06]] || 2010-06-09&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.05|0.31.05]] || 2010-06-04&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.04|0.31.04]] || 2010-05-16&lt;br /&gt;
| Merge with the 40d19 branch&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.03|0.31.03]] || 2010-04-12&lt;br /&gt;
| Ability to create undead in arena&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.02|0.31.02]] || 2010-04-08&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[v0.31:Release information/0.31.01|0.31.01]] || 2010-04-01&lt;br /&gt;
| Overhaul of many aspects of the game: new material system, new fortress military system, healthcare and combat system was heavily expanded, [[thoughts]] have been redone, creatures now have 19 [[attributes]], which affects [[skills]], body features influences gameplay, underground areas have been totally redone, introduced [[raws]], [[genetics]], [[caste]]s, [[burrow]]s, [[poison]]s, [[Tree#Underground trees|underground trees]], [[forgotten beast]]s, [[arena mode]], and dozens of minor changes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 3D Version (before 2010) ==&lt;br /&gt;
[[40d:Release information/Branch|''Branch'':]] 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.40d|0.28.181.40d]] || 2008-09-06&lt;br /&gt;
| ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.40c|0.28.181.40c]] || 2008-08-21&lt;br /&gt;
| ''Hotfix'', partial print now allows specifying a frame count&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.40b|0.28.181.40b]] || 2008-08-20&lt;br /&gt;
| Partial print, windowed/fullscreen gridsizes&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.40a|0.28.181.40a]] || 2008-08-18&lt;br /&gt;
| Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.), and dwarves now try to store items in partially-filled containers instead of empty ones&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39f|0.28.181.39f]] || 2008-08-09&lt;br /&gt;
| [[Custom grid]] sizes added&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39e|0.28.181.39e]] || 2008-07-23&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39d|0.28.181.39d]] || 2008-07-23&lt;br /&gt;
| Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented, and worldgen presets added&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39c|0.28.181.39c]] || 2008-07-16&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39b|0.28.181.39b]] || 2008-07-14&lt;br /&gt;
| ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.28.181.39a|0.28.181.39a]] || 2008-07-13&lt;br /&gt;
| Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.176.38c|0.27.176.38c]] || 2008-02-24&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.176.38b|0.27.176.38b]] || 2008-02-23&lt;br /&gt;
| First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.176.38a|0.27.176.38a]] || 2008-02-15&lt;br /&gt;
| Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made, and plants can now drown in deep water&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.173.38a|0.27.173.38a]] || 2008-02-04&lt;br /&gt;
| [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33g|0.27.169.33g]] || 2007-12-21&lt;br /&gt;
| Mud no longer dries up during winter, occupied cages are named according to their contents, brand new &amp;quot;Bring to depot&amp;quot; interface, [[strange mood]]s no longer require glass until you actually make some&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33f|0.27.169.33f]] || 2007-12-14&lt;br /&gt;
| ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition, donkey/horse foals are now named properly, graphics sets can now use custom tiles for appointed nobles, and flux stones now have a value of 2 again.&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33e|0.27.169.33e]] || 2007-12-08&lt;br /&gt;
| ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates, donkeys can now breed, most types of vermin no longer have bones, and most types of fish no longer have lungs or throats&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33d|0.27.169.33d]] || 2007-11-30&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33c|0.27.169.33c]] || 2007-11-23&lt;br /&gt;
| Animals screen now labels war dogs and hunting dogs correctly, [[sliver barb]]s now have seeds, and process priority can now be configured in init.txt&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33b|0.27.169.33b]] || 2007-11-16&lt;br /&gt;
| [[Carp]] and other fish no longer gain [[swimming]] skill (making them ''slightly'' less dangerous), and various ore types now properly show up as '*' when mined.&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.33a|0.27.169.33a]] || 2007-11-01&lt;br /&gt;
| added [[wood]]en [[block]]s, renamed aluminum ore to &amp;quot;native aluminum&amp;quot;, [[mountain gnome]]s and [[dark gnome]]s no longer butcherable&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Release information/0.27.169.32a|0.27.169.32a]] || 2007-10-29&lt;br /&gt;
| The very first fully 3D version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2D Version ==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! style=&amp;quot;width:85px&amp;quot;|Version&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot;|Date of release&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.23.130.23a|0.23.130.23a]] || 2007-01-18&lt;br /&gt;
| ''Hotfix'' - Final version&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.23.125.23b|0.23.125.23b]] || 2007-01-16&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.23.125.23a|0.23.125.23a]] || 2007-01-16&lt;br /&gt;
| Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen. Spirits of fire also got a '''lot''' hotter. For some reason, [[horse]]s are now made of [[iron]].&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.123.23a|0.22.123.23a]] || 2006-12-21&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.123.23a|0.22.123.23a]] || 2006-12-21&lt;br /&gt;
| More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan; male cows are now called bulls, and whips can no longer get stuck in opponents&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.121.23b|0.22.121.23b]] || 2006-12-16&lt;br /&gt;
| The ability to disable temperature and weather were added (to boost FPS)&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.121.23a|0.22.121.23a]] || 2006-12-14&lt;br /&gt;
| Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.120.23b|0.22.120.23b]] || 2006-12-10&lt;br /&gt;
| Improved temperature support was added&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.120.23a|0.22.120.23a]] || 2006-11-23&lt;br /&gt;
| The ability to use custom [[graphics sets]] was added&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.23c|0.22.110.23c]] || 2006-11-17&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.23b|0.22.110.23b]] || 2006-11-15&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.23a|0.22.110.23a]] || 2006-11-14 {{cite devlog|2006|11|14}}&lt;br /&gt;
| [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22f|0.22.110.22f]] || 2006-11-03&lt;br /&gt;
| ''Bugfix''; additionally, butterflies, fireflies, and dragonflies can no longer be kept as pets. [[Boatmurdered]] began in this version.&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22e|0.22.110.22e]] || 2006-10-29&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22d|0.22.110.22d]] || 2006-10-29&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22c|0.22.110.22c]] || 2006-10-29&lt;br /&gt;
| Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22b|0.22.110.22b]] || 2006-10-21&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.110.22a|0.22.110.22a]] || 2006-10-21&lt;br /&gt;
| Inventory system changes (most notably, gloves and boots were split into two items (left &amp;amp; right for gloves))&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.22.107.21a|0.22.107.21a]] || 2006-10-02&lt;br /&gt;
| Various changes to [[adventurer mode]] - guards and families, plus &amp;quot;.&amp;quot; as a wait key&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.105.21a|0.21.105.21a]] || 2006-09-25&lt;br /&gt;
| ''Hotfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.21c|0.21.104.21c]] || 2006-09-25&lt;br /&gt;
| Making potash no longer required making ashes into lye first.&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.21b|0.21.104.21b]] || 2006-09-16&lt;br /&gt;
| Workshop profiles were added, along with showing genders on the Animal status screen&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.21a|0.21.104.21a]] || 2006-09-08&lt;br /&gt;
| [[Designation|Designating]] with the mouse was added&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.19d|0.21.104.19d]] || 2006-09-02&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.19c|0.21.104.19c]] || 2006-09-02&lt;br /&gt;
| The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.19b|0.21.104.19b]] || 2006-08-27&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.104.19a|0.21.104.19a]] || 2006-08-27&lt;br /&gt;
| The ability to &amp;quot;chasm&amp;quot; items was added (complete with attacks from chasm creatures as a result), as well as butchering cats&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.102.19a|0.21.102.19a]] || 2006-08-24&lt;br /&gt;
| Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.101.19d|0.21.101.19d]] || 2006-08-21&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.101.19c|0.21.101.19c]] || 2006-08-20&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.101.19b|0.21.101.19b]] || 2006-08-20&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.101.19a|0.21.101.19a]] || 2006-08-19&lt;br /&gt;
| Adventurers could now have custom first names&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.100.19a|0.21.100.19a]] || 2006-08-16&lt;br /&gt;
| Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.95.19c|0.21.95.19c]] || 2006-08-14&lt;br /&gt;
| Farm plot fertilization could be controlled directly&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.95.19b|0.21.95.19b]] || 2006-08-13&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.95.19a|0.21.95.19a]] || 2006-08-12&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.93.19c|0.21.93.19c]] || 2006-08-10&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.93.19b|0.21.93.19b]] || 2006-08-10&lt;br /&gt;
| ''Bugfix''&lt;br /&gt;
|-&lt;br /&gt;
| [[23a:Release information/0.21.93.19a|0.21.93.19a]] || 2006-08-08&lt;br /&gt;
| Initial public release&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[Category:Release information]]&lt;br /&gt;
[[ru:Version history]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Deep_pit&amp;diff=302875</id>
		<title>Deep pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Deep_pit&amp;diff=302875"/>
		<updated>2024-08-13T22:42:25Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 302865 by Prometheus (talk) The &amp;quot;D for Dwarf&amp;quot; template is not intended for serious content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Deep pits''' are a type of hollow underground feature, basically holes of a fixed shape reaching down from one [[caverns|cavern]] layer to the next. The top [[z-level]], where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
Deep pits act as a flyer-only passage for lower-level creatures to path to your fortress, which &amp;lt;strike&amp;gt; is a bad thing&amp;lt;/strike&amp;gt; could be [[fun]]. On the other hand, they can be used for garbage disposal and in retracting-[[bridge]] [[trap design|trap]]s, as it's a long, long way down to the bottom, and will render anything that falls through into bloody splatters.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = thol gor | elvish = èna nimo | goblin = sodor slömod | human = galka uta}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kobold&amp;diff=302600</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kobold&amp;diff=302600"/>
		<updated>2024-07-22T19:15:10Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 302592 by 185.220.100.240 (talk) Depictions of a fantasy creature can change without being &amp;quot;wrong&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Kobold_sprite.png&lt;br /&gt;
|portrait=kobold_portrait.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[File:Kobold KQ.png|thumb|A kobold drawn by Toady One, from the game ''Kobold Quest''. This was considered their ''DF'' look before the Premium update.]]&lt;br /&gt;
[[File:kobolds_preview.jpg|thumb|200px|Slightly DnD-based kobolds.]]&lt;br /&gt;
&lt;br /&gt;
'''Kobolds''' are small [[creatures]] adept at stealthy [[Thief|thieving]]. In [[fortress mode]], they are one of the antagonistic [[race]]s, trying to infiltrate your fortress and steal valuable items, running away once discovered. Their threat may vary depending on where the player chooses to embark their settlement.&lt;br /&gt;
&lt;br /&gt;
In direct contrast to [[goblin]]s, that resort to gruesome violence and other heinous acts, the nature of kobolds is that of stealth and thievery, and not immediately resorting to violence - they will only fight when cornered or provoked.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] kobolds for their ''mischief''.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kobolds are officially described as &amp;quot;small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, [[:Category:Syndrome|poisonous]] critter collection, traps and kleptomaniacal hoarding&amp;quot;{{cite|old-consolidated-dev|http://www.bay12games.com/dwarves/dev_single.html}}. They are also [[egg]]-layers, giving birth by laying 1-2 eggs at a time.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240 explained] the game's kobolds were primarily inspired by ''Dungeons &amp;amp; Dragons'', with varying, typically reptilian, kobold imagery, though DF's own kobolds were originally described as more akin to tiny brown-skinned goblins. With the release of v50 of the game, their sprites now incorporate a distinct rounded snout on their face, a change from the flat face of the initial ''Kobold Quest'' sketch. Graphically, kobolds can appear with different shades of brown skin, as well as having ears that point up, down, or anywhere in between.&lt;br /&gt;
&lt;br /&gt;
Kobolds speak in [[Main:Kobold language|unintelligible utterances]], being completely unable to communicate with anyone but each other.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
The [[ethics]] of kobolds can be considered the most primitive, besides those of goblins (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty, with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed one of their own is forced into exile. &lt;br /&gt;
&lt;br /&gt;
Kobolds consider cunning to be incredibly important, and also value nature, cooperation and perseverance. They do not, however, understand the concept of music, have very little empathy and are forgetful, probably due to death being commonplace in kobold society, so it is unwise to remember or care about loved ones for too long.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Kobolds are represented by a dark yellow &amp;quot;k&amp;quot; in gameplay. They congregate in small groups and live in [[cave]]s (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Despite playing an evil role in the game, they do not need to spawn in evil biomes like [[goblin]]s - they can appear in any morally aligned biome. Kobolds start harassing a player's fortress as early as they can, and will always attempt to stealthily sneak into a fortress over using violent brute force. Because of their stealthy nature, they appear invisible to players unless they are right next to a dwarf, or the dwarf has a high enough [[observer]] skill, the higher said skill is, the farther away they can be spotted. Being reptilian, they can lay eggs.&lt;br /&gt;
&lt;br /&gt;
Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. They are very small and weak, and because of this, cannot wield large weapons, often using [[dagger]]s and rudimentary [[armor]] to protect themselves. Dwarves easily overpower kobolds in battle, but this doesn't stop kobolds from posing a threat, as their stealth and ambush tactics can still provide trouble for dwarves, as well as traveling traders. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around.&lt;br /&gt;
&lt;br /&gt;
===Detailed behavior===&lt;br /&gt;
Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. Spotting a sneaking creature is based on how high the spying creature's [[observer]] skill is; the higher it is, the farther away the sneaking creature will be spotted, but if a kobold is passing next to a dwarf or animal it will be revealed, too. They can swim in from rivers, &amp;lt;s&amp;gt;go boldly through&amp;lt;/s&amp;gt; sprint straight through locked [[door]]s, and are [[Trapavoid|unaffected]] by [[trap]]s. If the kobolds are successful in multiple thieving attempts, they will grow &amp;lt;s&amp;gt;ko&amp;lt;/s&amp;gt;bolder and send squads of armed kobolds to [[Ambush|raid and pillage]] your apparently-defenseless fort. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all). This doesn't seem to manifest itself in fortress mode, however, and they are almost always seen with only [[copper]] equipment.&lt;br /&gt;
&lt;br /&gt;
Kobolds are commonly known to congregate primarily inside [[cave]]s in small to medium-sized groups. The site layouts are a little more involved than the up-down natural caves, spreading out over a few z-levels with some traps, guard posts, living chambers, animals, eggs and stolen objects. Kobolds use a specific entity animal definition to keep as pets any creatures in the surrounding environment that are in the poisonous class which do not have the mammal class - in practice, this leads to scary pit rooms filled with [[giant cave spider]]s and [[rattlesnake]]s. Kobolds always store items they have stolen in a trophy room.&lt;br /&gt;
&lt;br /&gt;
However, they may also camp outdoors, (Example: http://www.bay12forums.com/smf/index.php?topic=74802.0) living exactly as they do in caves, in a large group with piles of random [[jewelry]] and [[gem]]s all around them. Assuming you can get past the kobolds, this wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. Amusingly, they can and will attack kobold thieves that wander onto the map, which instantly triggers a [[loyalty cascade]] amongst every member of the camp, sparking a brutal and bloody civil war in which both sides try their level best to kill the other, often with their bare hands. Interestingly enough, one of the sides on the loyalty cascade will appear as hostile to your dwarves, while the other will appear as friendly. If the friendly kobolds win this civil war of sorts, you will be able to wander into their camp and take all their stuff, or, if you are feeling particularly generous, build a little something for them. Sadly, this above-ground camp will almost certainly be exterminated by the first goblin siege.&lt;br /&gt;
&lt;br /&gt;
The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Despite being a major race in the game, they do not conduct [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==&lt;br /&gt;
Unlike other races, there are two large stereotypes associated with the kobolds by players: some see them as little more than (semi-intelligent) vermin who only exist to annoy, and as such they go to great lengths for the chance to catch and kill kobold thieves.  The other, arguably more prominent stereotype, however, treats kobolds as small, cutesy creatures who are endearingly stupid in their attempts to steal your trinkets, and as such generate great amounts of sympathy. These are typically given the name of &amp;quot;cutebold&amp;quot; (with the ''DF'' community possibly being responsible for creating the term) and are depicted as small, flappy-eared dog or lizard people rather than their canon &amp;quot;smaller brown goblin&amp;quot; look, who like rubbing their noses to display affection and are about as smart as an actual dog or lizard. Cutebolds are typically treated as being incredibly innocent, childish and ineffectual, which brings up interesting connotations when they interact with the gruff, hardy and [[fun]] dwarves. Whether they fall into &amp;quot;too cute to kill&amp;quot; or &amp;quot;just the right amount of cute that makes them VERY killable&amp;quot; is another matter entirely.&lt;br /&gt;
&lt;br /&gt;
== Playing as kobolds ==&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are the only unplayable race out of the five main [[race]]s. By [[modding]], however, kobolds can be played in both fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
There are two methods for allowing kobolds to be playable as adventurers: &lt;br /&gt;
* By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. &lt;br /&gt;
* By adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, kobold adventurers can be played as outsiders from any site.&lt;br /&gt;
&lt;br /&gt;
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
&lt;br /&gt;
Kobolds can become a playable race in fortress mode, if {{token|SITE_CONTROLLABLE|e}} is added to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}. They cannot start with picks or axes, nor many of the skills needed to found a 'fortress' besides mining. While they can start with the materials to start a small metal mining industry to build those, they are considered foreign weapons, and so cannot be built. Your kobold citizens are also considered pets and/or livestock by the game, and their labor preferences cannot be changed, due to lacking {{token|CAN_SPEAK|c}}. They can start with spears, short swords, bows, and large knives, but cannot form military squads, due to lacking any defined positions (including militia positions). Making this race playable requires a moderate amount of game file editing, with the following as a bare minimum to make them playable:&lt;br /&gt;
&lt;br /&gt;
* [[Position token]]s such as an equivalent to an expedition leader, or any other position capable of appointing militia commanders and other added utility positions.&lt;br /&gt;
* [[Pick]]s and [[axe]]s must not only be added to the entity's list of available items, but also have their minimum size to wield lowered. Alternatively, smaller versions can be added (stone axes, being tools rather than weapons, won't work{{bug|9738}}).&lt;br /&gt;
* Kobolds ''require'' the use of {{tt|[CAN_SPEAK]}} or else they will count as pets that can't be controlled properly (but not if you have dfhack labors or Dwarf Therapist). This can still be used alongside {{token|UTTERANCES|c}}.&lt;br /&gt;
* Kobold caravans (and thus, more migrants) will not arrive unless pack animals or wagon pullers are added, either via the {{tt|[COMMON_DOMESTIC_*]}} entity tokens or the {{token|ANIMAL|e}} entry.{{v|0.44.01}}&lt;br /&gt;
* Swapping the progress triggers of dwarves and kobolds is strongly recommended, lest you risk a small chance of a dwarven siege during your first autumn.&lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
&lt;br /&gt;
Multiple examples of Kobold Camp mods exist, generally descended from or influenced by [http://dffd.bay12games.com/file.php?id=1975 this version] or [http://dffd.bay12games.com/file.php?id=2071 its successor]. A more recent version for 47.1-47.4 can be found [http://dffd.bay12games.com/file.php?id=14755 here]. [[Masterwork:Main Page|Masterwork]] also contains an (out-of-date) version of the latter. The original is the closest to a vanilla kobold experience, while the other two restrict kobolds to wooden weapons and digging in soil only. There is also [[User:Valos/Kobold_Kamp|Kobold Kamp]] that settles on a stone-age flavor with some expansions, and remains actively updated. Shortly after the Steam release, [https://steamcommunity.com/sharedfiles/filedetails/?id=2902807802 another kobold mod] got released to the Steam workshop, with custom sprites .&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Kobold language]]&lt;br /&gt;
* [[Cave]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) raws|{{raw|v50:entity_default.txt|ENTITY|SKULKING}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.04&amp;diff=302462</id>
		<title>Release information/50.04</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.04&amp;diff=302462"/>
		<updated>2024-07-12T22:23:13Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 302461 by 77.46.241.37 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress 50.04 was the first version of the 50.x series to also be released as a [[Classic version|classic version]] at [https://www.bay12games.com/dwarves/ bay12games.com]. Like previous 50.x releases, only Windows was supported.&lt;br /&gt;
&lt;br /&gt;
:Here's the first Classic release!  There's a lot left to do, but this version is playable and will give you an idea of where things are at.  Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.  We'll need to work through those - you can still use the settings to scale it up if you like.  A few other indicators need to come back, and some tiles are working a little oddly (brooks for example).  Also, because of how the graphical release is set up, we're currently stuck with one font size, which will impact some tile sets of course.  We're going to get through all of this (and more keyboard support as well of course).  But I wanted everybody to see what progress has been made and get a chance to try it out.  We should have simultaneous releases from now on, between Steam, itch, and here.&lt;br /&gt;
:&amp;amp;mdash;[[Main:Toady One|Toady One]], December 22, 2022&lt;br /&gt;
&lt;br /&gt;
== Graphics additions/changes ==&lt;br /&gt;
* Can now swap back and forth from Classic tile mode (in [[Settings#Video|video settings]].)&lt;br /&gt;
* Graphics for some picked outdoor plants.&lt;br /&gt;
* Updated engraved walls.&lt;br /&gt;
* Added some custom symbols.&lt;br /&gt;
&lt;br /&gt;
== Audio additions/changes ==&lt;br /&gt;
* Added a music frequency option in the audio settings (default 3-5 minutes, can be set from 10 minutes to 10 seconds.)&lt;br /&gt;
* Made outdoor [[ambience]]s alternate between being more active and a few neutral wind ambiences.&lt;br /&gt;
* Made the wild ambience use some randomly spaced howls and giant footsteps.&lt;br /&gt;
* Updated trade depot ambience.&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
* Ability to add/remove all civilians/soldiers from a [[burrow]]&lt;br /&gt;
* Can advance the game one frame (default key = period)&lt;br /&gt;
* Made assigning multiple squad positions continue to position 10 instead of stopping at 9&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Salamander&amp;diff=302011</id>
		<title>Masterwork:Salamander</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Salamander&amp;diff=302011"/>
		<updated>2024-06-18T19:22:46Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 302010 by 188.74.138.11 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.13&amp;diff=301836</id>
		<title>Release information/50.13</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.13&amp;diff=301836"/>
		<updated>2024-06-14T08:31:51Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 301835 by 154.12.112.133 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:Apologies for two updates in two days but important things are afoot, and as I mentioned yesterday, Tarn is going to take a little rest for a week or two, so hopefully this will help make that wait more bearable.&lt;br /&gt;
&lt;br /&gt;
:This is version 50.13 updating on the main/default branch, improving Fortress Mode! If you're not seeing it, try closing Steam and re-logging in.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [https://store.steampowered.com/news/app/975370/view/4186734162842117873 Tanya on behalf of Kitfox and Bay 12, April 23, 2024]&lt;br /&gt;
&lt;br /&gt;
== New additions/changes ==&lt;br /&gt;
&lt;br /&gt;
* [[Graphics#Portraits|Portraits]]! Whether they're [[dwarves]], [[elves]], [[human]]s, or [[Animal person|animal people]], they have portraits! Procedurally assembled, in many cases.&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed [[statue]]-related crash&lt;br /&gt;
* Fixed [[syndrome]]-related crash&lt;br /&gt;
* Fixed [[temperature]]-related crash&lt;br /&gt;
* Fixed crash from empty [[kitchen]] menu&lt;br /&gt;
* Fixed multi-kill [[squad]] orders&lt;br /&gt;
* Fixed [[world gen]] crash from the appointing of chefs by [[demon]] rulers that had been influenced by outside reading materials on decorum and leisure time&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* Centered some [[creature]]s that were printing off-center&lt;br /&gt;
* Large [[gem]]s and gem [[crafts]] should be produced properly by [[gem cutting]] [[job]]s again&lt;br /&gt;
* Fixed [[cave adaptation]]&lt;br /&gt;
* Fixed problem with numbers in wild creature clusters&lt;br /&gt;
* {{token|SELECT_GROWTH|p}} and {{token|SELECT_MATERIAL|p}} available in [[plant]] [[modding]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.01&amp;diff=301806</id>
		<title>Release information/50.01</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.01&amp;diff=301806"/>
		<updated>2024-06-12T07:08:15Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 301805 by 161.77.135.39 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
The first version in this release cycle, '''DF 50.01''', was released on '''December 6, 2022'''. It was introduced with the Dwarf Fortress [[Premium version|Premium]] launch on the Steam and itch.io platforms. The classic version update was not finished at the time.&lt;br /&gt;
&lt;br /&gt;
The release did not include an official changelog. An incomplete and unedited changelog was released on the publisher's site [https://kitfoxgames.notion.site/Dwarf-Fortress-Premium-Launch-Changelog-2300676dec054a518cc2f16e9401afed]:&lt;br /&gt;
&lt;br /&gt;
== UI-related features ==&lt;br /&gt;
* tutorial/guides/tooltips&lt;br /&gt;
* all menus improved and have mouse support&lt;br /&gt;
* wasd support&lt;br /&gt;
* mouse wheel to change elevation, click mouse wheel and drag to recenter&lt;br /&gt;
* view multiple elevations at once&lt;br /&gt;
* info readout where mouse is&lt;br /&gt;
* ui/play area can be scaled/zoomed separately&lt;br /&gt;
* can now interact with more menus while unpaused&lt;br /&gt;
* right click to leave any menu&lt;br /&gt;
* easy to find buttons&lt;br /&gt;
* minimap clickable, higher resolution&lt;br /&gt;
* population shown by emotion&lt;br /&gt;
* food/drink amounts shown at all times&lt;br /&gt;
* date/moon/weather shown&lt;br /&gt;
* new information hub centralizing a lot of data&lt;br /&gt;
* character sheets with tons of accessible info including thoughts and memories&lt;br /&gt;
* ability to use closest material when building, and to keep building after placement&lt;br /&gt;
* faster zone/stockpile/burrow/track placement&lt;br /&gt;
* zones and locations easier to manage, zones and rooms unified into zones&lt;br /&gt;
* stockpiles much easier to manage/link/customize&lt;br /&gt;
* burrows now easier to manage, burrows can be paused&lt;br /&gt;
* minecart hauling system much easier to use&lt;br /&gt;
* hospital now a location instead of a zone, so it can span multiple areas, be named, and have associated occupations&lt;br /&gt;
* more search filters on lists, more alphabetization, collapsing categories&lt;br /&gt;
* new alert and report system&lt;br /&gt;
* flow of diplomacy changed, no longer interrupts you, incorporated into alert system&lt;br /&gt;
* more feedback on trade screen&lt;br /&gt;
* labor settings replaced with work details&lt;br /&gt;
* children do chores like hauling&lt;br /&gt;
* can now place constructions over existing constructions&lt;br /&gt;
* military screen and unit orders combined in easy to use squad menu&lt;br /&gt;
* work orders much easier to use, suggested trigger conditions relieve most of the need to build your own&lt;br /&gt;
* new button to recenter on locations, easier recentering generally&lt;br /&gt;
* surface and depth buttons&lt;br /&gt;
* hospital screen and character sheet replace health tab&lt;br /&gt;
* standing orders easier to understand and use in info tab&lt;br /&gt;
* faster worldgen, now has a history readout as you go&lt;br /&gt;
* embarking much easier, more of the map is shown, biome information much easier to find&lt;br /&gt;
* site finder faster, shows specific metals, can be stopped&lt;br /&gt;
* easier to access difficulty settings and triggers&lt;br /&gt;
* legend mode hyperlinks&lt;br /&gt;
&lt;br /&gt;
== Other features ==&lt;br /&gt;
&lt;br /&gt;
* new goal to become mountainhome&lt;br /&gt;
* multi-timeline save system&lt;br /&gt;
* mod system revamped, load order&lt;br /&gt;
* stress system improved&lt;br /&gt;
* jewels easier to find and cutting gems made easier&lt;br /&gt;
* easier to find iron&lt;br /&gt;
* can choose noble symbols of power&lt;br /&gt;
* multiple leather items per skin based on size&lt;br /&gt;
* new underground features&lt;br /&gt;
* new agitation system in savage areas, elves more demanding&lt;br /&gt;
* return of underground invasions&lt;br /&gt;
* farm output depends on soil location (caverns better)&lt;br /&gt;
* caravan economy tightened considerably, wagons now require baron&lt;br /&gt;
* appraisal skill matters in degrees&lt;br /&gt;
* new prefs folder to separate out changes you made in settings from the defaults&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
&lt;br /&gt;
* bins bug - no longer need such a need for quantum stockpiles&lt;br /&gt;
* civil war bugs&lt;br /&gt;
* megabeast religions now work properly&lt;br /&gt;
* many many many more&lt;br /&gt;
&lt;br /&gt;
== Missing Features ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Missing features}}&lt;br /&gt;
&lt;br /&gt;
Many features which were present in 0.47 were missing in 50.01, including the medical screen, the ability to add notes, and civilian alerts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Release information]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=301162</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=301162"/>
		<updated>2024-05-12T07:08:40Z</updated>

		<summary type="html">&lt;p&gt;Cali: /* Werebeast types */ Fixed graphic/creature mismatch after wereshrew was listed twice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:werebeast_sprite_preview.png|right]]'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, cursed to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player. Though adults and children can be cursed, babies will not be.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[DF2014:Advanced_world_generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
The sprite assigned to a werebeast will be closest to its randomly, procedurally generated appearance. There are 72 possible sprites.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
=== Curse transmission and effects ===&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead.  When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached.  Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at &amp;quot;dabbling&amp;quot; level. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
=== Combat, strengths and weaknesses ===&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey**&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae; | !! Graphic !! Werebeast&lt;br /&gt;
|+ Reptile Werebeasts&lt;br /&gt;
|[[File:werechameleon_sprite.png|center]] || Werechameleon || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregecko_sprite.png|center]] || Weregecko || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregilamonster_sprite.png|center]] || Weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereiguana_sprite.png|center]] || Wereiguana || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelizard_sprite.png|center]] || Werelizard || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonitor_sprite.png|center]] || Weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereskink_sprite.png|center]] || Wereskink || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Weretortoise** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mammal Werebeasts&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereanteater_sprite.png|center]] || Wereanteater* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoati_sprite.png|center]] || Werecoati || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werekoala_sprite.png|center]] || Werekoala || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereporcupine_sprite.png|center]] || Wereporcupine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereantelope_sprite.png|center]] || Wereantelope** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoyote_sprite.png|center]] || Werecoyote || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelemur_sprite.png|center]] || Werelemur || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererabbit_sprite.png|center]] || Wererabbit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereape_sprite.png|center]] || Wereape** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredeer_sprite.png|center]] || Weredeer || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werellama_sprite.png|center]] || Werellama || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereraccoon_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werearmadillo_sprite.png|center]] || Werearmadillo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredonkey_sprite.png|center]] || Weredonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereloris_sprite.png|center]] || Wereloris* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererat_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebadger_sprite.png|center]] || Werebadger || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelephant_sprite.png|center]] || Wereelephant || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremammoth_sprite.png|center]] || Weremammoth* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererhinoceros_sprite.png|center]] || Wererat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebear_sprite.png|center]] || Werebear** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelk_sprite.png|center]] || Wereelk || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremarmot_sprite.png|center]] || Weremarmot || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresheep_sprite.png|center]] || Wererhinoceros&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werebeaver_sprite.png|center]] || Werebeaver || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werefox_sprite.png|center]] || Werefox || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremole_sprite.png|center]] || Weremole* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereshrew_sprite.png|center]] || Wereshrew*&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebison_sprite.png|center]] || Werebison* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregiraffe_sprite.png|center]] || Weregiraffe || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremongoose_sprite.png|center]] || Weremongoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereskunk_sprite.png|center]] || Wereskunk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebuffalo_sprite.png|center]] || Werebuffalo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregoat_sprite.png|center]] || Weregoat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonkey_sprite.png|center]] || Weremonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresloth_sprite.png|center]] || Weresloth&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebull_sprite.png|center]] || Werebull || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregopher_sprite.png|center]] || Weregopher* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremoose_sprite.png|center]] || Weremoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresquirrel_sprite.png|center]] || Weresquirrel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecamel_sprite.png|center]] || Werecamel** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehare_sprite.png|center]] || Werehare || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremouse_sprite.png|center]] || Weremouse* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretapir_sprite.png|center]] || Weretapir&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecapybara_sprite.png|center]] || Werecapybara || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehedgehog_sprite.png|center]] || Werehedgehog || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereopossum_sprite.png|center]] || Wereopossum || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewarthog_sprite.png|center]] || Werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecat_sprite.png|center]] || Werecat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehorse_sprite.png|center]] || Werehorse || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepanda_sprite.png|center]] || Werepanda || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereweasel_sprite.png|center]] || Wereweasel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecavy_sprite.png|center]] || Werecavy || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehyena_sprite.png|center]] || Werehyena || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepangolin_sprite.png|center]] || Werepangolin || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewolf_sprite.png|center]] || Werewolf&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werechinchilla_sprite.png|center]] || Werechinchilla || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werejackal_sprite.png|center]] || Werejackal || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werebeast_sprite.png|center]] || Werepanther** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewombat_sprite.png|center]] || Werewombat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecivet_sprite.png|center]] || Werecivet* || style=&amp;quot;background:#ddd | || [[File:werekangaroo_sprite.png|center]] || Werekangaroo || style=&amp;quot;background:#ddd | || [[File:werepig_sprite.png|center]] || Werepig || style=&amp;quot;background:#ddd | || [[File:werezebra_sprite.png|center]] || Werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal.) While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad way before this happens.) Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had. &lt;br /&gt;
&lt;br /&gt;
Particularly [[Fun]] ideas for using werecreatures include:&lt;br /&gt;
&lt;br /&gt;
===Infecting your entire fort===&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well; May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly ‼fun‼ for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
The following are some commonly used methods to acheive this; in an approximately decreasing order of risk to your fortress population, but increasing effort to implement.&lt;br /&gt;
&lt;br /&gt;
==== Squad assignement method ====&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get [[Wound|injured]] will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. Another significant problem arises when an attack by either the werebeast or a dwarf happens at the moment of transformation. This is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
==== Confinement method ====&lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The increasing risk with this method, is that werebeasts become legendary fighters/wrestlers very quickly, at which point they are capable of mortally wounding, or outright killing, half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
==== Cage trap method ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Creature_wereracoon_cage-trap_v50.png|thumb|right|Wereraccoon accidentally caught in cage trap. A safer outcome than most [[‼SCIENCE‼]] failures.]]&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but make sure the room is completely covered in [[cage trap]]s (Though this method may not work with certain types of werebeasts, such as wereraccoons, as they are small enough{{verify}} to be caught in cage traps when transformed). Many injuries inflicted by werebeasts can knock a dwarf [[unconscious]] due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is [[Thought#Justice|released]] from a cage gets an enormous [[Emotion|happiness]] boost that will help him [[Stress|cope with]] the loss of [[Relationship|family and friends]] who were not so lucky.&lt;br /&gt;
&lt;br /&gt;
Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet), that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a [[lever]]), to prevent [[insanity]] due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option to integrate werebeasts into your fort, is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating [[military]] force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their [[Squad#Station_order|stations]], [[Scheduling|alerts]] and [[Squad#Creating_and_assigning_uniforms|uniforms]] (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
[[Stupid_dwarf_trick|Bonus points]] if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c8ccd1;&amp;quot;&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Day&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|25th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|23rd&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|21st&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|19th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|17th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|15th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|13th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|11th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|8th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|6th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|4th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|2nd&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|28th&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Month&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Granite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Slate&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Felsite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Hematite&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Malachite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Galena&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Limestone&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Sandstone&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Timber&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Moonstone&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Opal&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Obsidian&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Obsidian&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Date&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-01-25)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-02-23) &lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-03-21)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-04-19)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-05-17)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-06-15)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-07-13)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-08-11)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-09-08)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-10-06)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-11-04)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-12-02)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-12-28)&lt;br /&gt;
|}&lt;br /&gt;
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==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. (toppling statues unrelated to your religion has no effect.)  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse - which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species and your base species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=299161</id>
		<title>Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=299161"/>
		<updated>2024-04-20T22:15:36Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 299155 by Tyedye54321 (talk) While you may think this should be two words, the game lists it as one word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Bookkeeper&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
|function=&lt;br /&gt;
* Accurate accounting of [[stocks]] and [[wealth]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''bookkeeper''' is an appointed [[noble]] who updates the [[stocks]] and [[wealth|created wealth]] screens with more accurate information. The bookkeeper needs to work in an [[office]] to do this job. The bookkeeper uses the [[record keeper]] skill, which grants the [[clerk]] profession. Important stats for [[record keeper]] skill are Analytical Ability, Memory and Focus.&lt;br /&gt;
&lt;br /&gt;
The desired level of accuracy can be set next to the bookkeeper position from {{key|n}}obles screen by selecting one of the numbers 1 to 5. To increase above the lowest level of accuracy, the bookkeeper needs a [[office|meager office]]. They must work not only to attain an accuracy level, but also to maintain it. When first assigned, a bookkeeper spends a long time creating a full list of the stocks, but once done, it takes only a bit of time to maintain this level of detail (even at maximum quality), so most of Urist McBookkeeper's time can eventually be assigned somewhere else.&lt;br /&gt;
&lt;br /&gt;
* Note: If your designated bookkeeper refuses to use their assigned chair/office and simply will not do their job, double check that you have raised the &amp;quot;precision&amp;quot; level on the nobles screen.&lt;br /&gt;
&lt;br /&gt;
Curiously, a bookkeeper does not require writing materials such as [[paper]] or [[scroll]]s to perform their job. Bookkeepers will be unable to do their jobs if they cannot grasp, though.&lt;br /&gt;
{{Translation| dwarven = thîkut-zuden | elvish = soya-sinu | goblin = zosto-ol | human = thothil-nushrat}}&lt;br /&gt;
[[File:Bookkeeper-sarasti.jpg|thumb|center|300px|Artist rendering of a bookkeeper by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BOOKKEEPER]&lt;br /&gt;
	[NAME:bookkeeper:bookkeepers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:180]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.12&amp;diff=299109</id>
		<title>Release information/50.12</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.12&amp;diff=299109"/>
		<updated>2024-04-18T23:59:46Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 299108 by 66.128.200.18 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:After a few extra weeks of beta testing, patch 50.12 is finally live! Thank you to everyone who tested the update and sent in bug reports, it was very helpful. This patch brings many improvements to sorting and searching in the menus as well as a ton of bug fixes and additional keyboard support. Llamas have also (finally) achieved the status of pack animal. Here are the full patch notes.&lt;br /&gt;
&lt;br /&gt;
:There will be lots more Adventure Mode news coming in the coming weeks, including a part 2 of the combat video from last time.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [https://store.steampowered.com/news/app/975370/view/4136064865380703752?l=english Alexandra + Bay 12, March 6, 2024]&lt;br /&gt;
&lt;br /&gt;
== New stuff ==&lt;br /&gt;
&lt;br /&gt;
* Ability to sort the lists from the creature/task menus&lt;br /&gt;
* Kitchen interface sorting and searching&lt;br /&gt;
* Work detail sorting and searching&lt;br /&gt;
* Can edit and restore default work details&lt;br /&gt;
* Saves can be sorted by world and folder on the title screen&lt;br /&gt;
* Keyboard support for many unit lists&lt;br /&gt;
* Ability to designate burrows over multiple Z levels&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* Additional statue graphics&lt;br /&gt;
* Fixed some classic building interface lights&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* Squad assignment now lists already-assigned units last&lt;br /&gt;
* Fixed error in calculation of bridge support&lt;br /&gt;
* Fixed issue in how environment-appropriate work animals are selected for visiting fortress&lt;br /&gt;
* Fixed missing autopause tooltip&lt;br /&gt;
* Additional miscellanous optimizations&lt;br /&gt;
* Fixed minor issue with forest variant display&lt;br /&gt;
* Fixed clipping issue on unit sheets&lt;br /&gt;
* Fixed minor issue with cage contents display&lt;br /&gt;
* Fixed pet list display on unit sheet rarely skipping a pet&lt;br /&gt;
* Llamas are pack animals now&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.11&amp;diff=298978</id>
		<title>Release information/50.11</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.11&amp;diff=298978"/>
		<updated>2024-04-07T04:05:29Z</updated>

		<summary type="html">&lt;p&gt;Cali: Undo revision 298977 by 172.255.83.85 (talk) Removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:Here's a patch for a linux log crash and tutorial issues, as well as some more minor issues that came up in code analysis.&lt;br /&gt;
&amp;amp;mdash;[[Toady One]], [https://www.bay12games.com/dwarves/ October 3, 2023]&lt;br /&gt;
&lt;br /&gt;
:We have a quick patch update today with fixes for Linux Mode, the tutorial and more. We will be posting a big update this week with a new roadmap for Adventure Mode and updated FAQ so stay tuned for that!&lt;br /&gt;
&amp;amp;mdash;[https://store.steampowered.com/news/app/975370/view/3753244909556346261 Alexandra], October 3, 2023&lt;br /&gt;
&lt;br /&gt;
==Major bug fixes==&lt;br /&gt;
* Fixed crash on linux related to game log threading&lt;br /&gt;
* Fixed broken tutorial on click workshop step&lt;br /&gt;
* Stopped tutorial prompt in tiny worlds where tutorial is invalid&lt;br /&gt;
* Cleaned up a source of squad schedule corruption&lt;br /&gt;
* Made classic graphics setting work properly on restart (hopefully for real this time!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other bug fixes/tweaks==&lt;br /&gt;
* Fixed potential problem with doctors vs. multiple hospitals&lt;br /&gt;
* Ballista arrows etc. that chop down trees now count for treecap diplomacy&lt;br /&gt;
* Image sets with non-uniform types now properly display as having a variety of types&lt;br /&gt;
* Generic improvements now properly display &amp;quot;made a masterful improvement&amp;quot; in histories&lt;br /&gt;
* Allowed single pair dances to generate properly&lt;br /&gt;
* Fixed potential minor oddity involving animal placement&lt;/div&gt;</summary>
		<author><name>Cali</name></author>
	</entry>
</feed>